#blueprint

402296 messages · Page 671 of 403

midnight ravine
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quick question:
I made an Event Dispatcher inside my Level Blueprint and bound it to an Event as you should. Next I wanted to call that Event Dispatcher from within another Blueprint but it does not show up at all?

dawn gazelle
midnight ravine
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@dawn gazelle I need to modify state on an existing actor inside my level. Should I rather just store it as a variable and not interact with the level blueprint at all? Otherwise I feel like I'm calling event dispatchers just to call event dispatchers

dawn gazelle
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Event dispatchers are good if you need multiple things to respond to an event - so you can have multiple blueprints bind to the dispatcher and then do their thing when the dispatcher is called. Did you place the actor manually in the level and need to change it?

midnight ravine
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well I need an actor to change state based on a widget

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basically what I have is a timer in the level. The player would enter numbers inside the widget, which in turn should activate the clock placed inside the map.

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That's the coupling I'm working around

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so my thinking went with "well I want the level blueprint to change the state on the clock. For that I want it to listen to an event dispatcher inside the widget since we can't reference the level blueprint and any actors living inside it directly.

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but I totally forgot that I can save a reference of living objects inside GameState/GameMode or whatever I want and manipulate that instead since it's a pass-by-reference anyway

leaden goblet
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Ok, i have a problem with widget component - 3d world widget.
I cant use it with mouse alone, i understand it should be like this or is it a bug? I need to use widget interaction component for that. But the problem is, even with source as a mouse, the trace is moving when the player is moving, and its not hitting where i have my mouse. Anyone had thsi problem?

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What is the best solution for mouse interaction with widget components?

crimson hornet
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?

dawn gazelle
# crimson hornet ?

What are the answers to the questions I had asked you? How are you setting that the player is dead? Are you sure you've properly set up your Is Dead BPI call correctly to return the actual state of the player?

trim matrix
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@dawn gazelle hey man, I'm the guy that asked about the LineTrace function yesterday

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Is something wrong here? because this simply registers "Aim Target Artillery" as 0,0,0

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this is an example camera angle

faint spire
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Hey so I am trying to make a scope in for a sniper rifle. I have it all set up to where when I press right click, the scope widget spawns and the character and sniper assets are hidden (so you cant see them in the scope) but when I aim in I can only move left/right but not up/down. Anybody know my issue? I'm sure its something small I'm looking over

last abyss
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should warnings always be resolved? I mean I get a warning that an actor's component isn't set to moveable while its trying to move, this is a switch that will go down when a player overlaps a box collision and up when the player leaves. The problem was that disabling the box collision makes it move up again, so I decided to also set the mobility of the switch (which is a static mesh) to static. The only problem is that now I'm getting warnings saying that I should make the switch moveable if I want to move it. So the question that I got is: should I resolve the warning in this case or will it be fine to keep it in? I can resolve it I just wonder if it is absolutely necessary and what could be downsides of keeping a warnings in.

dawn gazelle
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You can also try turning on the "Draw Debug Type" and you can see the red line that it traces.

trim matrix
trim matrix
faint spire
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What controls exactly? The mouse input?

trim matrix
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Yes, did you separate the X and Y axis of mouse input?

faint spire
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Yep mouse x and mouse y have their own inputs

last abyss
trim matrix
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Well then it is probably a mistake somewhere in your blueprint code section for the movement

trim matrix
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@dawn gazelle Thanks!

faint spire
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Hmmm. Well my other guns work fine when ADS, but this one isn't working I think because I am hiding the character and sniper assets

trim matrix
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Are you using the same blueprints for both hipfire and ADS?

faint spire
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Yep! Sorry for a late reply

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Heres the part of the code that is causing that problem

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The two world location values are the world locations of the cameras i am interpolating

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Never mind I'm dumb 🤦‍♂️

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The camera I interpolated to wasn't using pawn control rotation

trim matrix
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I see

chrome sundial
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Can I force my Character for 2 seconds to move forward?

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from Blueprint

trim matrix
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I made a GameInstance type in C++ which holds the reference to a class which directly extends UObject, as shown:

protected:
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Properties|Inventory")
    UInventory* Inventory;

public:
    UInventory* GetInventory() const { return Inventory; }

The reference to Inventory is initialised like so in the GameInstance constructor:

    Inventory = NewObject<UInventory>();
    Inventory->RegisterGameInstance(this);

I now extend this C++ GameInstance class in Blueprints.

Now the conundrum is - I receive a valid reference to Inventory in C++ when using the pure C++ GameInstance class but the reference is completely invalid in both C++ and Blueprints when using the Blueprint derived GameInstance class. What should I do to get a valid reference to Inventory in Blueprints?

chrome sundial
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I tried, but he seems to dont care, no matter what value. Maybe because I didnt called it over time?

trim matrix
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How will I construct this instance?

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@trim matrix if you're available atm I'll quickly test this and report back to you, sounds good?

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Hello there, is there any reason as to why whenever I go into Orthographic mode in the Blueprint viewport it always chooses a lower LOD?

chrome sundial
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thx got it :)!!

trim matrix
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I would want it to look just like this

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Okay the Editor itself completely crashed when restarted after build because it didn't like passing in a nullptr as the UClass* value

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thing is it was working earlier when I used only C++

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Oh I got that covered

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Indeed, I'm not even sure

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wanna take a look at some stubs from the class files?

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oh cool, np mate

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did, works with c++ GameInstance class, does not work with derived Blueprint GameInstance

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aight

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I did this:

private:
    UPROPERTY(EditDefaultsOnly)
    TSubclassOf<UInventory> InventoryClass = UInventory::StaticClass();
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now it works

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I had to put the Inventory.h file in the header, which I've learnt is not as good as forward declaring it

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how so? doesn't the BP version call the constructor of the C++ version?

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oh and there's no bp inventory

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okay, now I'm changing this to the BP:

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the bp checks I'd put in report this

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and the C++ code reported a nullptr

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darn it, it works with the C++ GI and not the BP GI

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The change had no effect

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let's try putting the init code in Init

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@trim matrix I'm using this code to make the Inventory:

    Inventory = NewObject<UInventory>((UObject*)GetTransientPackage(), InventoryClass);
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the inventory is a bp property because of UPROPERTY, right?

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okay, I think I've solved it

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okay so I solved it by putting all the code in the Init() method

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Thanks for looking through it with me!

feral stream
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Hello guys, I'm trying to figure out a way to better stop my character from moving off of a surface while climbing, so currently while climbing my character is in the flying state and to move I give him impulses of velocity, before giving him velocity impulses and while he is in the wall climbing state (meaning during the time he still has velocity) I do 2 line traces for his hands in the direction he is moving to to check if they will no longer overlap with a climbable wall - if they don't I stop his movement immediately. And here's my issue - this works fine on FPS=>60 but if the fps drops while he's moving towards an edge the character overshoots the stopping point or doesn't stop at all while he has velocity

queen urchin
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Hi guys. Kinda strange question, but still

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I have a streaming level for battles. And I need to clean it after battle (remove bodies, arrow, etc). Total reset to default state. How can I do it?

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Wdym completely? Im unloading it for every player and for server too, still when Im loading it again it has all the trash. Also its not server travel, I have this level in persistent level

maiden wadi
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Not as familiar with level loading, but it sounds like the stuff you're spawning isn't a part of that level, like the arrows/bodies and such. So it won't remove them when it's unloaded.

queen urchin
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@maiden wadi Well, probably, but I dont know how can I spawn stuff "in level" properly. Never saw anything about it :/

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Just dont want to make arrays of items and stuff like that cause IMHO its bad option

feral stream
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I just want him to stop at the edge of a wall and not blow past it

chrome locust
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how can this keep the player moving forward without pressing any input tf?

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i know but when i press play it starts moving immediatly

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without even pressing first?

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dang

chilly jetty
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Hey there

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how do i ensure the AI always knows where I am?

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I'm using the AI Perception

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right that's true

outer goblet
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Wonder if someone can help me. i got this spline which is the top one. The second one is the same spline with a second spline component set that each spline point 100 to the next so evenly distributed through the whole spline. i attached a ball to the first spline which moves from start to end and random speeds but i want to connect it to the second spline instead for a much smoother movement but i'm kinda baffled in how to do it.

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It actually looks ok but i have widget that tells the character where they are on the track based on the points in the second spline and need to have the ball connected aswell so the player can see the danger coming in the widget aswell.

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i'm still new and i followed 2 youtube tuts and combined them to get this far. maybe point me in the direction for another one. lol

left niche
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All my streamed levels disappear whenever I play a montage. The persistent one doesn't. whats up with this

outer goblet
left niche
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No @outer goblet

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I'm loading them from a Blueprint

trim matrix
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Hello guys.I am making a battle royale prototype.Whenever i am falling from airplane "apply movement" function which we normally use for moving player is not working but once i reached the land "apply movement" function is working fine.Help me guys.Thank you

outer goblet
trim matrix
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Yeah but my bandwidth is very low.If you have that can you plz tell which node is used

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I also tried add force but it is also not working

outer goblet
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Um. well, right,,, ok, so like this templates bp is a bit complex so cant say its one node cos there's functions involved aswell. setting player movement, possessing pawn and yeah different functions for different movement types. Hold on.

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That sort of might help in getting you closer. The jump action is using other functions which activate the movement settings among others but i think its more or less there where you getting stuck, switching between movement modes.

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you cant move cos you falling.

dull tree
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i attached camera to my mesh (head)

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so when i play animations i get nice camera shake when walking/running

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but if i check owner no see

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its stops "shaking" camera

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its attached still but dont shake

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why is that or how can i get this nice shaking effect for my camera

outer goblet
trim matrix
outer goblet
dull tree
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its fps

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i have normal mesh for 3rd person and 1st person hands

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i need that 3rd mesh is invisible for camera

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but still want this movement to be on camera

outer goblet
obsidian cave
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hey guy
i have a small problem >
i have a widget which has 2 subwidgets now the subwidgets are same i.e they are a copy
problem is the subwidget is heavy on processing, so i dont want to process it twice....i was wondering if there was any simpler way to do it
where i create one widget and render the same widget on an image in the parent widget...that way i have two copies of same widget

outer goblet
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By just hiding the mesh you can but if you retarget to fp arms then you dont need the 3d mesh at all unless you want both for different views.

dull tree
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its multiplayer so i need 3d mesh

outer goblet
# dull tree its multiplayer so i need 3d mesh

Then i recommend taking a look at the new AGR plugin on marketplace. His channel also has ton of tutorials on mp settings and functions and also a 3rd person true firstperson example project you can download that does everything you looking for with mp already setup.

dull tree
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ooo

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ok

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thanks

obsidian cave
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i am just looking for any kinda solution bp or cpp..😅

nova ledge
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Ok, I honestly didn't want to send pictures at first because the layout is bigger than my screen to where it's visible to read, but I really need help, so prepare for a few pictures. Like I have said before, I'm trying to create a flying character that can also walk, but I'm having trouble with the landing and idle/walk animations when the capsule is up against the ground. It's stuck looking like it's flying despite when it has clearly landed (I have a print string set up) and the movement has been switched to walking. How do I fix this? Should I send pictures of the Animation Blueprint as well? Also, I apologize for so many pictures 😅

obsidian cave
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i be sure... to not do it agin

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i crosss my heartt🥶

nova ledge
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sorry for so many pictures!

outer goblet
# obsidian cave i crosss my heartt🥶

I'd say you can also get that battle royale template from devaddicts channel. It has the flying/skydiving/parachuting and landing and also vehicle functionality. I'm sure that will help or at least show you how he did it.

outer goblet
nova ledge
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Okay, thank you!

outer goblet
trim matrix
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@obsidian cave If you are worried about processing you can create the widget at event begin play and parent and unparent it based on your needs.

trim matrix
obsidian cave
obsidian cave
nova ledge
# outer goblet wrong tag. sorry. meant for <@!486912429536575488>

Um, sorry to bother you, but I looked at the template. My problem seems to be mostly with animations, and as far as I can see this guy doesn't have animations for the landing part yet. I took pictures of my codes because I thought it probably would help with solving it, but I guess I really should've sent pictures of my Animation Blueprint instead, or at least sent some along with the pics of the code.

My character lands perfectly fine, it's just the animation is messed up.

obsidian cave
primal smelt
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I have a static mesh where I have added my own collision boxes to in the mesh details. I have a situation where I just want to use the collision of the mesh and nothing else for a static mesh component in a pawn actor. If I were to add the mesh as a component and under rendering selected hidden in game, will this actually save on resources at all? From what I understand the mesh data and materials will still be loaded for quick reference, is that right? What I'm trying to work out is whether it would be more costly to do this than say just adding some boxes to match the location and extents of the mesh collision?

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I have a duplicate mesh that is flipped vertically which is visible in the game (may be a lazy workaround to solving a problem I had with positioning the mesh in the world at the correct orientation but it' what I'm currently going with!) and uses the same materials as the mesh I wish to hide, so it shouldn't really cost any more on the materials front at least.

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(This is more of a "best practices" type of question)

outer goblet
# nova ledge

Um, I'm really not sure. I still learning aswell so if i give wrong advice hopefully someone that knows more can help. I looked through bp pics you sent and these anim ones aswell. When you land does the printstring print that you landed on the map text? or you get no debug?

outer goblet
slate harness
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i need a virtual joystick that rotate the canon of my tank and move in this direction, i cant find any tutorial for this so plz help me

odd plume
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How can you check which player enters an input? I am working on a two player game, local multiplayer. Player index?

slate harness
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How i can find that because i found nothing for a joystick to move

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only for movement

odd plume
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You will need to adapt it for your needs

slate harness
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thx you man

odd plume
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Is there a better way of doing this? Trying to check which player answers the question first. Not really sure how to get the index as a boolean

primal smelt
lucid basin
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Hello guys, i have a problem with my sphereTraceByChannel.
what i want:
i want to pick up stuff with my interact input function by tracing it. (Got working)
i want to release Component without tracing it and by pressing interact again.
i want to keep using My Interact input for door open/close, turn on/off stuff etc.
i have almost everything working, but when i connect the line through the "checkHoldingItem" i have to press "interact(E)" key twice to make it do something after the first press.
any help is appreciated 🙂

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sorry for spam

nocturne zealot
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Hi

nocturne zealot
primal smelt
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(although by default I believe profile 0 is player 1 so you might want the default variable to be a number beyond the max number of players)

odd plume
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I am using 1 and zero

primal smelt
# odd plume I am using 1 and zero

Then you could have 2 as the default "no player". There may be another way of doing it - subject to the rest of how your code operates of course - but this is a simple method to follow for starters I feel

odd plume
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Thank you for you help, I am a bit confused by this part

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What is this doing exactly

primal smelt
# odd plume

So if you had "no player has answered yet" as 3 (0 in the screenshot) then when a player answers this checks what the current "value for "fastest" is. Is it 3? Then nobody has answered yet, so get the controller ID that is controlling this pawn and overwrite "fastest" to their number (0 or 1 in your case). When the other, slower player answers. The check will run, see that the current value is not 3 and so the "fastest" variable will not be overwritten.

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Again though, I have no experience with multiplayer so how you'd get both players reading and overwriting the same variable, I couldn't tell you

nova ledge
teal trench
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Guys, this is my graph for getting my character list, then add the character icon on screen with "add child to verticale box" and it works. But actually I want to pre-make the images in the designer and just assign the characters icons into them after. Anyone know how should I do it?

outer goblet
warped cairn
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So the distance between the player and the enemy is always 90, am I over complicating this?

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The blueprint is on enemy...

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To explain what the expected result is, if the distance between enemy and player is less than 20, then I want to take a value away from a float attached to the players blueprint

teal trench
outer goblet
gilded swan
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Hi how can i get from linetrace hit result the hit angle?

outer goblet
outer goblet
trim matrix
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Hello guys, i have a BaseEnemy parent class that i use to as the base to make new enemies, i was wondering how can i exclude some of the functionalities that are inherited? For example the parent class can do ranged attacks, i don't want the children to have that ability etc.

gilded swan
outer goblet
outer goblet
trim matrix
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oh... so like add a branch check before the actions and then tick on and off the bool on each child actor?

outer goblet
trim matrix
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thanks so much mate, really appreciate it.

narrow kelp
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@lucid basin For one thing, in your ss CheckHoldingItem isn't connected

lucid basin
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i know its because its bugging the interact function, but thanks 😄

runic parrot
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i don't know how i did this, but i can't open a content folder on the content browser because i crash the engine o.o
i modified one of my classes to create a new object from class and after that the engine crashed -.-

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i'm looking for a way to not lose the class, it's a shit ton of code

narrow kelp
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First see if everything is fine when you delete the file

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or move it out of the project

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I've had something similar happen a few times, and always had to revert changes

outer goblet
runic parrot
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i tried copying the same class from the backup project and it doesn't crash, i'm gonna see why it's crashing

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the modification i made shouldn't be making anything crash : (

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i can't even run the game, if i try to even open the folder where the class is, the engine crashes.

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i'm just redoing it from my backup and before doing the change that broke everything, i'm gonna backup again and see why it's happening

maiden wadi
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Anyhow. If that's the case. This should get you your degrees.

quartz kestrel
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anyone has experience for packaging VR with hand tracking?
hand tracking doesn't work in VR executable.

autumn ermine
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I'm working on the same project - we are working off of 4.26 and we are able to get hand tracking working in editor, but when we build the project, our hands don't show up

slate harness
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I have this to make the tank rotate but how i can make him move

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plz

fading fog
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you need to actually change the current actor rotation

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so you need to add rotation to the current actor rotation

slate harness
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i have some base in ue4 blueprint

fading fog
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i will dm you a print screen with the nodes

slate harness
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@fading fog i think i figured out

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I need to get the actor rotation and combine with the actual script

fading fog
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yes, that is true

nova ledge
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I've been brainstorming, but I haven't come up with anything solid as of yet. I'm looking to make my flying character speed up or down based on what angle the camera pitch is at and glide. Say if it is -45 degrees, the character speed will be at 400, and the pitch goes to -90 and the speed is set to 1000. I want it to ease in and out of the speed, especially if the camera pitch goes from -90 to 0.

What I mostly want is the character to slow down over time when the camera goes from -90 to 0, while when the camera pitch is 90, it's slower than when it is at 0. I keep thinking using a timeline for this will be good, but I'm not 100% sure how I would go about that since this will be my first time using a timeline. If I can use a timeline for this, how would I go about using it in the way I need? If not, what can I do to achieve my goal?

slate harness
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@fading fog

fading fog
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just sent you the bp

dawn gazelle
mighty linden
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How does one go about making water with bouyancy and a boat that reacts to the waves?

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would i just be better off buying someones BPs?

keen notch
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Wanting to create an unusual planet, and having trouble sourcing how to generate gravity for it - is it possible to generate attractive gravity on a line? Lets say have a 2D circle of attractive gravity in a 3D space?

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Thanks!

void needle
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anyone knows how can i set my ball position to - x not changed, y to 220, and z not changed

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really dont know how to do it

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i made it like this, but it doesnt work

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it doesnt work

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i should change it?

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and it will start working?

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i did it rn

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it was without first sequence

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before

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it should be like this?

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no

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those are fixed like 1000 years ago

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just forgot to remove them

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frick me

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i think that was a problem

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i just didnt saw it

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let me check

dawn gazelle
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Just want to point out too, these are functionally equivalent.

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Sometimes it's neater just to keep them in a row than using a sequence.

void needle
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okay, ty

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still doesnt wokr

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work*

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it starts going through objects

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after 15 seconds

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rn it looks like this

hexed coral
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is there a way to bypass/interrupt a delay node?

faint pasture
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@hexed coral sort of common not really, what are you trying to do?

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You could have a switch before the delay and bypass it that way, but it sounds like you're doing something sort of f****. What are you trying to do?

hexed coral
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I made this custom for each loop with a break and it works with a delay. once the loop has been broken i want to dismiss the delay.

faint pasture
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You should be able to structure the loop macro such that when you break it, it bypasses the delay.

void needle
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i fixed it

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ty all

hexed coral
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I tried adding a boolean or setting a variable to 0 but i had no luck with it.

faint pasture
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@hexed coral I take it you have a gate involved somewhere? Just have the brake close the gate and then exit. Whatever delay is currently running, it'll re-enter and hit a closed gate and not do anything

hexed coral
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I dont think i have a gate let me check

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It doesnt have a gate It just has a boolean like the default for loop with break node

nova ledge
# dawn gazelle You can use a map range, tick and finterpto to get the desired behaviour.

Hmm, I tested it out, and I realized it's not quite what I wanted. Maybe I didn't include enough (or slightly off) details in my message, but what I'm looking for is when the pitch goes from 0 to -90, it speeds up quickly, but when it goes from -90 to 0, it slows down slowly, as to apply the effect of gravity helping the owl character go faster when they're level but eventually go normal speed. What I'm looking for is similar to how the griffons in ARK glide due to that gravity effect.

narrow kelp
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@hexed coral try adding a check after the delay

dawn gazelle
faint pasture
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Map range will make it a linear correlation. Use a curve if you need it different.

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You can also use the pitch value into map range if you want, either one. If you need a nice smooth transition, somewhere in the chain, make a value a target value and then finterp towards it.

trim matrix
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Howdy, if I have two vector locations, is there a way to get the rotator values of one of those vectors with respect to the other?

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basically this

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Thank you I shall try it!

slow phoenix
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I think there is a node that calculate angle between 2 normalized vectors

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Also a node that calculate rotator so you can rotate from one to the other

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Yeah, I read the question again and post the 2nd one

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It gives a quaternion so it only goes one way.

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You can inverse the quaternion I think to get it go the other way.

sharp umbra
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Hopefully quick question / answer. I'm following a guide for creating a game and I've created a laser and working on the enemy, I'm attempting to get a print string for my event hits with the laser, but it's not really hitting anything even though I have the collisions set up properly. It's even not hitting the walls of the basic third person room it gives you with a new project, just goes through them. This guide has 70k views so I assume many here have seen it, when he shoots the laser gets stopped by walls, boxes, stairs, the enemy, mine just keeps going through things. Is this a forehead slap of stupidity moment? Anyone have advice? very very new to the engine.

trim matrix
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Are you using a LineTrace?

sharp umbra
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Genuinely don't know what that is lol, wasn't mentioned in the video so no

dry pewter
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Hello everyone

trim matrix
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Here's how I did it

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Use a function called "LineTraceForObjects"

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Where you make an array of all the object types you want to hit, and the hit result variable is very customizable as you can see.

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This worked for me

sharp umbra
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Ok thanks I'll give it a shot

dry pewter
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I'm a bit lost here, i am setting up a character movement following UE documentation, but i need my character to end it's movement facing the direction it was moving along, how should i do this, my idle animation after movement is always facing forward

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(forward direction before starting movement)

trim matrix
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how are you setting your input controls?

dry pewter
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This is the characters bp

trim matrix
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Can I see your inputaxis settings in the project settings?

dry pewter
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That'd be this

trim matrix
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And what is currently happening when your character ends it's movement?

fleet cedar
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my project broke today 😦 was working on it fine last night

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Any suggestions?

trim matrix
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hmm well not sure

dry pewter
trim matrix
# fleet cedar Any suggestions?

maybe your system is not allowing UE to access the project files? It happened to me often with Windows 10 with other programs I used. Just assuming that as the error message says "access violation".

dry pewter
fleet cedar
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Nope...

dry pewter
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That's all i can think of, sorry (As i had the issue when working from a dropbox folder)

narrow kelp
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delete your most recent files one at a time

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and use source control as backup

fleet cedar
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;_;

trim matrix
dry pewter
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No

fleet cedar
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Okay I will try this @trim matrix

faint pasture
#

@dry pewter You need to formulate it like this. You need to determine if you want the character capsule rotation to be driven by aim or movement. Then whether or not you want your upper body or lower body to align with capsule.

dry pewter
#

I need it to be driven by both

#

Kind of

#

I'm trying to set up a blend space with only idle animations and see

faint pasture
#

@dry pewter in your strafe animations, is the character running forward or looking forward?

dry pewter
#

In the walking animations the character is facing in the direction of the movement

faint pasture
#

That's a good fit for "orient rotation to movement"

#

Then the difference between aim and movement directions is what drives the blend space.

#

But you need a "idle but aim left" pose, not sure if you have one.

dry pewter
#

Yes i just made them and i'm trying to set up a blend space

#

Not working tho

dry pewter
pastel rivet
#

How can i convert floats to range between 90 to -90 for set rotation?

dry pewter
pastel rivet
#

@dry pewter
I still cant go past -90 or 90

dry pewter
#

Where is your float comming from? what's the range such float can have?

pastel rivet
#

@dry pewter
Im using a controller, and ive tried using add relative rotation and set actor rotation, but theres a limit to it, it can only go 90 degrees before it stops totally and starts wiggling

#

im using the controllers axis value

dry pewter
#

Why not 'add movement input' instead of set actor rotation tho?

#

**Add controller pitch/yaw input

pastel rivet
#

The actor is not a pawn which im trying to move

dry pewter
#

@pastel rivet Do you have any way of checking what the value of the axis is as you testplay? maybe the axis is not going from - values to + values but only from 0 and onward?

#

@faint pasture @trim matrix Solved it, had to turn off use controller yaw on character itself, not the movement component

upbeat otter
#

here's current rotation code

#

i feel like its simple but i can think of how to solve it

arctic cradle
#

Anyone know some quick tips or possibly tutorials on merging different blueprints and kits? I think I wanna merge2 kits that don't offer the same things, but I'm always hung up on the Game Modes and Player Classes. Would it be as simple as opening my main Game Mode blueprint and copying and pasting the other into it? I've seen a video or two on YouTube but have never really been able to wrap my head around it.

sand shore
#

Not likely

slow phoenix
#

lol, yep not likely.

sand shore
#

Move all the data structs and enums from pack B into project A.

move all non controller/pawn/etc from B into A.

Make a new folder for B in A, move all remaining content (eg, main GameFramework classes) into A. Open and copy functions over starting with functions that don't call anything else in their classes.

slow phoenix
#

I mean if they implemented really good base classes, you would still need to properly go through the blueprint/code to make sure.

sand shore
#

You can't avoid figuring out how to merge them on a member-by-member basis

#

basically move smaller chunks of logic before larger chunks, and migrate in editor only

slow phoenix
#

also, if deem possible, you can extract some out into reusable blueprint function/micros, etc.

arctic cradle
#

yep, figured as much, thanks for the help though haha

uncut lark
#

What collision would detect a linetrace? Im trying to make a hitbox from a capsule collision

slow phoenix
#

You mean you want to fire line trace at a collision capsule or you want to overlap hitbox with a collision capsule?

#

Cause you can filter by object type using the line trace for objects.

uncut lark
#

I want the enemy to have its own hitbox seperate of the capsule component

north hedge
#

All of them should technically, if its got blocking on in physics for Camera/Visibility then it should hit

uncut lark
#

So block camera and physics, got it.

Im having an issue with the enemies attacks getting blocked but Im not too sure whats blocking it. I need to figure out collisions now.

#

Like if it fires out the trace from its origins, something blocks it

north hedge
#

Print the hit actors name, that should give you a start

#

Also block Camera and/or Visibility based on what you're using

uncut lark
#

Cool. Ill do that

#

Thanks!

sterile quest
#

How do I resolve this error?

#

I can't move my skeletal mesh with the BP I've setup

sterile quest
#

Ya I am stumped. Guess I'll have to throw in the towel tonight.

#

There's literally nothing online that has been answered for this problem.

#

https://forums.unrealengine.com/t/warning-attempting-to-move-a-fully-simulated-skeletal-mesh-vehiclemesh/81094
This dates back from 2016, 5 years ago. No one from Epic or from the community either answered back or was able to resolve it.

#

My BP is broken now because of this error because the movement setup I have is being entirely ignored. Really frustrating honestly.

#

Man UE4 is such a mess at times. Lack of fleshed out documentation and (more often then not from what I've seen) silence from Epic staff only makes it that much more disheartening.

fiery glen
#

here's the underlying C++

#
bool USkeletalMeshComponent::MoveComponentImpl(const FVector& Delta, const FQuat& NewRotation, bool bSweep, FHitResult* OutHit /*= nullptr*/, EMoveComponentFlags MoveFlags /*= MOVECOMP_NoFlags*/, ETeleportType Teleport /*= ETeleportType::None*/)
{
#if WITH_EDITOR
    UWorld* World = GetWorld();
    if(World && World->IsGameWorld())
    {
        if (FBodyInstance* BI = GetBodyInstance())
        {
            //If the root body is simulating and we're told to move without teleportation we warn. This is hard to support because of bodies chained together which creates some ambiguity
            if (BI->IsInstanceSimulatingPhysics() && Teleport == ETeleportType::None && (MoveFlags&EMoveComponentFlags::MOVECOMP_SkipPhysicsMove) == 0)
            {
                FMessageLog("PIE").Warning(FText::Format(LOCTEXT("MovingSimulatedSkeletalMesh", "Attempting to move a fully simulated skeletal mesh {0}. Please use the Teleport flag"),
                    FText::FromString(GetNameSafe(this))));
            }
        }
    }
#endif```
#

what are you doing to the skeletal mesh to move it?

sterile quest
#

Like I don't have any nodes that have such a checkbox.

fiery glen
#

how and why are you moving it?

sterile quest
#

Moving it because...it's a ship? So it moves. How, can you please elaborate?

fiery glen
#

I guess I mean which specific nodes are being used here

#

ah,

fiery glen
#

looks like the issue may be the physics assets of the skeleton itself causing MoveComponentImpl to get called that way

sterile quest
#

Thing is the answer talks about fixing a issue with a ragdoll. Ships don't ragdoll. So a bit confused

fiery glen
#

but it's still a skeleton with a physics asset

sterile quest
#

Okay. I'll check it out then

#

I am in the PhaT editor and first I don't see my root bone. I do see it in the mesh and skeleton but not the PhaT editor. Second how do I add a rigidbody?

fiery glen
#

''right click any bone and you'll be able to add/replace bodies"

#

I'm honestly not 100% sure this is the right choice for you as it's just me googling the error message and parroting other people

sterile quest
#

No such option

marsh seal
#

anyone know how to use this "audio intensity" feature in the river splines? is that just some data that i can set so i can get that value later in code? or is that like... something thats already implemented and i just insert some ambient sounds?

fiery glen
sterile quest
fiery glen
#

you may need to have a dummy rigidbody in there set to kinematic just to make the warning go away

#

even if it doesn't get used for anything collision related

sterile quest
#

Okay. I'll try making it really small

sterile quest
fiery glen
#

lol, woops

#

you could probably turn off the actual collision of the root physics rigidbody

sterile quest
#

I had to create a constraint between the root collision I made and the ships hull

#

Which I then set the translations for that constraint to "Free"

#

Even set Collision response to disabled

#

However that does get rid of the error.

#

Even if the ship is flipping up into the air...

#

The ship flying into the air, with the sphere that represent where I want the water line still above the water

fiery glen
#

the way the skeleton's physics asset is supposed to look is a mystery to me

#

so I'm gonna have to say "I have no idea"

sterile quest
#

My Control BP

fiery glen
#

may be useful to check out how the skeletal mesh of the vehicle template is set up

#

may reveal some important setting I don't know about

fiery lark
#

Hey guys, is there a reason my skybox never goes past the sunset?

#

I press refresh skybox but it never actually gets dark, it just stays at this

sterile quest
zinc flicker
#

I currently play around with Jump Animation but what ever i do it feels so sluggish or dull or strange.
I tried to make a timeline so that after the jump he falls faster on to the ground to make the jump more smooth and less levitating but it feels still very strange.

Is there a good tutorial to make smooth nice Jump via Blueprint?

sterile quest
#

@fiery glen Vehicle template doesn't have a rigidbody attached to it at all

#

Well the root (that epic named Sedan_SkelMesh) doesn't have a rigidbody

fiery glen
sterile quest
#

Because there are NO answers that I've been able to find for this error.

#

Other people who have had it? Sure, but answers? None

#

Just dead ends

fiery glen
#

what's the physics transform update mode of the skeletal mesh on the bp?

#

where they just disable simulate physics and reenable it on beginplay? huh...

marble violet
#

How can i get the root or Blueprint of Actor Component?

fiery glen
#

the... owner?

marble violet
#

owner is the player right, not the blueprint that attached to

marble violet
#

oh, interesting, thanks

sterile quest
gentle urchin
#

Is it a sailing ship ?

sterile quest
fiery glen
#

switch physics transform update mode to kinematic just to see

sterile quest
#

Mesh sinks to the bottom. Funny because that's a good metaphor for my will right now

mortal cradle
#

I'm using for each loop which checks through 50 spawned actors with "get game time since creation" node, when I use standalone it shows me to have 0.0-0.1ms performance hit, which looks a bit crazy because I though that this will take a lot of performance, am I testing something wrong or maybe that for each doesn't sound too heavy?

surreal peak
#

You should use the Profiler or Unreal Insights to test performance. Can't say how accurate your test is. Should also be preferably done in package builds

mortal cradle
#

Will do, thanks

burnt nest
# sterile quest Mesh sinks to the bottom. Funny because that's a good metaphor for my will right...

I've tried reading up on the convo here. What are you trying to do exactly? Your ship is simulating physics, which is rather unusual for your purposes. It also has gravity enabled, which is making it sink to the bottom without something to counteract it and act as buoyancy. Also when a rigidbody shoots off into space it means it's overlapping something, and once it's been forced off of the other object, it will shoot off.
I would recommend not using physics for a ship. Otherwise you have a bit of coding to do to make it act like you want.

mighty linden
#

I just want a boat to move along the texture without clipping

obsidian cave
#

hey guys
quick question, I am not able to use GetRenderTarget() from a WidgetComponent as it returns none, even though the actor and WidgetComponent are in Level and Visible?

mighty linden
#

I just want to set up a simple moveable boat on the water

#

But im not sure hpw to go about it

#

would it require a lot of coding ?

#

I quickly made a boat mesh for it too in blender

burnt nest
#

Depends how realistic you want the boat to be. You could just restrict it to a plane on the Z-axis to keep it at the water line.

mighty linden
#

thats what i imagined

#

And it wouldnt be super realistic for now at least

#

but i want to set it up to where i can take control of the movement

#

It will be very basic like i said

sleek jacinth
#

Anyone want a blueprint based random name generator? I just refactored an old project I made in 2015, since people kept discovering the old thread. You can get the project for free here: https://forums.unrealengine.com/t/blueprint-name-generator-using-markov-chains/35410/1

fiery swallow
#

If you remove item 0 in an Array, does all the other items go down one number automatically?

random ibex
#

Hi, have someone experience with charts creation? Thank you

icy dragon
odd nova
#

Hi Guys. Got an UI question. Im trying to do an inentory system, and have a weird behavior i dont know how to debug. When my inventory opens, my mouse apear, and i can click. If i repress the key, inventory closes. Its awsome... But, if i dont click, if i repress the key, it doesnt close? I dont know if its because i have focus, or not?
edit: welp, i solved it, i simply remove the focussed asset. thanks everyone 😄

random ibex
random ibex
#

I am not really familiar with coding.  I want to visualize 3D charts via xml. Is there any way to do it?

fleet cedar
#

[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraph.cpp] [Line: 348]
[2021.05.24-21.46.56:311][ 0]LogOutputDevice: Error: AnimationStateMachineGraph /Game/LowPoly_Cat/ABP_CatNew.ABP_CatNew:AnimGraph.AnimGraphNode_StateMachine_0.Locomotion has invalid SubGraph array entry at 17
[2021.05.24-21.46.56:311][ 0]LogOutputDevice: Error: Stack:
[2021.05.24-21.46.56:311][ 0]LogOutputDevice: Error: [Callstack] 0x00007ffaffd3271c UE4Editor-Engine.dll!UnknownFunction []

#

Is it possible to fix this Anim BP somehow?

restive dagger
#

yo yo

#

Im wondering about levels

#

when I'm in the main menu level the main level already starts

#

oh nvm

olive sedge
#

Hey everyone.. I'm stuck here with my collision. I have imported a simple mesh as fbx:
https://i.imgur.com/M8ri5GD.png

I'm using this as my vehicle, this is the blueprint outline:
https://i.imgur.com/EkdvK3O.png

These are the collision settings:
https://i.imgur.com/4mIEG8s.png

next, I brought in some walls:
https://i.imgur.com/MTOdXKc.jpg

The walls have these collision settings:
https://i.imgur.com/EXtr0RI.png

but they ship just clips through the walls, I even tried setting up a custom collision profile for the wall but it doesn't change anything.. Can I get some help please?

chilly jetty
#

hi there

#

how can i make it so where there's a probability of an enemy spawning a power up when it dies?

#

how can i do percentage chances?

olive sedge
#

create a random int between 0 and 100. check if it is greater than 100 -x

#

x is your percentage chance

chilly jetty
#

good idea

#

thanks

restive dagger
#

guys

#

I made it so when I press shift a particle gets created

#

why sometimes it works and sometimes it does not?

#

wait one min

#

So should I delete the timeline and put a delay?

#

Its an old project I just reopened so I'm as lost as you honestly XD

#

yeah

#

I just noticed the output is not attached anywhere lol

#

I put a delay since that is what I want

#

But the same problem occurs

#

The solution is to put a delay before "shift" triggers again

#

but how? yeah like you said ewxactly

#

yep

#

lemme try

#

this method does not work

#

I guess I did something wrong, heres the pics

#

the method works fine, I can press shift once in a second

#

but the problem still occurs

#

it disappears sometimes without any error

#

@trim matrix :3

chilly jetty
#

is there a way for me to get a variable from the level blueprint itself?

restive dagger
#

@chilly jetty why would u access the variable from a level blueprint?

#

level blueprint variables are intended to stay inside the level blueprint

#

imagine when u reach a certain point in game and u open a new level, then you try to access that previous level variable

#

it will result in a crash because its returning null

olive sedge
restive dagger
#

@olive sedge can u show collision complexity?

olive sedge
#

@restive dagger complex as simple

#

or what do you mean?

restive dagger
olive sedge
#

yes

restive dagger
#

is the complex collision mesh empty?

olive sedge
#

I tried it with a collision mesh as well

#

initially I had a real ship, one sec

#

It was like this initially

#

but that doesn't work either

restive dagger
#

set the wall to block all

olive sedge
#

Same result

#

and I'm pretty sure it's the ship because I put a default Cube 1x1 and it clips as well

restive dagger
#

does the ship clip with everything in the world or just the wall?

olive sedge
#

with everything it seems

#

Because a default cube should block but it doesn't

restive dagger
#

ok cool

#

check on generate overlap events @olive sedge

#

put it to true

olive sedge
#

it's true

#

I just tried setting my ship to a simple cube

#

but that doesn't collide either

restive dagger
#

also is it your pawn ? like the ship you are controlling?

olive sedge
#

yes, it is

#

this is new with just a cube

#

I tried BlockAll too but same

restive dagger
#

go to the physics asset of your mesh

#

and check the collision response

olive sedge
#

I don't have that

#

probably because it's a static mesh

restive dagger
#

oh um

olive sedge
#

I've been meaning to add movement in the mesh but it's not a priority rn

restive dagger
#

set can character step up on to no

olive sedge
#

I switched from complex as simple to complex and simple

#

and the collision works

restive dagger
#

nice

olive sedge
#

does it then use my collision mesh?

#

and can I scale the collision mesh?

#

cause it doesn't show up when I do show Collision

noble flicker
#

hi! can anyone help me packaging a project that uses faceAR? I will pay you fo your services. Thank you!

olive sedge
#

@restive dagger the simple and complex doesn't get me very far.. I need the custom collision mesh applied

restive dagger
#

@olive sedge yeah use the complex collision as simple

#

and check the collision mesh settings too

#

set it to block all

#

it should work

#

like theres no other reason for it not to work tbh

olive sedge
#

this is what it looks like ingame

#

the custom collision mesh doesn't show up

#

I've set the collision mesh to block all

restive dagger
#

yeah custom collision is always not visible

olive sedge
#

oh ok

#

well, in any case, the collision doesn't work

#

only if I go complex and siomple

#

but I think that would not apply my custom collision and the collision profile would change with the model. I need to avoid that

restive dagger
#

One min

#

Send me the custom collision details and the ship mesh collision details again

#

The way it looks you are doing everything fine there must be a small mistake

olive sedge
#

one sec

#

@restive dagger

warped cairn
#

I seem to be here more often than I'd like.... Does anyone know how I'd move an actor to a socket or a child actor? I can get the target fine, but I am struggling with setting up the goal. The whole point is to move the target actor to a specific location, then after that I will attach them to a socket.

restive dagger
#

collision mesh is set to vehicle

#

not to block all

#

set the collision mesh to block all, and the ship collision to vehicle.

olive sedge
#

@restive dagger I did, same

restive dagger
#

in the collision mesh details set the collision complexity to project default

olive sedge
#

my project default is complex as simple 🙈

#

I'm tempted to create a new project here :/

restive dagger
#

no

#

btw static mesh as a pawn is not flexible

#

you cant add animations

olive sedge
#

I've been meaning to create a skeletal mesh but haven't yet

restive dagger
#

usually my setup is like this

olive sedge
#

yes, whatever.. this is annoying me so much. I will create a new project and start with a skeletal mesh ship

spare vessel
#

I'm trying to render a movie from blueprints but for the life of me can't find the Movie Render node anyone had this issue

restive dagger
#

capsule component as the collision

#

then the mesh

olive sedge
#

@spare vessel I don't know that you can do this from blueprint but you can from sequencer

restive dagger
#

then everything else

olive sedge
#

@restive dagger can I set the capsule collision to ignore and then sub component to block?

restive dagger
#

well that would make no use of the capsule component XD

olive sedge
#

yes, I don't want a capsule component

restive dagger
#

honestly I never used a complex collision for my pawn, I usually use them for static meshes not pawns but I guess that wouldnt make a difference

olive sedge
#

just a littler tighter

spare vessel
#

@olive sedge Yeah it seems to have been removed it was a node but I can't find anyway of accessing it

olive sedge
#

@spare vessel well, not sure why you would want a node. just hit render in sequencer

spare vessel
#

@olive sedge trying to do it from a built game

olive sedge
#

@restive dagger yes, it shouldn't matter if it's on a pawn or a static world component I think

#

@restive dagger I'll try setting the collision mesh as root component and transparent and then adding in the ship just for visuals

restive dagger
#

Can you try to put your ship on the air and simulate physics

#

And everytime try something new in the collision parameters and see when it collides

#

Everything is normal there might be a small unchecked parameter thats doing all of this

olive sedge
#

@restive dagger ok, thank you

restive dagger
#

also u may want to watch this video, https://www.youtube.com/watch?v=ksGmbDM2mNU There may be import error I don't know

In this video tutorial, we step through setting up collision directly in UE4, modifying automatic collision, as well as creating custom collision in Maya.

00:00 - Intro
00:32 - UE4 Auto-generated Collision
05:03 - Modifying Collision
16:09 - DCC Generated Collision

UE4 Docs: https://docs.unrealengine.com/en-US/Engine/Content/FBX/StaticMeshes#c...

▶ Play video
lucid basin
mild shell
#

how can I make a level reference?

#

Like here

little torrent
#

Is the a best practice in blueprints w/ regard to casting to a class type?

It seems like a lot of overhead, esp for a child class, but maybe not?

Interfaces maybe?

warped cairn
sour urchin
#

how to add movies to package build?

#

i add video.mp4 in MyProject/Content but after build i can't load video

#

in standalone all work

olive sedge
#

When I apply a world offset to my object and it collides, it just doesn't move at all. Can I make it move at least in the direction it could?

#

Imagine the object going into a guard rail and then just stopping instead of being guided

odd nova
#

noob here- i was wondering, isnt there a better way to do it than this:

gentle urchin
#

Ammo / Max ammo

#

Probably stored in the gun anyways

#

For the other stats, not so much

odd nova
#

its not the guns ammo

#

its the total ammo

gentle urchin
#

Seems like it both

#

Current and max

odd nova
#

a revolver has 6 shots, 6 loaded, is the maximum
but you only have 20 bullets, so after the 20 bullets are up, you cant reload the revolver

gentle urchin
#

Inventory would hold the actual ammo the player has. The gun would have clip size and currentclipamount

#

Currentclipamount is reloaded from the players inventory amount

odd nova
#

i could move those ammo counters in the inventory, yes, that sounds good

limber finch
#

Does anyone know how to change an input via a key on UMG?
FOr instance, I have a checkbox, if the key is pressed, without being in UMG, I want that checkbox to be checked
So if the checkbox is checked in UMG, the action occurs, but if the player uses the hotkey to activate the action, the checkbox is then also checked on UMG

olive sedge
#

When I apply a world offset to my object and it collides, it just doesn't move at all. Can I make it move at least in the direction it could?
Imagine the object going into a guard rail and then just stopping instead of being guided

odd nova
#

any ideas why 6-3 is 0?

crimson hornet
#

I just made an simple BP to make the AI spawn every 10 seconds at a specific place. My AI is BP based thats why it doesn't need an behavior tree in the SpawnAIFrom Class. But I got an problem the problem is that I made target points for the AI to go, I set those target points in the details panel in the level. But I need to select an Actor and an Pawn to spawn the AI in the world. Is there anyway I could select the specific AI in the level and set it in the Actor and Pawn?

vivid plinth
#

I have a static mesh component I want to use check for overlaps.. but no matter what I do, it does not return any overlap events. How can I use mesh as collision?

#

these are my collision settings..

spark steppe
#

have you checked if the static mesh has any collision shape? (in the mesh "editor")

vivid plinth
#

yes I have auto generated complex collision

ember veldt
vivid plinth
#

yes both have generate overlap on

#

I'm almost positive I've done this before but I'm not sure what is happening this time. It seems rather simple

proper wyvern
#

has anyone here messed around with procedural meshes?

#

im getting the normals, which seem fine, but after I move it they dont seem to update

devout geyser
#

@proper wyvern I am not an expert but maybe it doesn't update because the function called once?

proper wyvern
#

it definitely isn't called once. It's called every time I hit a specific key

olive sedge
#

Can I get a vector of a new point x when I have a position V, a direction R (rotator) and a length L?

#

actually I have a vector 2 vectors and need to rotate vector 1 just a little bit towards vector 2

mental robin
#

Hm. Does anyone know how to get each static mesh of a foliage actor thats been painted

#

because with the foliage system in ue by default it groups them all as a single component..but I want to be able to access each individual mesh. If this isnot possible by default..then I have to create a system that plants meshes and puts them into an array I can access

#

and that will be one wicked pain in my rear end

spark steppe
#

and one wicked pain for your GPU, too?!

#

foliage rendering puts them in clusters to reduce draw calls

mental robin
#

yep

#

To be fair I am not so worried about it. It's only for specific things..not an entire field of grass

#

Only need to access a dozen give or take a few at any given time

spark steppe
#

idk if its possible, just wanted to get sure that you don't come up with the idea to put a thousand grass meshs in the world without foliage tool

proper wyvern
#

Does anyone know if it's possible to convert an actor into a static mesh component at runtime? Unreal has this tool in the editor but cant find it runtiem

fallen glade
#

anyone know what this is?

#

"No value will be returned by reference. Parameter 'PathsCollected'. Node: Call AIPFPaths Collected"

unique harness
vivid vapor
#

Anyone know how to fix stuttering when using lag on a spring arm component? Lag on the rotation is fine but translation stutters depending on what Im doing with my character.

summer bolt
proper wyvern
#

I'm building a structure in single player (spheres, cubes, procedural meshes), which I want to bring to the multiplayer server at runtime

#

Imagine like a garage sort of thing, where the garage is your offline hub

vivid vapor
summer bolt
proper wyvern
#

I guess this was more from some performance concerns (multiple procedural meshes and all). But I think I could use the original actor too

fallen glade
#

thank you for the answer by the way, it's appreciated!

#

is it because it's an array? annoyng warning/error

slate harness
maiden wadi
#

@proper wyvern If you're really worried about performance concerns, these objects would be done inside of a building manager, which has multiple HISM components, one for each mesh type. And you'd save the data you need like type and transforms, and reconstruct that object in the different game.

tropic oracle
#

I can't seem to find anything on player teleporting to another player all i found is teleporters and teleporting to another level

olive sedge
#

is it possible to calculate how a ray would bounce off a survace? I need that bounce vector

slate harness
#

I think not because its rotate a little bit and go back to his startposition

proper wyvern
unique harness
slow phoenix
slate harness
#

ok

#

i'll try this now

#

I never used that before

slow phoenix
#

Set it to 0.2 and start tweaking from there

slate harness
#

i set 1 and its not moving 😂

slow phoenix
#

You can increase/decrease to see the result.

slate harness
#

how (Im pretty new to unreal, this is my seconde game)

slow phoenix
#

Just input in the box, hit compile and try again.

slate harness
#

ok i do that thing but nothing

#

Its maybe a bad collision set or something like that

trim matrix
#

Hello, where do I find the construction script in blueprint mode? I want to open it and I cannot find it

slow phoenix
#

Nah, you are using set actor rotation so it should reflect right away.

#

Also you need to hold the stick longer

slate harness
#

hmm

#

i send you a video

slow phoenix
#

Cause that's how you adjust the speed.

slate harness
white lynx
#

Hey guys, I made a class inheriting from UDeveloperSettings and extended that in BP for setting values. How do I set the BP Developer class to be the Engine's Default Developer Settings?

mortal coral
#

Trying to set up some super simple AI navigation, and the movement is failing. Is there any way to see a more detailed reason as to what is breaking?

slate harness
slow phoenix
#

Checking

#

1 is your camera parented to the tank?

#
  1. Can you do a timeline or something else to test the rotation first?
#

Basically you need to make sure your camera aren't inheriting the actor rotation if you are using the pawn camera.

slate harness
#

Its working a little bit

#

just i haven't the camera shaking

slow phoenix
#

Lol, yeah that makes sense why it jitters like that.

slate harness
#

The spring arm was parented to the colision box

mortal coral
slate harness
#

i think ist rotating

#

No

#

With interp at 0.2 its not rotating

slow phoenix
#

Well, if you rotate the "actor" then everything is rotating with in your structure of components.

#

It's like you rotate a house so all the window, doors and everything inside the house will also rotate

slate harness
#

ok but what i should do

#

??

slow phoenix
#

Well there are quite a couple ways to do

#

But first thing first is to not use set actor rotation

slate harness
#

ok

slow phoenix
#

Instead use the rotate to rotate just the sprite.

#

Remember to pull your camera out as well from the sprite.

slate harness
#

but i want the collision to rotate

slow phoenix
#

I don't know the exact node to use buy if you look it up there should be a node to rotate a component

#

Well, then it's a bit more complex.

#

You can build a scene root as root component

#

Then rotate the collision box

slate harness
#

Rotate by world location (Papersprite) i found taht

slow phoenix
#

While camera parent to the scene root

slate harness
#

ok

trim matrix
#

can objects in blueprint mode have custom properties?

slate harness
#

Like that

dawn gazelle
trim matrix
#

can objects in blueprint mode have custom properties?

slate harness
trim matrix
#

I'm just asking is there a way to make a custom property for an object reference, any sort of property

#

basically a variable inside of another variable

dawn gazelle
#

If you have an object, then it is of a specific class, in which case, you can put a variable within that class.

trim matrix
#

In my specific case, I have a set of gun objects that rotate up, down, left & right, and I want to have a way of setting each gun as "ready to fire" when it stops rotating. Upon me pressing the fire key, the code will execute a for loop for all the guns present, and check for each one if it's "ready to fire", and if so, it fires the gun.

#

Otherwise, it doesn't fire the gun.

#

So all I need is just a way of making a property that is a boolean for each gun object, and just using that as a "ready to fire" variable.

#

Hope that makes sense.

dawn gazelle
#

So you probably have a gun class, and then child classes based off of that, no?

trim matrix
#

I apologize for wonky wording I'm not familliar with the UE terminology yet

#

this is the gun object

dawn gazelle
#

Ok, so what you could do is use a Map variable type.

#

Whenever you want to look up the status...

trim matrix
#

So is that a local variable?

dawn gazelle
dawn gazelle
trim matrix
#

Ok, and a map is a sort of array that holds values, correct?

dawn gazelle
#

Yep, it's an array in which you can reference a specific value by a key rather than an index, and that key can basically be almost any type of object or variable type.

slate harness
#

@slow phoenix

trim matrix
#

Excellent, I did not even know this was possible! I will show you the results of later of my work.

#

Thank you

glacial belfry
#

that helps me too!

trim matrix
#

@dawn gazelle oh and I almost forgot, how would I change the status of a map variable at any given time? What function to use?

dawn gazelle
#

This one

trim matrix
#

doesn't that function add a new one every time?

dawn gazelle
#

No, if the key already exists, it overwrites it

trim matrix
#

cool got it

sterile quest
# burnt nest I've tried reading up on the convo here. What are you trying to do exactly? Your...

I am using the Ocean Project because it has a endless ocean feature which the new UE4 water features do not have. So it isn't sinking to the bottom with gravity. I am trying to control the ship but I get that warming message that I posted a screenshot of. I did fix the issue with the rigidbody, however using the Kinamatics setting on the root makes it act like it no longer has any pontoons set, which you can see it sinking to the bottom.

#

Sorry about the late reply. Hopefully you are still around.

#

I am thinking about having the hull of the ship as a staticmesh rather then a skeletal one to hopefully get rid of all the headache that this has been giving me. And have the guns, rudder(s) and anything else that is a interactive features for the ship be a skeletalmesh. I am hoping this would remove the warning that is causing the movement for the ship to stop working to no longer being a problem. However this does mean I cannot use the socket system like I would have wanted to, and as I add larger and larger ships (which I plan to), it will become a very unintuitive process to have to manually place all guns and other interactive features. Which I'd rather avoid honestly.

slow phoenix
#

I am eating lunch so won't be replying quickly. Part of learning is trying out things and figure those out.

#

You should have good starting point so the rest you should try figure out. Ask when you run into issues again.

low lava
#

Sup! SO I am making a UtilityAI system or I am trying to! The Issue is, I am trying to connect a Construct Object to a Construct Function and I get an error: "Self object Reference is not compatible with UtilityTask Object Refereance"

#

I am trying to follow a TUTorial

#

Or uh

#

string of tweets

#

THis should be the end result

unique harness
# low lava

TaskType array "Type" needs to be UtilityTask Class, it's probably Object class

#

if it already is UtilityTask class, recreate your for loop

willow cedar
#

I have a problem where when a character loads into the game, the player HUD is added again on top of existing players. I can tell because I have transparent elements that get less transparent when people die. How would I fix this?

slow phoenix
#

trace your UI widget create route and make sure it only do it once per player controller.

#

of course you maybe have different parts for the UI (say, when you are playing vs when you die, or opening the option screen etc)

#

just make sure it's not driven by something the creates new UIs and then added to existing canvas

brittle knoll
#

you might have to open the original to see this clearly but uh

#

so basically, i have an actor that orbits around my player based on the right stick direction

#

when i shoot (called in from player), the actor is supposed to move towards a location and stop, which works correctly.

#

when i return, it should move back to a certain distance from the player. however, for some reason, on the way back, the target variable gets set to the actor's current position, causing things to get screwey.

#

for the life of me, i cannot figure out when the target variable is getting changed. can anyone take a look and help me?

#

i can also hop in vc if anyone needs me to screenshare and show stuff off

#

im 95% sure this is something simple and dumb but for the life of me i cannot tell

hybrid ether
#

Anyone know about saving? I am creating system that when u kill boss it saves its ID. This obv doesn't work but how could I do that?

#

Should I first load game and add old IDs to list then save?

#

This is executed when boss dies and every boss have own ID

vestal apex
#

Quick question on Blueprint basics: I have multiple actors in a scene, all based off the same blueprint with basic movement functionality (I press a button and they all start moving in the direction they are facing). I would like to create different paths for each actor to move along (thinking waypoints). But as I currently see, any change to the main blueprint creates the same change for all the actors in the scene. Any ideas on how I can approach giving each actor it's own customized path?

brittle knoll
slow phoenix
#

Remember to expose your parameters for edit.

hybrid ether
#

I made it like this But is this good way 😄 It still works

#

How I doing same thing twice :0

#

but I have like other slots for saving character stuff etc.. but This is only for bosses so I can check "have I killed it"

#

Its for teleport system that I can "skip that boss if I have killed him" next day when play again. Then teleport checks have you killed that boss and unlock button to load level after that boss 😄

upbeat otter
#

how would a character rotate on a planet? because traditional rotaiton like control rotation does not seem to work

#

well i have a gravity system set up but i cant rotate the character on the yaw

#

its gets very confusing

#

here's an example

#

is a pawn easier to control rotation?

#

would there be a way to transfer my current character to a pawn?

low lava
prisma stag
#

Hello, Im working on an inventory widget however nothing happens when I click on the buttons except the fact that the widget disappears. I believe it has something to do with the input mode. BP for showing inventory

#

BP for clicking on button The print string was added and doesnt get shown when I click on either button.

#

It continues to show the inventory.

#

Why? Thats like having a hold button in a game rather than a toggle.

rare gale
prisma stag
#

In the game I can see the button get pressed as it changes its shade slightly but the print string never fires.

rare gale
#

Do you get the normal interaction when you mouse over them? Hover and pressed states?

prisma stag
rare gale
#

Stupid question... do you have the bool checked on the print strings to print to string? Other strings are printing and you see them?

rare gale
#

that probably is the problem like Lorash said... if it's supposed to clear, it's going to remove code after it which would remove the print string. Try a delay after the print before the part that removes widgets maybe?

#

Depends on what's removing it I guess

prisma stag
rare gale
#

might cancel the press being held and automatically releases?

prisma stag
#

Maybe.

rare gale
#

try a flip flop between press and release code from one or the other and see if that works

prisma stag
rare gale
#

I think you may need to hide the widget screen rather than removing all. That is likely the issue there

prisma stag
arctic cradle
#

So, I've got JVD's grapple component and Dialogue Plugin going concurrently. GC has a great rotation feature built in, and it's perfect for dialogue setting. NPCs snap to me, I can control the duration and animations, it's great.

The issue I'm having is that I have a hit box to begin dialogue. It passes, it begins the dialogue. Awesome.

But, how would I go about multiple NPCs? As it stands, I could have 5k NPCs, and with this set up they all will say the same things.

I was thinking of doing an array and for each, but even then I'm confused how to implement it.

How would I go about making sure each NPC states their own dialogue?

rare gale
#

You'd want to hide after you've clicked I think?

prisma stag
rare gale
#

You wouldn't be able to click while it's hidden for sure.

prisma stag
rare gale
#

I'd try doing the flip flop just to test that it's trying to do what you expect without removing. If that works, then try hiding rather than removing. you may have to change up some timing or where things get called once you figure that out.

prisma stag
smoky jungle
#

hi guys, im want to make endless android car game.
what you see in the screenshot below is the blueprint of npc's
I want these vehicles to go straight and change lanes at regular intervals. how can I do that?. I do not want to give NPC vehicles physics and vehicle movement due to performance problems. How can I change lanes without giving these vehicles physics? I would be glad if you help

trim matrix
#

You can make a small function that you can call everytime you want to change lanes

#

and inside that function you add a repeating loop that slowly increments/decrements the cars' Y position (I'm assuming to move them left and right you will have to use Y as you're incrementing X in the blueprint image you sent to get them to go forwards).

#

And it stops incrementing/decrementing the Y when it moves to the other lane.

#

@dawn gazelle do you know why in the 3D blueprint editor viewport when I switch to an ortho mode, it always shows me a lower LOD of my object?

brittle knoll
#

Does anyone know how to implement rope swinging? Need my character in a 2.5d platformer to swing from the end of a grappling hook. Figured out my hook implementation, need to figure out how to make a rope and swing the player.

odd plume
#

I downloaded a widget that requires a Array of Structs, how can you make that in bp?

dawn gazelle
sand bloom
#

Hmm does anyone know whether it's possible to switch between the first person character template character and the flying template character or in this case pawn?

sand bloom
#

Like I have something set up that switches already kinda but it doesn't work properly

#

it seems the first person character project's player controller is c++

#

and not editable

dawn gazelle
sand bloom
#

as you can see it does not work properly because it doesn't destroy actors and the spawn location is not updating

#

oh the flip flop isn't plugged in this screenshot but i have it bound to a key

#

does anyone happen to know whether this is possible

dawn gazelle
sand bloom
#

this is in a new player controller I made

#

and I assigned this player controller to the gamemode

brittle knoll
dawn gazelle
#

Ok, so the issue is then when you're calling "Destroy Actor" you're not referencing which actor and that means you're asking to destroy the player controller itself.

sand bloom
#

oh that makes sense but how would I get a reference of the actor I need

#

I would have added something if there was an option to

dawn gazelle
#

That should work within the player controller.

#

and of course, if you're possessing a pawn 🙂

sand bloom
#

oh that's interesting thank you 😄 i'll have to try this

dawn gazelle
#

you probably also want to use the transform of your pawn instead of the controller.

#

and destroy the actor after you've possessed the new one.

sand bloom
#

yeah that does sound better, the transform apparently works now but the destruction doesn't, i'll have to tweak some things

brittle knoll
sand bloom
#

hmm trying to change it made it break

#

i'm trying to figure it out but i'd figure i'd post it here too incase

dawn gazelle
#

You're unpossessing before spawning. If you do that, then get player character will return none.

sand bloom
#

maybe my unposses needs a target

#

oh

dawn gazelle
#

Also, nodes tell you what target they expect on them.

#

So like.. this is asking for a target of a controller Target is Controller

#

So if you're working in a controller blueprint, a target of self is completely valid.

#

Though, if you're working with a different controller like an AI or a different player (if you were doing multiplayer) or you were working on a blueprint that doesn't inherit from Controller, then you would need a reference to the controller you're wanting to target.

sand bloom
#

hmm thank you good to know

#

i'm still trying to make it work I appreciate the help

dawn gazelle
#

You're destroying the current player pawn. So after possessing, you're asking to destroy it.

#

What you probably need to do is:

  1. Create a pawn variable called "OldPawn" and store a reference to "GetPlayerPawn".
  2. Unposses.
  3. Spawn your new actor using the "Old Pawn" transform.
  4. Possess your new actor.
  5. DestroyActor "OldPawn".
sand bloom
#

hmm I figured since i had a character and a pawn there would be no conflicts

#

thank you

#

ill have to try that

dawn gazelle
#

A character is a pawn.

#

Not all pawns are characters, if that makes sense

sand bloom
#

I thought a character was a step up from a pawn and had more functionality and was recognised to be different

#

interesting

#

that's very good to know lol

dawn gazelle
#

So if you call something like "Get Player Pawn" and the controller is possessing a character, that will still return a valid reference, as a Character is a pawn 🙂

sand bloom
#

ah yeah nice

zenith trout
#

does using a soft object refrence only work if the object in question is already in memory?

trim matrix
#

@dawn gazelle thank you, is there a way I can add 3D vectors to a static mesh component?

tight schooner
#

@zenith trout isn't that counter to the purpose of a soft object reference? Epic has a primer on it... https://youtu.be/K0ENnLV19Cw

This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.

Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET

DISCUSSION THREAD
https://forum...

▶ Play video
dawn gazelle
#

and if you're getting to the point where you're wanting lots of variables on your static mesh, then you may as well create a new blueprint, add your static mesh to that along with whatever variables you want, then attach that blueprint to your main blueprint where your static mesh component used to be.

zenith trout
#

asnyc load does not seem to work if its in construction script unless the object has already been loaded

willow cedar
#

Do Blueprint Interface calls always execute on server?

willow cedar
#

Currently when I apply damage to somebody and it triggers the Health component to hit 0, the Blueprint interface gets called to do the death event on the character, but for some reason the Remove widgets goes through the Server Host alongside whoever died normally.

#

When I have another player die when pressing B, it doesn't activate on the server, but the Interface event does

dawn gazelle
#

There's no call to the interface in this view. When you're applying damage, you're probably running that on server, and you're probably calling that interface on the server.

willow cedar
#

This is the Character BP where the event is triggered from the call

#

This is the health component where the call happens

dawn gazelle
#

Begin play runs on server.

#

So you're binding the event while on server.

#

Then the server calls the event which calls the interface.

willow cedar
#

I had no clue binding things on begin play did that on the server

#

I'm still new to using components, but am I doing this the wrong way, or is it an easy fix

dawn gazelle
#

Begin play also runs on the clients. Any time something is added to the world it's begin play fires, so if that is only the server's instance, it runs its begin play. When a client gets a copy of that thing existing in its world, it runs its being play. So begin play will fire on all copies of the object.

To make it more difficult - you also have network relevancy which will make faraway actors no longer exist on clients, but still exist on server. When you get close to the actor again, the server will tell your client to spawn a copy of the actor again which, as you guessed it, calls begin play again on the client 🙂

willow cedar
#

Ah yeah, I can see how that is a problem

dawn gazelle
willow cedar
#

Currently I have always relevant on so you can see people at a far distance

dawn gazelle
#

Generally:

willow cedar
#

My biggest issues have just been HUD related. I Remove it when a player dies and re add it when they respawn, but I had a lot of overlapping or this issue

willow cedar
#

Actually, I can't use the Authority Switch on the Component

#

Would the Bool function work for it too?

dawn gazelle
#

Only if you feed in the reference to its owning actor.

#

A component isn't an actor.

willow cedar
#

Yeah

#

I'll see if I can get it working

storm mirage
#

hi im new on the server and a newbie on UE and i need help to hide my life bar on the main menu before to play

arctic cradle
storm mirage
#

it is

arctic cradle
# storm mirage it is

so then you have two levels, one is for the min menu, and it loads in the next level(world). Make sure the life bar isnt even present in the main menu's world. i imagine its sitting there on event begin play, which you don't need if it's just a menu. only have the menu stuff on that world's bp/code

storm mirage
#

my life bar is on the BP of my thirdpersoncharacter eventbegin play-widget-add to view port, but the main menu lever is an empty level so i dont understand why it appear

arctic cradle
#

sounds like they may be referencing themselves. open up both separately, maybe take some screen shots so we can see what you've got going

storm mirage
#

this is on my thirdpersoncharacterBP

#

(btw ive got a drunk bar aswell xD)

#

mb find a way to hide it since i havent clicked on play button

#

but idk if we can code that in this BP

arctic cradle
#

whats the Then 3 connected to?

storm mirage
#

something else to fix a post process bug

dawn gazelle
#

Easiest but probably not the best way to fix would be:

  1. Create a a boolean on your character BP called "In Menu" or something like that, set it as an "Expose on Spawn" and "Instance Editable" variable.
  2. Create a branch between your widgets being created. Connect the false path to where your widgets get created.
  3. Connect your "In Menu" boolean to the condition pin.
    Now depending on how you placed your character in your menu...

If you directly placed the character by dragging it in, then when you have it selected, you should be able to set the "In Menu" variable menu on it to true, thus preventing the widgets from being created.

If you are using a "Spawn Actor" node somewhere, right click on it and select "Refresh Node". You'll now see a "In Menu" boolean open which you can set to true.

arctic cradle
#

So, I've got JVD's grapple component and Dialogue Plugin going concurrently. GC has a great rotation feature built in, and it's perfect for dialogue setting. NPCs snap to me, I can control the duration and animations, it's great.

The issue I'm having is that I have a hit box to begin dialogue. It passes, it begins the dialogue. Awesome.

But, how would I go about multiple NPCs? As it stands, I could have 5k NPCs, and with this set up they all will say the same things.

I was thinking of doing an array and for each, but even then I'm confused how to implement it.

How would I go about making sure each NPC states their own dialogue? I spoke with JVD on it and h had mentioned storing assets to the specific NPC BP, but I'm not sure how to reference them in the character's BP or where to go from there

dawn gazelle
arctic cradle
storm mirage
#

it did not work

#

but ive found an other way

#

thanks for helping though

warm summit
#

I am getting an error from these Update Dial custom events. saying it found none "when accessing the widget" I do see the pulse go through when debugging, and I changed the name of the "BCR Widget WTF" from Root BP and it propogated.

#

I also got the Update events by dragging off that reference pin no problem....

#

don't understand

arctic cradle
dawn gazelle
warm summit
#

but when in DEBUG mode if I hover over the outpin of BCR WIDGET WTF, I get a message "this variable out of scope" I am not sure what my mistake is

storm mirage
#

seems way easier

#

Thanks a lot Datura ❤️

#

!= is way better

dawn gazelle
warm summit
#

I believe it has to do with the fact that I am spawning the BP that is trying to get that reference.??

dawn gazelle
#

Sort of. If you're spawning "RootBP" is there something within that particular BP that automatically creates and sets the "BCR WIDGET WTF" reference?

runic parrot
#

hi everybody! i'm trying to do something after my animation is either completed or notify (screen below)
is there any node for just do what is next only once? no matter wich one is first.

#

i was thinking on a gate or a flag, but maybe there's something more practical

warm summit
#

no I am not spawning RootBP, its already in the scene, and I am able to update the UMG Widget if I do it inside ROOT BP,

#

this is inside RootBP

runic parrot
#

what is your problem? can you quote the message with the problem?

dawn gazelle
#

What blueprint does this exist on?

warm summit
#

This is in a Spawned BP

dawn gazelle
#

Ok, and in your spawned BP are you setting Root BP anywhere?

warm summit
#

to which I am sending data from RootBP, and then trying to update the UMG