#blueprint

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deep cove
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jennie

trim matrix
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Ah thanks , i will try that

deep cove
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A good practice is to always appen the area the print sting is coming from. ie. SwitchD-UpdateAngleFunc blablabla. Then you can turn it off when you see it pop up later.

proud sable
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https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/ArtificialIntelligence/BehaviorTrees/BehaviorTreeQuickStart/

I'm on Day 1 of UE and following this BT tutorial, everything's set up and mostly working but the patrol behavior never seems to trigger. I noticed at the end of the guide BTT_FindRandomPatrol displays the patrol location, but with the same node setup (as far as I can tell) I don't get the variable to display in my behavior tree. I tried checking instance editable to see what's going on and it shows up as EnemyActor even without line of sight. Looking at the tree the Patrol sequence flickers for a frame but never reaches "Wait", it skips immediately from Move To to AI Root>Wait.

Any idea what I could be doing wrong? Sorry if my terminology is way off, this is all new to me.

Oops, quick edit: I double checked one last time on the "FindRandomPatrol" condition and was able to change EnemyActor to PatrolLocation and it seems to be working now. I couldn't find this anywhere in the guide but it seems to work in this case?

This guide shows how to use Behaviour Trees to set up an AI character that will patrol or chase a player.

trim matrix
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how to check if an actor is player 0 1 2 3 4 5 6 or check if player is oneself ?

twilit heath
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never check for player or controller index in MP

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only 2 things you generally need to know are: IsLocallyControlled(Pawn) or IslLocalController(Controller)

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and if the code is executing on server or not

gusty portal
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can anyone help me with collisions?

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i have one an actor with a box collision

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i want it to ignore all collisions including projectiles

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but projectiles keep getting deflected by it

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and it acts as a world static type object i guess(cause whenever i ignore world static on the projectile, the projectile works fine but the problem is that it goes through walls)

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i have this for the encounter volume

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yet it stops projectiles

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anyone know what's going on?

deep cove
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many times it is both sides of the equation that can cause this. I have had objects that are set as AA, and AA only detects BB, but if CC also detects AA, then AA with get bumped by CC. Collision and overlap are different things.

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also check your AutoWeld. That can sometimes throw things off with collisions

olive sedge
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anyone know of a plugin to add comments to blueprints? and I don't mean those section boxes with headlines but something like that with the possibility for longer texts

deep cove
deep cove
gusty portal
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is it supposed to have it off?

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well my projectile also has it on

deep cove
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maybe. It means that it will take on the traits of its partent or root.

gusty portal
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didn't achieve anything

olive sedge
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@deep cove hm, don't know why I've never done that.. think it just feels wrong to write huge headers

gusty portal
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i mean it doesn't simulate physics either way

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ughhh this is soo annoying

deep cove
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I don't think projectiles simulate phyiscs.

gusty portal
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idk if i even will end up using this projectile but i need to understand how and why the collisions are messing up so that i can avoid it in the future

deep cove
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My collison object nor my sphere is set to physics

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Have what you want to hit, set to ignore projectile

gusty portal
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i want the projectile to bounce off walls or hit the enemy ai

deep cove
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I had issues with projectiles bouncing off my player detection colliosn objects when I first started

gusty portal
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oh

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maybe that's the issue?

deep cove
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right. the projectiles have thier own thing in there. You'd have to just play with the settings. I remember using one to make a door blow in the wind.

gusty portal
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wait no

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ai perception doesn't have collisions

deep cove
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I havent used AI, so I would not know.

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I'm focused mostly on what the player cna interact with.

gusty portal
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there's no other collisions apart from this box i'm pretty sure

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is overlap like a block?

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i thought it mean it'll pass through the object but can be used to generate overlap events

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wait what?

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it's apparently hitting some collision cylinder but i don't have any collision cylinders

deep cove
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there is obviuly something there. Make a copy of the things, and start deleteing. That's what I do, unitl I find the problem, then use that knowlege on the real bp

gusty portal
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so

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the projectile is hitting the character(which is shooting the projectile)'s own collision

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as soon as it spawns

deep cove
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nice.

gusty portal
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finally

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i figured it out

deep cove
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It the face palm momments that make all this worth wile. I have at least 5 per week.

gusty portal
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all it needed was a print at the right place

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ok now the issue is how do i make the projectile ignore the actor

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that's spawning it

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cause it's doing damage to the owner which isn't good

little helm
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here's a blueprint of door open/close. The door is rotating only in anti-clockwise direction ...i tried but not able to resolve this ...please help anyone

deep cove
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Why are yo adding world rotation and not local?

tired fossil
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A negative value will rotate in the opposite direction
Or you can change the timeline so that it works, for example, from zero to the desired negative value
Or multiply by -1 the current timeline output

deep cove
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Here is my door, using a physics hinge. When the player unlocks it, it opens slightly, and then when the player pulls on it, the door will open all the way. I hate having to pull open a door, in vr.

gusty portal
deep cove
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If you are using a timeline be careful about using your destination as your input. Always set aside your starting position as a variable. So doo shoudl never be your start input. Only you destiation for set door rotation, etc.

loud cipher
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Hey guys im trying to make houses spawn at a location

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But i want them to be random

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But within a fixed spot

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How could i set a random integer setup to hook up to spawning objects

deep cove
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random in range

loud cipher
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so the number 1 = to object 1, number 2 = object 2

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ect.

loud cipher
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to hook it up to spawning an object

deep cove
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hook it to your XT and YT location

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Worlld or local location. Depending on if you want it to spaw around a cretain actor

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spoawn actor by class.

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there should be lots of video on this on YouTube

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you have a random number in range for both X and Y , and you need you actor to spawn. Its a bit of math and Breaks to get correct. I'd spawn a dummy to tell me if there was something there already, and then spawn the real thing, if its safe, using a break.

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But I'm new at UE4. only 4 months

gusty portal
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whoo hooo

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thanks random guy on the internet

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for anyone having the same problem

tired fossil
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@little helm, one way, but maybe there are better

gusty portal
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how can i debug eqs queries

tired fossil
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I'm not sure if I'm writing to the right section. But can anyone help with a question like this?
I want to release a BP product for the marketplace, and I don't understand what to do if I need to make changes that will change the API in blueprints (for example to fix a bug).
I see the 2nd option:

  • just change and send for updating in the marketplace. But when users were updated, then parts of the project using this BP may not work for them.
  • each time add the updated version to a new directory. But then users need to transfer all developments to the new version
/Content/BPTool_v1/
/Content/BPTool_v2/
/Content/BPTool_v3/

Please help with this. Perhaps there is a single way to do this. Thanks

light plinth
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Can anyone help with creating a simple card game that only requires cards with attack and defence points as well as player life points

sinful sonnet
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Hello, how can I deform a blueprint (not a mesh) along a spline ?

olive sedge
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@deep cove how do you make them look that way?

ember oracle
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Hey, I'm trying to make a 'teleport' ability in the third person example project. I can't get it to teleport in the direction the character is facing, any tips? https://i.imgur.com/WBdUJMj.png

olive sedge
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@ember oracle location + (forward vector * distance)

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or just add the forward vector * distance as an offset

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oh wait, didn't even know teleport node exists, interesting

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I woulda done it with SetActorLocation or AddActorWorldOffset

ember oracle
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@olive sedge I think I set this right? would it be easier using a SetActorLocation instead? Main reason I'm going for this is because it doesn't let you teleport through meshes https://i.imgur.com/roRZKnQ.png

olive sedge
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Yes, looking good now

ember oracle
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Also it still only goes along the X axis, I'll upload a gif, one sec

olive sedge
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I'm actually not sure what Teleport does but I think it's probably just SetActorLocation with Sweep Teleport

ember oracle
olive sedge
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not sure what I'm looking at.. Try it with SetActorLocation and Sweep checked

ember oracle
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oh, that works perfectly!

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Maybe it was just the node? I'm not sure

olive sedge
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Teleport probably does some things you're not aware of

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if you just want your character at a different location, do SetActorLocation. If you want it to be collision aware, check Sweep

ember oracle
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I suppose I could use that to move the player from say one platform to another

olive sedge
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sure

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all you need then is a box trigger on the one platform and the coordinates of the other platform

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you could even get that by tagging that other platform and do GetAllActorsWithTag

ember oracle
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Thank you!

little helm
tired fossil
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@ember oracle, If you are trying to teleport a character for the first time, then I will warn you that there are many nuances. I once ran into them and it took a long time.
A normal teleport pushes the character through objects or even through a landscape, which is very bad. Here you can use not a teleport but an add or a set location with a sweep option. When add, friction in the character movement component starts to interfere. There is also a setting for the angle at which the character cannot move if he rested on the surface. Maybe there are other nuances, this is what I immediately remembered

spark steppe
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also helps to disable the movement component before the teleport, and enable it afterwards

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otherwise you may end up with unexpected velocity on the character

hoary gazelle
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Hey im having a bit of an issue with blueprint involving an inventory system. It works and everything but I wanted to find a way to switch the weapons but couldnt.
It works fine with the skins/armor as shown in the screenshot where i can just replace the template for the particles, but i have weapons as a BP Class, im not how how im able to switch classes.

olive sedge
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Guys, I think DrawDebugFloatHistory is really cool, is there a way to get this into a widget?

sand yacht
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Hey guys, Im having trouble firing a bullet to the mouse position in a 2d platformer. Can someone help me?

loud cipher
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I have a simple ai follow player script

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But i was wondering how can i make it so it only triggers when the player overlaps a box that the ai is in?

meager hinge
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Hey guys, so i'm following this tutorial. Nice guy, explains things well, but my first checkpoint is not showing when i hit play. Any ideas?

https://www.youtube.com/watch?v=j-c37wG-Za8&list=PLZlv_N0_O1gYdhCvvMKGpCF6LCgBz9XeS&index=6&ab_channel=UnrealEngine

Wrapping up the Checkpoint Tracker Blueprint, we add the script for updating goal times, lap checking, activating checkpoints and checking if the race is complete through the functions we created. With all of those scripted, we then test out our system and populate our level with several checkpoints that are automatically activated when racing t...

โ–ถ Play video
dawn gazelle
odd plume
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I created a custom player controller and create two players in my gamemode. But it apprears that I am not getting any working input in my game now. What could I do to fix this, as it appear that I have NO input at all

cinder shell
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hey, guys.. Can somebody tell me why delta seconds always returns 0.02 ?

loud cipher
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Thanks

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Anyone know how i can save an integer?

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So that when i unposses and then repossess the integer value doesnt reset?

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I want to have a coin system that keeps track

tired cypress
# loud cipher Thanks

You will want to create the variable on an object that isn't temporary and doesn't get destroyed. A good example would be your GameInstance object.

tired cypress
dry pewter
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Hello my dudes

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Why is this seting my widget position correctly (on input key S)

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But this is not? (After creating widget and add to viewport)

deep cove
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Hard to tell what's going on there. Everything is so packed together.

lunar holly
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Do I put the collision code on the Player or on the Enemies?

shrewd marten
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Hey guys, I implemented a plugin that contains an abstract c++ parent class (InventorySlotUI) and a BP widget that inherits from it (SimpleInventorySlotUI) in the content folder. Another BP widget (InventoryUI) is using this and the first time I put everything together it compiles fine and it works also during gameplay. However, everytime I restart the project I get the messages as seen in the screenshot. If this happens the parent of my SimpleInventorySlotUI BP is NONE instead of my c++ class InventorySlotUI and cannot be opened anymore. If I remove the usage of it in InventoryUI and I restart the project it loads properly again. Any ideas whats going on here?

olive sedge
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I have an issue that I need help with: my pawn has a static mesh as its root component. When I use a scene component as root, the collision doesn't work anymore. I need to rotate the static mesh during the game but the camera is attached to it. I want it to stay in the same place

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So.. I either can't rotate the mesh because of camera or I have no collision. Thoughts?

near flint
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Hey, i'm what i need to tick/untick to prevent from different destructible meshes to react eachother?

dry pewter
olive sedge
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I don't want or need a capsule collision though

dry pewter
near flint
olive sedge
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I need my custom mesh

dry pewter
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Not sure tho

dark crow
dry pewter
olive sedge
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I could but I don't think it would change from scene component. The sub components don't collide afaik

dark crow
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Just don't

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Useless

olive sedge
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@dry pewter just tested, collisions don't work

dry pewter
dry pewter
olive sedge
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as far as I know it doesn't matter if it's scene, static mesh or capsule as the root component. if the root component doesn't have collision, the actor doesn't collide

near flint
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The destructible settings

dry pewter
olive sedge
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you can set them, yes but they won't follow

dry pewter
olive sedge
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no, I mean they just don't collide

bold zealot
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Can somebody help me out with some math, I'm apparently too stupid to work this out.

The logic is that I am pulling an integer from an array (values are either 0 or 1 for now). This is pulled randomly and I believe it's working correctly, it then prints the value to the screen.

It then takes that resulting value (0 or 1) and does an if statement on it to set the value of another variable.

Right now it's supposed to set it so if the array value is 0 then the integer gets set to 0, and if the array value is 1 the variable gets set to 1 (I plan on changing these in the future).

But for some reason, sometimes when the array value is 0 it sets the variable value to 1 which is wrong and I'm not seeing why.

dawn gazelle
dry pewter
dawn gazelle
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When using a random value, you need to set it somewhere if you plan on using it more than once.

bold zealot
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Ohhh

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ok gonna test that.

dry pewter
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Promote to variable might be helpful

dry pewter
bold zealot
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Hah it worked. Thank you very much! I've been banging my head against this for the last hour ๐Ÿ˜†

olive sedge
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@dry pewter I'm trying a child actor component right now. if that doesn't track, sure, thanks for the offer!

meager hinge
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Anyone able to tell me why my first checkpoint isn't spawning when i hit play?

dawn gazelle
dry pewter
dawn gazelle
meager hinge
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I've made sure it's not hidden in game and looked to make sure i didn't miss anything and i'm pretty certain i didn't.

dawn gazelle
# meager hinge The blueprint system is new to me and i'm trying to learn so i'm not sure on tha...

Everything in the "Loop Body" execution path on a loop is executed for each element in an array.
So for each Checkpoint:

  1. You're setting the checkpoint number to the array index +1 (which makes sense)
  2. You're setting the length of Total Checkpoints to the length of the checkpoints array (doesn't make sense to do in a loop, this could be done before the loop or on the "Completed" execution path).
  3. You're getting the first array element in checkpoint and calling "Activate Checkpoint" function on it (doesn't make sense to do in a loop again)
  4. You're calling another For Each Checkpoint --- so then another loop is started.
    For Each Check Point you:
    1 - 2nd Loop) Binding to the checkpoint Cleared Event (which you shouldn't need to do in a second loop as you're already running a loop of checkpoints)
    2 - 2nd Loop) Playing your level music component (which you shouldn't need to do in a loop at all)
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So ideally you would in your For Each Loop:

  1. Set the checkpoint number to the array index +1
  2. Bind to the checkpoint Cleared Event
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Then before the loop or on the completed path:

  1. Set the length of total checkpoints
  2. Calling the activate checkpoint function on your first checkpoint element
  3. Play your level music
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Unfortunately as far as the checkpoint not working - this code doesn't really have much to do with that - so long as you're calling the "Start Sequence" event, this code will run, so then it's a matter of what is contained within the Activate Checkpoint function.

meager hinge
tired cypress
olive sedge
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@tired cypress yes, that's what I did. I'm trying a spring arm and counter rotating the camera now

dawn gazelle
meager hinge
# dawn gazelle Ah, good job plagiarizing then. I see you copied the tutorial node for node, an...

Erm, wow... That's not my intent at all, i'm on a design course not a development course so it's not about what i develop, it's about what i design. I'm just forced to develop a lot of stuff on my own because we only have a support tutor for Unity. I chose to use Unreal due to other developers telling me that it was the engine i should be getting to grips with. I'm sorry if i misunderstood what you wrote, or didn't reply in the way you wanted me to.

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But there's absolutely no need to speak to me like that.

wise lynx
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Any1 here can help me understand ARPG by Unreal Engine? I am stuck at ItemType

meager hinge
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Please don't. I'm not looking for anything like that. just here for support.

surreal peak
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Honestly

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Read what the person told you

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Looks to be a lot of info for you to fix your issue

meager hinge
worthy frost
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I don't see much of an issue here, tho @dawn gazelle remember people can be new, instead of saying "Ah, good job plagiarizing then." maybe just walk away.

surreal peak
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The stuff that was written is about the image you posted

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The code that I see when looking at it is flawd

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So this is indeed an attempt to help you

meager hinge
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I did not intend to annoy anyone with my post...

worthy frost
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Just remember, people can only help as much as the information you provide.

meager hinge
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As i said, i'm a design student trying to follow a tutorial and it didn't work. I was just asking for support from people who are much cleverer than I.

surreal peak
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Well

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I want to make sure that no one (or usually no one) here will tell you exactly what you need to do

meager hinge
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He did and i was very thankful. Hence why i didn't understand his hostility...

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I understand that

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I don't have expectations

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Well, one. Please be patient and don't be rude.

surreal peak
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Again, Datura answered the question as good as anyone here could

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You posted an image

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It has bad code in it

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Datura told you what to improve

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None of your image shows why your stuff isn't spawning

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At least none directly

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Improve the code, add more debugging, give us more info

meager hinge
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Ok, i appreciate that and thank you. But as Datura stated,

"Unfortunately as far as the checkpoint not working - this code doesn't really have much to do with that - so long as you're calling the "Start Sequence" event, this code will run, so then it's a matter of what is contained within the Activate Checkpoint function."

So i assumed what he wrote wasn't to do with my issue and that the image i posted was wrong.

surreal peak
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What he wrote COULD solve your issue

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It's just not visible to us

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There is no directly visible "Oh you forget to call the spawn code" stuff

meager hinge
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Ok, again i AM thankful for ANY support... I'm just stressing out because i don't have a lot of time to get this running. I didn't need the rudeness.

surreal peak
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It's like me telling yo u"Why is my light in my living room not working." and showing you my broken house from the outside.

meager hinge
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Ok, i'm sorry i didn't present my question properly. I try my best...

surreal peak
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I actually haven ot even downloaded UE5ea

worthy frost
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Anyway, the gist of this encounter is, "Provide as much detail as possible/required to receive help. We can't see your code/blueprints.". And we are all volunteer helpers here, no one is required to help you. ๐Ÿ™‚

meager hinge
surreal peak
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Yeah so... read Datura's text. Stop typing here.

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Improve the code, add print strings, debug it

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We aren't going to give you the result, evne if you would have to hand in your stuff tomorrow.
That's your business

dawn gazelle
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And sorry to everyone else in this channel having to read through this now.

meager hinge
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I will do my best but you have to understand that i come here for help and support because i simply don't get it from my course.
Look, i can see that people are just going to keep being harsh instead of being polite and understanding so i'm going to take your advice and do my best to understand Datura's advice.

meager hinge
surreal peak
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Only advice I can give you is to stick with your course and use Unity, unless they add a tutor for UE4.
You can always learn UE4 in your free time

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Probably too late of an advice

burnt nest
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Something to consider is that a lot of people come through here to ask for solutions. A large number of them just want a quick fix, not really seeking to learn anything, and don't say thank you. So sometimes we're a bit on guard, especially when someone is asking for help with code that isn't theirs, and say they don't have time to learn beyond just "here's what you have to do".

meager hinge
dense mica
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I just dont understand why they force design students to learn BP or unity scripting anyway

meager hinge
nimble vortex
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protip:
if you notice you cannot submit your finished project in time: writing an essay on why you messed up, what you learned from messing up, and what you would do differently if you had to do it all again can result in a positive grade. (worked for me the few times I did it)

dense mica
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Yes, but looking at the code, for loops, triggers etc. kinda too much or unnecessary, even both

meager hinge
meager hinge
nimble vortex
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lol

meager hinge
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Right, after that painfully public situation, back to hell for this guy. Thank you to those that gave advice, contrary to what some may think, I DO greatly appreciate it.

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For the record, i usually directly reference anyone who helps me in my blog. So they do not get forgotten!

zealous cave
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Hi UE Discord! I'm very new to all of this, but I'm having a great time learning it. I'm trying to determine the max jump height of a character, but I can't seem to get the value from a TextBox on the HUD. I'm trying to compare the previous Z coord (textbox) against the current, getActorLocation Z. If its greater then update MaxHeight, otherwise do nothing. Unfortunately the only thing that is getting returned when I get the value from the textbox is the name of the variable and not the value. I learned most of this from the "First hour with UMG" video. But now I want to try something on my own.

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Thank you for the quick replay! Here's my original thought process. The max height stays at 100 and doesn't change. Sorry about the mess.

odd plume
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I have a question about how to implement local multiplayer with my UI. Both players are on the same ui screen. But it appears that my update score method only runs on player controller of 0, how could I get it to work on for both players?

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what would you suggest instead?

zealous cave
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Should I then create the a separate variable within the widget so the character can get that instead of going to the GUI?

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I understand. I will experiment. Thank you @trim matrix

odd plume
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I made a get all actors of class for them, but it is a lil confusing. The same exact UI screen contains both user scores

zealous cave
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I'm experimenting with this but I'm getting hung up on, "Event BeginPlay Signature Error: The selected function/event is not bindable - is the function/event deprecated, pure or latent?"

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I'm not really sure where it goes

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lol this all seems so much easier in C++, creating a temp variable to remember a value then comparing it to a new value. But in BP why is it so cryptic lol

maiden wadi
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You also need to bind that event on jump, not beginplay. That event gets unbound after it's called.

zealous cave
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jump event gave me the same error

loud cipher
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Anyone know how i can display the number of ai's in my level?

tired cypress
loud cipher
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True

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Yeah thats what im doing in my case

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My ai setup is so simple

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Its just an ai move to node

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that tracks the player and follows them

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Then when they follow the player and end up at a checkpoint they are deleted

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But in my case now i want to know how many ai are following me at one point

tired cypress
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I like @trim matrix idea of incrementing on spawn.

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Ahh yes, true. Just as long as you are storing it somewhere

zealous cave
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This is still reporting at the start of the jump and not the apex. I don't get it.

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lol oh yea. I have 4.26 installed, but liked the new layout on 5. It gave a little more screen room because they shrunk the toolbars and menus. I'll recreate in 4. it'll be good practice, too.

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I tried this prior, but I hadn't set the Notify Apex variable to true. I've moved it over to after the event and now its working correctly!!! Thanks you so much @trim matrix I'm so happy lol...

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dope! ill do this

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LOL!! its working!! I'm so excited lol. I dumped the branch because it wasn't needed.

loud cipher
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Hey all so i have tried to make it display the number of ai in the level

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It works great

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I have then used a bind on a text block to then display the number

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However is there a way i can make it update without using the tick function?

devout dove
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Is it possible to create a whole world and split it into chunks to stream as the player goes to prevent filling up the RAM and choking the CPU to death?

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I'm not talking about splitting it for map design but splitting it for the game, like playing, loading chunks etc

brisk mortar
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im sorry but

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how the hell do i just create a simple number

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i dont have a clue what im doing

dawn gazelle
brisk mortar
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thank u omg

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is there no way to create a variable in a material graph

dawn gazelle
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parameter

brisk mortar
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basically everywhere said to use this tab, that doesn't exist here

bold zealot
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I've setup a really basic projectile object but not matter what I see on the ProjectileMovement settings for velocity, it still just drops to the ground right in front of me. Anybody know what I'm doing wrong here? It should be shooting forward like a cannonball

brisk mortar
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it just opened this tab

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but none of these are that

dawn gazelle
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All those different parameters are variable types.

brisk mortar
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but like if i just wanted to create a variable named X

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where is that option

dawn gazelle
#

You create the parameter and name it X

brisk mortar
#

which one of these is just a simple number xD

dawn gazelle
#

ScalarParameter

brisk mortar
#

thanks ,3

dawn gazelle
bold zealot
#

I thought 0 means there is no max?

dawn gazelle
#

Yea nevermind.

scenic quail
#

Hi all, looking for some guidance on working with custom binary files. not sure where to begin in the blueprints.
These are custom binary files built in another application, but which have logically structured data

spark steppe
#

the answer is c++

opal ivy
#

If I'm passing a struct as a parameter to a function, I'm not seeing a way to Get it?

#

nvm, I'm stupid

opal ivy
#

given a transform and a diection vector, how do I get the transform that's x units away from the original transform along that vector?

bright dirge
#

Hello, I am trying to use a function defined in a blueprint function library from a blueprint inheriting "Primary data asset" but when i type to look it up I have no result. Any idea ?

opal ivy
#

Transform Location

trim matrix
#

I'll move my question there

opal ivy
#

i-

#

So, I'm generating a polygon with a procedural mesh. Can I not make UVs wrap around it without sides + 1 verts?

keen goblet
opal ivy
#

I don't know, it could be an absolute disaster. ๐Ÿ˜› The UV thing is my current concern until I see things explode

#

I guess I have to add 2 verts at the same sport, so sides + 1

covert arrow
#

Is this the best way to handle input (frame dependent)

twin kite
covert arrow
#

I was just wondering you know.

twin kite
#

I'm not trying to be insulting, I'm just saying that you've said "frame dependent" for input but made a frame indepedent setup

#

I believe

#

And as far as I know it is the best way to do that

#

Simple math and pure nodes

opal ivy
#

I would really like the ability to rotate reroute nodes

twin kite
opal ivy
#

I just want more vertical lines

autumn grove
#

Can an entire game be made with blueprints?

dawn gazelle
autumn grove
#

Actually?

dawn gazelle
#

Yep

autumn grove
#

Like with no issues?

#

After seeing ue5 I wanna have a go at making a small story exploration game

#

Was wondering if it was possible with bps only

dawn gazelle
#

Of course, depending on how big you're trying to make your game. At a certain point with certain things, doing some parts of it in C++ can help you optimize the game so it runs better, but if it's not going to be anything huge then blueprints should more than suffice.

You may run into some issues where you may have something very specific that you're trying to do that you can't really do in blueprints, and I wouldn't be able to specifically spell them out for you either. You'd have to jump over that hurdle when you reach it - and even then, a little C++ may not be that hard to figure out.

opal ivy
#

SORCERER!

#

HOW?!

autumn grove
#

Does using blueprints teach you c++ at all?

opal ivy
#

not even a little

dawn gazelle
# opal ivy HOW?!

There's a paid plugin on the Marketplace called Electronic Nodes (currently 30% off)

opal ivy
#

I mean, I guess if you don't have any knowledge of logic and how programming working, you'll get a little out of it

ember veldt
#

To some degree it can teach you some concepts of programming

deep cove
#

C++ is for full-on programers. It's not a kid's toy.
It runs faster than BP, but i like the ease of use of BP.

#

There are onnly a few places on YT that teach UE4 using C++

deep cove
#

KeySmash is one

dawn gazelle
opal ivy
#

Right, but I'm a broke boi

#

My resistance to paid things isn't about not wanting to pay, it's about not being able to. ๐Ÿ˜›

deep cove
#

Anyone know why just adding a Child to a BP would give these types of errors? Nothing gets destroyed or deleted.

LogActorComponent: RegisterComponentWithWorld: Trying to register component with IsPendingKill() == true. Aborting.
LogActorComponent: RegisterComponentWithWorld: (/Game/VirtualRealityBP/Maps/MotionControllerMap.MotionControllerMap:PersistentLevel.DESTROYED_SwitchD_overlap_C_CHILDACTOR_546.DefaultSceneRoot) Trying to register component with IsPendingKill() == true. Aborting.
LogActorComponent: RegisterComponentWithWorld: Trying to register component with IsPendingKill() == true. Aborting.
LogActorComponent: RegisterComponentWithWorld: Trying to register component with IsPendingKill() == true. Aborting.
LogActorComponent: RegisterComponentWithWorld: Trying to register component with IsPendingKill() == true. Aborting.
LogAc

faint pasture
autumn grove
#

Is there any plugin that brings all of the missing c++ features into blueprints?

faint pasture
autumn grove
#

Okay thank you it's really confusing cuz I am new and so many people on Reddit say you need c++ to make a functional game

opal ivy
#

I'm adding a variable in my construction script that I want editable in the editor. How do I keep it from being filled by the construction script being called tons of times when making adjustments?

ember veldt
#

Unless you're going for over 12 players in MP, or some insanely complex simulations, BP is viable

faint pasture
autumn grove
#

I know how to make procedural textures .... In blender XD

#

Idk if that's what you meant

faint pasture
#

@autumn grove I mean like trying to replicate Minecraft.

autumn grove
#

That's a thing?!

faint pasture
#

Prolly a bad idea BP only.

ember veldt
#

I prototyped a 3D atmospherics that simulated gas composition and temperature and could handle simulating a large area, solely in BP, and it ran fine

autumn grove
#

I know nanite is automatically capable of that

#

Like the tile generation

faint pasture
autumn grove
#

Really? You guys are inspiring! I've been a games artist for 8 years but never did unreal heads on

#

And always wanted to make a solo game

faint pasture
autumn grove
#

I know python but barely

#

Like I know the basics I can't do data science

#

I know c++ is really complicated tho

faint pasture
# autumn grove I know c++ is really complicated tho

The general structure of working with the engine is the same with both languages, it's just that you'll have enough on your plate just learning the engine. Trying to learn the engine and basic programming and doing it all in C++ right out the gate? That would be a really bad idea

autumn grove
#

Lol so Reddit is as usual just assholes

opal ivy
#

figured it out

autumn grove
#

I don't get Reddit sometimes... But thanks I suppose learning blueprints will be a good solid start

ember veldt
#

Also with this conversation, BP is extremely fast to iterate on, and work with. It's excellent for prototyping and getting a feel for what you want to do/how you want it to work, with much less effort

opal ivy
autumn grove
#

Yeah as I said earlier Reddit confused me badly XD Idk why I even doubted it I've seen a few games made fully with unreal BP's

faint pasture
autumn grove
#

Maybe in the future maybe even in ue5 full release well have that

#

I'm hopeful

#

Seeing how the industry is changing as time goes on is fascinating

opal ivy
fleet cedar
#

Hello

#

I'd like to add a collision capsule to my character, because the default one isn't really in the right place to stop the character going through the wall

#

How can I have a second capsule block movement?

#

I copied the settings from the character BP capsule but isn't blocking movement

deep cove
#

There is a good tutorial on YouTube about this. Check for "Block player wall" he even sets up a fade to black and a warning message

fleet cedar
#

thank you

deep cove
#

its a VR tutorial, but the idea should be the same

fleet cedar
#

will it actually collide with the wall so I don't go through in the first place?

deep cove
#

no.

fleet cedar
#

That's what I was hoping for... my character's head doesn't really fit into the cylinder

deep cove
#

You can add blockers in your scene to stop that.

#

Ahh... but .. yeah.. if the wall block the player but not the head, just add a similar collison to the head bone.

#

just like attaching a weapon

fleet cedar
#

I've added a separate capsule but it isn't actually blocking the wall

deep cove
#

or in VR attaching it to the head mount. But nothing can really stop someone from walking through a wall. there are setups where, if you lean/push/bang your head on a wall, the room will slide away from you. but that makes people a bit dizzy sometimes. fade to black is just easier.

fleet cedar
#

hmm

deep cove
#

the issue is that the player can move by sliding or they can move by moving around in the real world. some of those are blocked and others are not. my issue is having a player get blocked by a table, so thye can not walk through it, but can still lean over the table to look at the wall behind it. since the capsule hanges directly down from the head, the software thinks the player is moving forward and blocks the movement.

#

you should check your collison settings again. sometime a tiny thing makes a big difference

fleet cedar
#

I guess I could do a capsule trace from the player's head and if it hits something then block forward movement

deep cove
#

ew

fleet cedar
#

haha

deep cove
#

constant trac is heavy

fleet cedar
#

right.

#

then have a sphere on the head and if it hits something disable input?

opal ivy
#

Can I remove elements during a foreach loop, or will I get some CME style error?

deep cove
#

That's kind of what that guy did. he has it so if the player makes contact with the wall or other object that has the same tag, it goes black.

fleet cedar
#

I just want to avoid this

deep cove
#

ahhh youre the parcore cat guy

faint pasture
#

@fleet cedar I'm not 100% sure but it'll be hard to get the CMC to play nice with additional collision

deep cove
#

so... not VR

fleet cedar
#

ahaha

#

no.. not VR

#

That sucks... and it sucks that I can't even rotate the capsule they give me

faint pasture
#

Is this multiplayer?

deep cove
#

I think you can add a collison on the head with a new bone. It is a way we would do it for movies. The head would have a basic location, but try to ballance between its goal_bone, and it's colliosn bone. The collion would get 100% physics, and get ushed out of shape when hitting things. The actual head would have a setting to float somewhere between the desired location, and the collion bone. you can adjust the % on the fly

fleet cedar
#

no, Adriel

#

hmm I see

faint pasture
#

Does the dog need to walk through really skinny areas?

deep cove
#

Basically treat the head like a physics object on a chain.

fleet cedar
faint pasture
#

@fleet cedar The easy solution is to have a capsule that reaches out to almost the muzzle,then solve mesh penetrations by animation and IK

#

The movement component doesn't care about the mesh. It's just driving a capsule.

fleet cedar
#

starting to think I should just make my own BP not using Character Movement Component

faint pasture
#

You might be surprised at how hard that is but sure

opal ivy
#

๐Ÿ˜ญ

#

HISM doesn't have a Get Static Mesh node

opal ivy
#

Is there an easier way than adding a tag to determine if a component is part of the base actor vs added during construction?

dawn gazelle
opal ivy
#

Is it just a cast?

dawn gazelle
opal ivy
#

hmm

#

Wonder why it didn't show up in my node list. I'll look again in a minute

#

I don't understand why I need a scene component to get sockets...

#

Oh well, doesn't matter, it only returns each socket once. I had this weird suspicion that it was gonna return a set of sockets for each instance, but does not

dawn gazelle
opal ivy
#

I'm trying to work out how to perserve my array elements across constructions atm

opal ivy
#

hmmm. The for with break is a really odd feeling node

opal ivy
#

I'm bad at procedural meshes

opal ivy
wise swan
#

any1 know a solution for this?

hazy tide
wise swan
# wise swan

LogNet: Warning: Actor BP_serverIndicator_C / BP_serverIndicator_2 has no root component in AActor::IsNetRelevantFor. (Make bAlwaysRelevant=true?)

#

this is the warning im getting

#

also i have setup a simple replication(player 1 shoots player b and health decreases) but it doesnt seem to work

opal ivy
#

I am infuriatingly close and yet can't figure out where I'm going wrong

violet wagon
#

when i use the "MoveToLocationOrActor" or "AIMoveTo" node on my AI it works fine, but if i use it on any character thats possessed it doesnt work, anyone know why?

dawn gazelle
#

Assuming when you say "any character thats possessed" is referring to a player controlled possession.

violet wagon
#

i see. any suggestion on how I could find a workaround? I want my character to run to a location with pathfinding, like my ai

crimson saddle
#

Feels like arrays and lists are always the bane of my existence. I am trying to get a reference to a widget in my List View so that I can edit its content as soon as I create the entry. My problem is that I can't seem to find any way to go about getting this reference. I really need some help if anyone knows how to do this

dawn gazelle
#

Eg. When you play point and click strategy games, you're controlling dozens of AI - you're telling them where to move without possessing them.

opal ivy
#

oh... oh... oh my god

#

Not me battling with for literal hours while generating an extra vertex per support or anything

trim matrix
#

oh howdy once again fine gentlement

#

I am making some solid progress, however I recently wanted to get started on making some visual effects for the guns firing.

#

In the tutorial I'm using, they are making effects through something called "Niagara", which I will learn about next in the tutorial

#

However, since I was using an older version of UE, "Niagara" was not available. So I upgraded to the version 4.26

#

I loaded my project

#

Everything was good except for one thing

#

my project went from this:

#

to this:

#

does anyone know why my project got so excessively bright when I upgraded it to 4.26? I tried messing with all the skybox and brightness settings in this vault template for the sky and ocean I'm using, but I cannot for the life of me find what is causing it

#

Thanks in advance for anyone reading!

dawn gazelle
#

Full UE4 Quick Tip Playlist: https://www.youtube.com/playlist?list=PL_c7yiTIRI8rPQfsNytgjgJh-bssWUczX

Learn how to quickly disable auto exposure, also known as eye adaptation from your scene. This is especially important to do when you are working on creating your environment and not on lighting, as exposure is too distracting in the scene by d...

โ–ถ Play video
dusk flame
#

Does anyone know if its possible to make RelativeToGameDir work with plugins?

#

If I select an asset within a plugin, it doesn't get relative, and instead goes all the way to C:/

dusk flame
#

Give me a pingpong if you do. Right now I've left a comment saying "please make your path relative", but that feels yucky.

#

OK, its not even possible to make it relative by editing it. It auto-corrects it to fully-justified path.

deep cove
#

what the heck does this mean?
My screen went red with warnings

LogOutputDevice: Warning: Script Stack (0 frames):
LogStats: FPlatformStackWalk::StackWalkAndDump - 0.451 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !bGraphDataInvalid [File:D:/Build/++UE4/Sync/Engine/Source/Editor/GraphEditor/Private/SGraphPin.cpp] [Line: 821]
LogOutputDevice: Error: The Graph Pin Object has been invalidate. Someone is keeping a hard ref on the SGraphPin. See InvalidateGraphData for more info
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ff9cd4fd149 UE4Editor-GraphEditor.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff9cd3a2141 UE4Editor-GraphEditor.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff9cd3a0db8 UE4Editor-GraphEditor.dll!UnknownFunction []

#

LogOutputDevice: Error: [Callstack] 0x00007ffa401a7034 KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ffa40e82651 ntdll.dll!UnknownFunction []
LogStats: SubmitErrorReport - 0.000 s
LogStats: SendNewReport - 1.178 s
LogStats: FDebug::EnsureFailed - 1.634 s

surreal peak
#

Some Blueprint Pin had a problem. Should not do any harm, otherwise it would crash

deep cove
#

restarting just the same. dont want to save something that is broken

surreal peak
#

Happens sometimes when you copy paste stuff around

#

Or similar at least

trim matrix
#

For whatever reason, my character doesn't airstrafe

#

I'm using the standard jumping system that's built into the character controller

#

And these are my airstrafe settings

#

(Default values change nothing)

#

And I'm not getting or setting any of that either in my BP

#

Same in the AnimBP

#

And I'm using in place animations so root motion is out of the question

#

For what it's worth, this is my entire jump graph

turbid shard
#

Hello, how can I destroy the weapon from the player when this one leaves the session? The weapon keeps floating in the air

trim matrix
turbid shard
#

Im usign this node, but I feel like the player is getting destroyed first so the attached actor will never get destroyed

trim matrix
#

So do that before you destroy the player :3

#

It's a matter of procedure

turbid shard
#

whats the event for that, Im using on logout on game mode

trim matrix
#

On logout, get the child actor or the gun actor first, then destroy the actual player actor

#

Woah yeah that's a ton better

#

Thanks, I'll keep that in mind too <3

turbid shard
#

okay, thanks for the answers will check it out ๐Ÿ™‚

trim matrix
#

Yeah, depends on the game though

#

ideally if you're working in 3d, you'll want to target the player's position and add a little variance around it

#

Which can be more or less depending on the gameplay requirements

#

In particular, this is the node you're looking for:

#

Use that to find the direction in which the bullet is supposed to go

#

Using it without any variance will give you aimbot enemies

#

What exactly happens?

#

I assume the projectile itself has some velocity along its local X right?

#

Ah

#

The character

#

The function targets the root transform of the character

#

You sure the root transform is at the centre and not the feet?

#

Well where does it go?

#

A screen recording might help more

molten surge
#

Hi there, I have a question regarding playback of sound effects, as I'm not sure I'm doing it correctly.

I have a single AmbientSound in my scene playing a loop of music. I also have a few copies of a bottle actor blueprint, when it gets hit, it plays a bottle chinking sound using "Play Sound at Location". Unfortunately this seems to cause the ambient music to stop and start, any ideas how to resolve? Ideally I'd like to be able to play any number of bottle chinking sounds one after the other without anything else stopping.

trim matrix
#

I uh, need to see the enemy itself for that

#

๐Ÿ˜…

#

Yeah! Show me that

#

Preferably while circling around the enemy

trim matrix
molten surge
trim matrix
#

Gotcha

trim matrix
#

@swift pewter have you tried overshooting?

#

Like drop a ridiculously large offset on the Z of that one

#

Also, nice visuals, I love it ๐Ÿ‘€

#

Okay lil hacky workaround

#

Can you target a specific bone instead?

#

Get the mesh of the player character, then the bone location

trim matrix
#

Weirrrd

#

Okay yeah, I can't do that

#

Sorry, bud I'm lost here

wise swan
atomic salmon
#

@swift pewterwhen you spawn a projectile you typically give it a direction, that is what you need to customize

#

Often the direction is provided by an arrow or scene component attached to the weapon

#

and the projectile flies along the X axis of it (for example)

#

Look at the settings of the projectile movement component

#

@swift pewter

#

There is an initial velocity set for it

#

That means the projectile travels along the X direction of the projectile actor

#

Your Projectile Spawn transform should handle that.

#

What you can also do is create an angle parameter in your projectile BP and mark it as Expose on Spawn

#

Then you will find it as additional input to your Spawn function above

#

And you can pass an inclination angle to it taken from the LookAt function.

#

Want to switch to DM?

#

I can guide you

lunar holly
#

How can I make my program print "hello" only when my Cube collides with a specific Actor? Now it prints "hello" all the time. I only want it to print "hello" when it collides with a specific obstacle.

devout geyser
#

@lunar holly Cast to the actor you want to collide with

#

For example

cyan prawn
#

you can tag the actor and use has tag on the other actor and branch off it

#

or maybe use an interface on the other actor and check implements interface

devout geyser
#

Grab out the Other Actor line and cast it to the first \ third person character in order to check if that's the player or not, if it is the cast will be good of its not the player the cast will fail

cyan prawn
#

I wouldn't recommend casting for such simple things

lunar holly
#

Im very new to Unreal so I dont know what casting is

devout geyser
#

Yeah it will cost memory, I will suggest using the blueprint method for easy communication

cyan prawn
gentle urchin
#

Is checking for / using interface cheaper than casting? I understood they' be equivalently costly

cyan prawn
#

I was told one of the benefits of interfaces is that you don't have to cast. So, I think so.

lunar holly
#

Can I do some sort of "if statement"?
If other actor == obsticle Axtor
print helo

devout geyser
#

Yes

gentle urchin
#

but you'd still need a reference to the obstacle actor ..

#

Or using the default tags, for sure

cyan prawn
atomic salmon
#

The advantage of interfaces is that you can call them on any actor but only the actors implementing the interface will react to it and do something with it.

gentle urchin
#

yes, but you dont have anything to compare it to

cyan prawn
#

Using tags will be easiest I think

gentle urchin
#

True, Marco, that part is a clear advantage

#

Just not sure if the statement of it being cheaper than a regular cast is true or not .. If they are, then great ^^

lunar holly
#

Can I use the "Actor Has Tag"?

gentle urchin
#

Y

#

then you just make sure the actor actually has that tag

#

Personally i just use casts for overlaps that are ment for specific actors, altho i can see a clear benefit of using tags instead

cyan prawn
#

And dont make typing mistakes

atomic salmon
#

@gentle urchinA believe the check for whether an actor implements an interface is cheaper than a casting (at least in C++). Not sure in BP. Probably the same (so cheaper as well).

lunar holly
#

This worked!

surreal peak
#

For what Cazzola is doing, if it's ONE SPECIFIC actor, then the tag might work. If it's a specific class of actors, so generally all obstacles, then casting is pretty okay

lunar holly
#

How is there so many ways to check collision? What are the benefits? And what is the right thing to do?
In Unity only the "As Tag" is used.

#

okey. I need to check those things out.

#

The Cast code looked much more clean. And I did not have to make a Tag

gentle urchin
#

Well, you could combine the tag and branch into one function to make it look as clean as the cast

devout geyser
#

@lunar holly Glad to see you got the hang of it, well done ๐Ÿ™‚

deep cove
#

Are there any good tutorials on Haptics?
Everything I find is on the suits, and how 'cool' they are. I'd like to know how to modify and cause haptic responces in the controllers.
You know, subtile shakes for when you grab something, or press a button.

icy dragon
tired fossil
#

Hello everybody
Why does SetActorLocation have both sweep and teleport available at the same time? Can they somehow function at the same time? If not, which of them is the priority if you set both?

olive sedge
#

but it's just not. what am I doing wrong?

summer skiff
#

Can someone help me understand if I can make a blueprint light appear in a reflection after I bake lighting. Basically I have a chandelier mesh with point lights in a blue print. It all appears fine until I bake the lighting then suddenly the reflection of the light disappears? The lights are set to static because if they arenโ€™t the chandelier lights up the entire scene (and I only want it in the reflection) so I had a solid blocking them from hitting my scene. Is it like this because itโ€™s set to static?

tired fossil
#

@trim matrix, oh, now I understand. Thank you so much ๐Ÿ‘

twin kite
#

That's an interesting question actually

#

And setting them to dynamic and having their intensities set very low doesn't give desired results?

#

I mean I can still get a reflection in a planar reflection object if the intensity is set so low it doesn't really affect the scene

minor fractal
#

you guys mind if I ask some really dumb questions

summer skiff
#

Thanks, I will post there and try lowering the intensity and see how I go... just to add some detail though in case u donโ€™t mind helping... the chandelier/light sits directly above my character pretty much so it appears in the reflection so I put a solid above them to block the light from hitting the character however it still seems to put the unbaked text all over the character. If I set it to dynamic it seemed to totally ignore the solid and light them through it. Lowering the intensity may well do it but is there a way to just set the light to not affect the character at all?

twin kite
twin kite
minor fractal
#

how do I make the trigger box on the ground cause the box in the sky to fall

summer skiff
minor fractal
#

I see a "simulate physics" button, so I'd like to learn that way for now
maybe later learn how to move stuff with force or along a path

twin kite
#

Right, so like with anything there are a fair amount of ways to go about this

minor fractal
#

understood

twin kite
#

The node that you're looking for is a node in blueprint called "Simulate Physics"

#

Do you know what a level blueprint is?

minor fractal
#

I'm assuming this is it

twin kite
#

Yes correct

#

Open that

#

We'll do this in level blueprint since it's the easier

#

Easier*

minor fractal
#

yup, open now

twin kite
#

On the side of your screen in the main viewport you have the World Outliner

#

I have UE4 opened right now but it looks like this

#

It lists all of your assets

#

(This isn't in the level blueprint thing)

minor fractal
#

yeah I know of it

twin kite
#

To tell the code what specific objects you want to do what, you're going to want to get references to them

#

So that, obviously the code knows what's what

#

So click and drag from the World Outliner the cube that you want to simulate physics on

minor fractal
#

yup these two are what I'm working with

#

Cube and asdf bp

twin kite
#

Oh

minor fractal
#

though I guess I should change that asdf bp to a regular trigger box

twin kite
#

Yeah I was about to say

#

Eh, he only wants to make it drop

#

Just a fun experiment I'm guessing

minor fractal
#

yeah I saw the warning, but thanks for reminding me lol

twin kite
#

Shouldn't be too much of an issue

#

Yeah so change to a regular trigger box

#

And drag from the world outliner the cube on to the level blueprint graph

#

You should get a node that just says Cube or something

#

Small and blue

minor fractal
#

yup

summer bolt
#

Ok so I want to have a line trace and the hit object is used to cast to a character, I get a cast error simple line trace for object hit actor in the wildcard, Any advice

blazing delta
#

Hi,
which one would be better at sending information from one actor to another triggered by an overlap event:
Event dispatcher or Interface?

surreal peak
#

They are different concepts

#

There is no "better", there is a "right" thing to use however.

blazing delta
#

ok, that is something, but then which one would be the right thing?
I have an actor i want as the gun, and some other actors that then overlap and send info to the gun

twin kite
minor fractal
#

lol np

#

I haven't learned anything for a year, what's another 5 minutes

twin kite
#

Uhhh where were we?

#

Right

surreal peak
twin kite
#

Select your Trigger Box in the game and go to your level blueprint

#

Right click and at the top of the list it should have some stuff like "Make an event for Trigger Box" or something like that

minor fractal
#

okay done

twin kite
#

Make an overlap begin event

#

And an overlap end as well, for later

minor fractal
#

awesome; progress

twin kite
#

Purrrrfect

minor fractal
#

where to now, boss

blazing delta
#

@summer bolt best thing is not to have a wild card, there should be a way to make/set an array of objects like world static or pawn instead of the wild card if u right click that pin

twin kite
#

Drag off your fallingCUBE node and type in "Set Simulate Physics"

summer bolt
twin kite
#

And then hook up the event from begin overlap to the Set Simulate Physics

#

And tick the simulate physics

#

And then it should work if you compile??

#

Idk lmao give it a shot

blazing delta
#

@surreal peakI wanted to move away from casting if possible, i am using the ARS plugin that is free this month and wanted to send info from the overlapped actors to the "gun"
since i am only interacting with one main object/actor for the case its best to casting but at a later point i wanted to have the actors that overlap be usable on a non gun actor

surreal peak
#

Then an Interface

blazing delta
#

thank you

minor fractal
#

something went wrong, but I'll redo all the steps again in a fresh map

blazing delta
#

@summer bolt oh, for that u would take the hit actor pin and connect it to that wildcard pin

summer bolt
#

I did that yet the cast failed

#

Which stumped me

blazing delta
#

does it kinda look like this? @summer bolt

#

I have this set up for a random row in a datatable, but when i add to the datatable the "get number of entries" node doesnt change when i look at it with a break-point
and when i put the new row higher with in the table it does show up in runtime but the one that was pushed down then goes away

vocal kestrel
#

Howdy, i've a question about level streaming and AI. assuming we want the ai to be able to run around a level that is otherwise not loaded in for the player, would it be a good idea to have like a collsiion-only version of the map that a trimmed-down ai actor is able to navigate loaded in in the place of the normal streamed level?

#

That came out kinda confusing, but i'm just generally curious about how level streaming and AI mix.

hazy seal
#

is there a way to set local rotation for a "Socket Transform" ?

vocal kestrel
#

well i wanted to ship in like a month

#

so that's a bit off the table.

#

but i'll look into that later.

olive sedge
#

I can't figure out how to roll a spline mesh, any help? I've tried setting rotation on the selected points in the editor and on multiple places in the blueprint but it just stays in the same orientation..

ember veldt
blazing delta
#

@ember veldtThank you, that fixed it

trim matrix
#

How can i make a loading screen?

loud cipher
#

Hey all

#

I have a simple ai setup

#

It roams randomly and if a player overlaps the sphere collision

#

the ai is highlighted with a material

#

However i have an issue where if 2 ai overlap eachother the sphere collision still enables

#

and it still highlights

#

Is there a way i can make it ignore AI or i can set the ai to not be a pawn

#

I want it to only highlight when a player character overlaps

#

Thank you so much

#

that worked great

blazing delta
#

Hello, I am using the ARS plugin and got some questions about it, where should i ask them here or in the plugin chat?

summer bolt
blazing delta
#

@summer bolt what are u casting to?

summer bolt
#

And its the object I'm hitting

blazing delta
#

Have u done a print string on the hit actor pin to make sure that the line trace is hitting it? @summer bolt

faint pasture
summer bolt
blazing delta
#

So just to be clear, u have a character actor "char" that u have out in the map, and then u the "player" is using a line trace to hit "char" then "player" is casting to "char" to do something
If that is so then maybe see if the cast to the parent of "char" works or not? Or make a child of "char" and see if the cast for "char" works

summer bolt
#

๐Ÿ‘

#

I will once I'm home

sand yacht
#

Hey guys, can someone explain to me why the line trace is not firing straight ahead?

unique harness
#

does it always fire in the same world direction no matter your rotation

#

or is it always the same offset from your character's rotation?

sand yacht
#

its like it sticks to a certain point on the map

#

it always fires to one certain point

unique harness
#

Show how you're rotating your character

sand yacht
#

you mean in blueprint?

unique harness
#

ah yea, gotta add initial location lol

sand yacht
#

how should I add that?

unique harness
#

drag off the location pin from the transform and add it to the result of the multiplication node

dusk flame
#

Is there a way to get the current plugin?

sand yacht
#

oh right, gotcha

#

thanks!

icy dragon
dusk flame
#

Is there some way to get the name of the current plugin?

#

Or a reference to the current plugin, or something?

#

I want to make a blueprint function like DoFoo that changes its behavior based on the plugin it was called in (relative filepath nonense).

burnt nest
#

I'd try asking this in #plugin-dev because I have no idea what "the current plugin" would refer to. ๐Ÿ˜…

dusk flame
#

Do people not tend to use plugins?

worthy frost
#

yes all the time

#

but what is "current plugin"

dusk flame
#

Its a reasonably nice way of abstracting parts of your codebase out.

#

I mean, if I have Actor inside of a Level in a Plugin.

worthy frost
#

you cant determine that

burnt nest
#

I mean, I use plugins sure, but they tend to add something to the editor, not be something I'd call in a blueprint. ๐Ÿ‘€

dusk flame
#

Ok, so then there must be a system for handling relative filepaths that can work with plugins, right?

worthy frost
#

maybe explaining what you want to achieve might be a better idea?

dusk flame
#

Yeah sorry, I'm complicating things.

#

I want to provide a node that takes in a relative filepath (can't be global to the C:/ root obviously).

#

It should be callable from within a Plugin, with the understanding that the filepath should be relative to the content root of that plugin.

gusty shuttle
#

Hey guys, I want to change the velocity of my projectile based on the position from the enemy to the player. Any tips?

worthy frost
#

@gusty shuttle whilst its in flight?

gusty shuttle
#

@worthy frost No sir, before flight. The arrow moves and tracks the player then shoots

worthy frost
#

use PredictProjectilePath and SuggestProjectileVelocity nodes

gusty shuttle
#

Aye, solid keywords. I'll try

dusk flame
#

If I have:

Base
   Plugins
      MyPlugin
         Content
            thing.jpg
   Content
      thing2.jpg

I want to somehow define a path that can select out of plugins. So I either need a path likeMyPlugin/Content/thing.jpg, or I need some other way of "knowing" which plugin to pull from.

#

I'm sure I'm just misunderstanding something about how plugins are mounted.

worthy frost
dusk flame
#

I know this kind of thing is possible:
static FString ContentDir = IPluginManager::Get().FindPlugin(TEXT("Foo"))->GetContentDir();

But the missing link there is I don't know which plugin a blueprint is being called from. I guess I could force people to pass in the name of the plugin they want to be relative to?

burnt nest
#

I would definitely try #plugin-dev because at least I have no experience with working with my own plugin. ๐Ÿ™‚ And that's CPP, so either way it doesn't seem like a blueprint question. ๐Ÿ˜…

worthy frost
#

yeah i am not sure you can reliably detect what plugin you are in

dusk flame
#

Ah, fair enough. I tend to think of anything that splits across C++ blueprint lines as being in Blueprint.

worthy frost
#

as smallhead said

dusk flame
#

Yep. Thanks. On my way ๐Ÿ‘‹

burnt nest
#

Good luck! ๐Ÿฅณ

tall sand
#

Can i get some feedback, Am i overthinking this as a input macro?

burnt nest
#

Seems good to me.

weak grove
#

When i try to climb up from my hang anim, my animation plays like hell and i am not able to figure it out

main smelt
#

Can anyone tell me how could I rig mouse wheel to UE5 demo scene directional light rotation?

trim matrix
#

I have a foilage components and when I try to interact with one of them their variables get mixed up for some reason

#

they are for resource gathering and they spawn the actual resource when they get hit but for some reason the class reference is broken

#

sometimes it works with tree sometimes with bush

#

I couldnt understand why that might happen maybe I am missing something help is appreciated

#

when I hit it it thinks its component is the bush one for some odd reason

loud cipher
#

How can i create a setup whereby you must be within a box collision and you must press a key for it to trigger?

#

I want to make it so i can only interact when im within the box collision and i must press the key to interact

trim matrix
#

So would anyone know why my project got so excessively bright when I upgraded it to 4.26? Is there anything in the newer version of the engine that messes with the lighting effects?

loud cipher
#

Quick question what would i use as the object for cast to for an ai?

#

I need a reference

#

Player controller?

#

player camera manager

#

try it

trim matrix
#

@empty zealot you need a reference to your widget

loud cipher
#

Sorry i dont know, im trying to figure the whole cast to object pin myself

trim matrix
#

where did you create the reference to your hud

warm summit
#

I have a BP, that is dealing with Midi Data, I am trying to use my CC# value (an Int) to set a specific index in an array. And I have Print Statements shown here as part of my debug. The print statements seem to be verifying my data, but my prints are showing that the set Array Elem is not using the input Int as the index to set, and is just going 0 - the end but even at the end it starts stepping not by 1's.... very confused

left carbon
#

Guys, does anybody know, what 'self' in Session Frontend's profiler means?

warm summit
#

data flagged as blue in the graph also shown in the print line, but look at the index circled in red and the print lines in red....

loud cipher
#

Im so confused

#

I cant find what i can use for the pin

#

Player pawns wont work

#

get owner doesnt either

#

All give me accessed none errors

frozen needle
#

Hello. Is there a way to check if my "move component to" is currently in work? What I want is to stop its execution if player leaves the trigger box.

unique harness
violet wagon
#

if there a way I can make a delay have multiple timers? Every time you call a delay while its counting down, it gets ignored, but I would like it to start a new timer.

unique harness
#

Where are you creating the HUD_Widget?

unique harness
# loud cipher

Show more nodes so I can see what you're doing before this node

#

So you can store a reference there and access it from your player

#

or my suggestion would be to create it in the PlayerController

unique harness
#

so before you call AddToViewport, right click the ReturnValue node and hit PromoteToVariable

violet wagon
#

yhea, i want to be able to have a few timers running at the same time

unique harness
#

Then you need to use actual timers instead of dealy

#

delay*

violet wagon
loud cipher
#

@unique harness

#

im trying to get a reference to my AI parent in my main character bp

unique harness
#

The output of the GetAllActorsOfClass seems to be doing that

loud cipher
#

How could i use that to then get a boolean then?

unique harness
#

what do you need a boolean for?

loud cipher
#

I have set in my ai bp on begin overlap set boolean overlap to true

#

then on end overlap set boolean overlap to false

#

then i want to be able to go in my character bp

#

interact key is overlap true

unique harness
#

What are you trying to do on begin play?

loud cipher
#

if so then perform xyz

#

Just cast a reference so i can access the overlap boolean that is set in my ai bp

#

the begin play nodes are in my character bp

unique harness
#

I understand, what are you using the boolean to do?

loud cipher
#

For a interact system only when im in a box collision

unique harness
#

ok, so what are you trying to do on begin play?

loud cipher
#

Cast to the AI

unique harness
#

....

#

then what

loud cipher
#

promote to a variable

#

Then use the variable to get the overlap boolean

unique harness
#

So it sounds like you should be doing this in an overlap event, not in BeginPlay

#

what class is this?

#

you need to call GetPlayerCharacter, cast it to your player class then access the widget variable

#

and you shouldn't need to cast it

rugged wigeon
#

Is there any reason that, when loading, I shouldn't just put the savegame object into the game state and use that as a container for all of my "global" variables? As opposed to unpacking it and assigning them to variables owned by the the game state itself, and then later creating a new save game object and populating it again?

unique harness
#

no

rugged wigeon
#

Cool, thanks.

covert arrow
#

Do collapsing certain mechanics or say abilities for example into functions improve workflow and performance in BP'S?

rugged wigeon
#

workflow, absolutely. performance, not materially.

unique harness
#

You should write readable code and handle optimization if there are issues after the system is completed

rugged wigeon
#

as a general rule, if you're writing some functionality more than once, you should be considering putting it into a function instead.

olive sedge
#

How can I rotate my pawn to always stay even with the ground? I trace towards it and get a rotator from the normal but X is always 0 for some reason

narrow kelp
#

Is there a name for the type of movement / item selection that windows uses when arrow-keying around desktop items? Like where it skips over empty slots, and tries to pick the best next item?

#

I'm doing something similar where I have a grid with a couple selectable items cells

rugged wigeon
#

@trim matrix How do you get the data across the loading of the map? Do you put the savegame data into a game instance, then on load,transfer it into the game state?

static frigate
#

Is it possible to pump values from a data table into a blueprint that displays in the details panel as a drop down? For example I would like to have a blueprint that artists can customise before runtime with a couple of drop down menus. Top one being category like Chairs, Animals, Plants. The second drop down would be populated/updated with actors based on the category list

crimson saddle
#

I am attempting to call Get Displayed Entry Widgets on my ListView but it is always returning an array of size 0

#

Why is this happening? Is it because I am calling it in the construct function? If so when should I call it in order to populate my list?
Also is there a system better than the terrible ListView?

#

I need to add information to the widget in the ListView when I populate it if I find a duplicate entry

cinder shell
#

guys, can someone please point me in right direction? I'm trying to create a blueprint which will spawn actors with delay and moves em towards the target. So I managed to spawn and move one actor, but can't figure out how to spawn them constantly with delay?

crimson saddle
#

To spawn constantly you can make a repeating timer and bind an event to it

cinder shell
#

no.. Actually it's just a cars which will fly in the straight line

crimson saddle
#

In that event you can put your spawn actors

cinder shell
#

I tried it, but not managed to make it work. Let me try ones again )

#

do you mean set times by event?

#

timer

#

@crimson saddle yeah... By a some reason it's not doing anything... Am I missing something?

surreal peak
#

The whole setup is a bit janky

#

The Actor that you spawn should move itself

#

And the Timer has to be started ONCE

#

You are calling it over and over again atm via Tick

#

It should be started on BeginPlay

crimson saddle
#

^^^

#

its kind of a weird node, so I don't blame you for being kinda confused by it

cinder shell
#

ah... you right! it's spawning.. and what do you mean by actor should move itself? Moving logic should be inside of actor blueprint?

crimson saddle
#

yes

#

so you can just have the actor move itself forward each tick

#

you will be able to spawn it facing a direction using your timer setup here

cinder shell
#

ah... thats actually some much easier to implement

#

thank you, guys!

sonic pine
#

Hiho i have a small Problem with my register and Login Screen. If im Clicking on the Register or Login Button i will get an Error Message but i downt know thats the Problem.

#

In the left top corner is the PrintString True if im clicking the register Button, but the Switch to Register Function isnt working

#

Thsi are the Error Codes

#

And here is the Problem, the print String is behind the SwitchRegister Function, so the clicked Button will trigger the function, will do nothing and will go to the PrintString...

#

In the function, i have connected 5-1 PrintStrings but they will not be called...

dawn gazelle
opal ivy
sonic pine
#

Do you mean taht?

opal ivy
#

I specifically WANT to edit my spline component

#

and subsequently WANT my changes propagated back

sonic pine
dawn gazelle
sonic pine
#

Ah ok

#

Oh nice, thank you!!!

prisma stag
#

Hello, I have a 3rd person project and am having a problem where if I enable the cursor to click on something in the level, I have to double click for it to work.

Also, when the cursor is shown, it moves the camera slowly, then when you right click it disables that and you have to move the camera via holding the RMB.

crimson saddle
#

sounds like your mouse isnt focused on the viewport

crimson saddle
olive sedge
#

Anyone know a good primer for vectors / rotators?

prisma stag
spark steppe
#

wikipedia also pretty much covers those topics

#

the brain melting starts when you read about quaternions

olive sedge
#

Alright. I'll google 3d geometry for dummies

spark steppe
#

yea they are certainly better, but also more complex

#

controlrig and compatibility in one sentence... strong one

olive sedge
#

I found a 3brown 1 blue for it. <3

opal ivy
#

I don't understand why my verts are getting screwy.

cinder shell
#

@crimson saddle it almost working now ) but spawned actor are not facing the target on spawn... Is it right way to do it?

#

or look at the target not what I need here?

crimson saddle
#

if your flying cars blueprint moves forward on its own, you can direct it with the rotation on the transform when you spawn it in

#

so you would find look at rotation before spawning it, and plug that into your transform

#

I'm not 100% sure if that will work but try it

cinder shell
#

I tried it at the first place, but have the same result (

crimson saddle
#

is your car moving on its forward vector, or just moving along an axis?

cinder shell
#

just along axis with add relative location

narrow kelp
#

Hey folks, looking for a technique or search terms for grid cell selection.

I have a randomized grid with several selectable cells. Pressing a cardinal direction moves to the best cell in that direction - meaning it can deviate from the column / row, similar to windows desktop icon + arrow movement. Every cell must be navigatable this way.

#

Here's an example of the grid.

#

Maybe this is a standardized thing I can search for? I haven't had any luck yet.

narrow kelp
#

Windows must apply some kind of heuristic based distance and deviation from the direction

opal ivy
#

Is there are way to make components that I add to my actor at runtime "instance editable" so that they persist between constructions?

#

Maybe they already are and I'm just stupid

maiden wadi
#

@narrow kelp I'd be surprised if the Windows arrow navigation for desktop isn't just some sort of A* algorithm with directional weighting.

narrow kelp
#

Thats what I was thinking, but I'm trying to figure out how to guarantee that you can eventually get TO every cell FROM every cell

#

I'm not smart enough to figure it out without testing examples

maiden wadi
#

Every cell would be able to reach somewhere with that, if you don't gate it off. You just create weights. Take your image above for example.

nova ledge
#

I'm not sure where exactly I'm supposed to ask this question, but... is anyone else having trouble going to the Unreal engine website? I'm trying to do online learning but the page keeps refreshing on a redirect page thing

maiden wadi
#

@narrow kelp Terrible numbering, probably definitely needs adjusted, but this is assuming that you're going to the right. Any cell above or below that cell gets +2, each cell in the same row only gets +1. So to get to the red mark it costs 1 to move right, 2 to move up, for 3 total. To get to the green mark, it costs 1+1+2+2 to move right, right, down, down.

nova ledge
#

Nvm.. I think it's just my pc

#

I just tested it out on my laptop lol

maiden wadi
#

Of course, moving left has huge costs because you don't want anything going that way by default when you're trying to go right. You collect all of that, then get the cheapest, and that's where you'd want to move in that direction.

tight schooner
#

@opal ivy all I can think of is don't spawn the components dynamically; make a BP child class where the components are in the component list proper. Or (a messier solution) make public variables in the host BP that it passes on to the dynamically spawned components.

narrow kelp
#

I think thats almost exactly what I'm going to try. Thanks for the help @maiden wadi ๐Ÿ™‚

opal ivy
#

I just added a bool that when ticked triggers building the track and then resets itself to false, so after you place the actor and shape the spline, you check the box to "bake" it

#

It would be cool to get the components visible while the actor is being changed, but oh well.

#

Ultimately though, I'd rather have the performance to edit the actor and spline then just have to hit a button

#

rather than have my construction script build a bunch of complicated meshes every tick while I'm adjusting it

tight schooner
#

You could make an editor-only function. I haven't wrapped my head around your project

#

but if you want BP script to execute in the editor on demand, that's totally possible

#

whether in an editor-only function in your BP class, or an Editor Utility Widget

opal ivy
#

And editor function to bake it definitely could be the right solution rather than a bool. ๐Ÿ˜›

#

Those components still wouldn't last while moving it and stuff

#

I can make that adjustment in a bit. I'd really like to get the firetrucking meshes rendering correctly.

true quartz
#

I am having a lot of trouble with my blue print.. I am spawning multiple meteors from the sky and having them crash but they are supposed to play the explosion sound and spawn the emitter. They are doing it in the begining not the end. Can anyone help?

spark steppe
#

you probably start all of that in the wrong event

true quartz
#

I can post pics of what I have if that helps. I just need to figure this out for a school project. Not to mention it will help me wrap my head around it

spark steppe
#

you want some collision event to start the particles/sound and you might also want to check if it's overlapping with the correct thing (e.g.: the ground)

true quartz
#

I have that set actually.

spark steppe
#

ok, show that part as screenshot please

true quartz
#

Ok will do

spark steppe
#

that doesn't look tooo bad, and it's the same problem when you readd the landscape check?

true quartz
#

yes I dont get why the sound and explosion goes off before impact with thte ground

spark steppe
#

me neither, that should work fine when you do the landscape check before

#

unless one of the hitboxes is way too large

true quartz
#

maybe I dont know what you mean by landscape check

#

I am new and in school lol

#

this is my second game

#

I have to create

spark steppe
#

the cast to landscape on the other actor

#

you should only do stuff like sound and such when the cast succeeds

warped cairn
#

Can't get my widget for some reason, this is what I have done, but still can't find it. Am I missing something obvious?

opal ivy
#

Maybe my issue is the "up" vector usage.

#

Would "up" from a spline not be a vector at a 90 degree angle from the tangent?

warped cairn
#

Ah, never mind.... I forgot to set it, I feel stupid lol

scarlet arrow
#

Does anyone knows a BP tutorial where i can use real phone motions to move an object in game?

true quartz
#

[6:19 PM]

[6:19 PM]

#

I dont get why the sound wont go off after impact

#

any one able to help

covert arrow
#

@true quartz you're using set timer by function name but you don't have the function with that name

#

instead you may need to use use set timer by event and bind that to spawn instead

#

then clear and invalidate it.

#

Spawn is a custom event

#

you can make a function with the same functionality though

true quartz
#

@covert arrow I messaged you I cannot get it stil

covert arrow
#

what are you trying to do

faint pasture
#

@true quartz First of all you're getting a random point every time that node gets hit

#

So spawn point and sound point won't line up

#

Also you're only playing sound when entering the area. Not per spawn

#

When and where do you want the sound to play?

true quartz
#

@faint pasture I want the sound to play when the meteor impacts with the ground