#blueprint
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Ah thanks , i will try that
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.
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.
how to check if an actor is player 0 1 2 3 4 5 6 or check if player is oneself ?
never check for player or controller index in MP
only 2 things you generally need to know are: IsLocallyControlled(Pawn) or IslLocalController(Controller)
and if the code is executing on server or not
can anyone help me with collisions?
i have one an actor with a box collision
i want it to ignore all collisions including projectiles
but projectiles keep getting deflected by it
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)
i have this for the encounter volume
yet it stops projectiles
anyone know what's going on?
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.
also check your AutoWeld. That can sometimes throw things off with collisions
what's that
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
Auto Weld is under Physics
Dude, you can write a book in those boxes. Just don't pull the box out, and it will just be text. I do it all the time. My BP is like Post-it note city
so my encounter space has auto weld on
is it supposed to have it off?
well my projectile also has it on
maybe. It means that it will take on the traits of its partent or root.
didn't achieve anything
@deep cove hm, don't know why I've never done that.. think it just feels wrong to write huge headers
I don't think projectiles simulate phyiscs.
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
My collison object nor my sphere is set to physics
Have what you want to hit, set to ignore projectile
i want the projectile to bounce off walls or hit the enemy ai
I had issues with projectiles bouncing off my player detection colliosn objects when I first started
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.
I havent used AI, so I would not know.
I'm focused mostly on what the player cna interact with.
there's no other collisions apart from this box i'm pretty sure
is overlap like a block?
i thought it mean it'll pass through the object but can be used to generate overlap events
wait what?
it's apparently hitting some collision cylinder but i don't have any collision cylinders
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
so
the projectile is hitting the character(which is shooting the projectile)'s own collision
as soon as it spawns
nice.
It the face palm momments that make all this worth wile. I have at least 5 per week.
all it needed was a print at the right place
ok now the issue is how do i make the projectile ignore the actor
that's spawning it
cause it's doing damage to the owner which isn't good
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
Why are yo adding world rotation and not local?
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
What my BP's look like, so I can always figure out what I was thinking when I made it.
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.
is there a way to keep track of this?
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.
Hey guys im trying to make houses spawn at a location
But i want them to be random
But within a fixed spot
How could i set a random integer setup to hook up to spawning objects
random in range
Yes but where would i go from there
to hook it up to spawning an object
hook it to your XT and YT location
Worlld or local location. Depending on if you want it to spaw around a cretain actor
spoawn actor by class.
there should be lots of video on this on YouTube
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.
But I'm new at UE4. only 4 months
@little helm, one way, but maybe there are better
how can i debug eqs queries
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
Can anyone help with creating a simple card game that only requires cards with attack and defence points as well as player life points
Hello, how can I deform a blueprint (not a mesh) along a spline ?
@deep cove how do you make them look that way?
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
@ember oracle location + (forward vector * distance)
or just add the forward vector * distance as an offset
oh wait, didn't even know teleport node exists, interesting
I woulda done it with SetActorLocation or AddActorWorldOffset
@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
Yes, looking good now
Also it still only goes along the X axis, I'll upload a gif, one sec
I'm actually not sure what Teleport does but I think it's probably just SetActorLocation with Sweep Teleport
https://i.imgur.com/lyItfh6.gif this happens still
not sure what I'm looking at.. Try it with SetActorLocation and Sweep checked
Teleport probably does some things you're not aware of
if you just want your character at a different location, do SetActorLocation. If you want it to be collision aware, check Sweep
I suppose I could use that to move the player from say one platform to another
sure
all you need then is a box trigger on the one platform and the coordinates of the other platform
you could even get that by tagging that other platform and do GetAllActorsWithTag
Thank you!
I will go through that thanks buddy
@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
also helps to disable the movement component before the teleport, and enable it afterwards
otherwise you may end up with unexpected velocity on the character
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.
Guys, I think DrawDebugFloatHistory is really cool, is there a way to get this into a widget?
Hey guys, Im having trouble firing a bullet to the mouse position in a 2d platformer. Can someone help me?
I have a simple ai follow player script
But i was wondering how can i make it so it only triggers when the player overlaps a box that the ai is in?
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?
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...
Create a boolean variable. Put a branch between the See Pawn and cast nodes, with the true path connected to your cast. Attach your boolean as the condition.
On your overlap, cast "other actor" to your ThirdPersonCharacter and then set the boolean value true. On end overlap, do the same, but set the boolean false (if you want the AI only to move while the player is in the box)
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
hey, guys.. Can somebody tell me why delta seconds always returns 0.02 ?
Thanks
Anyone know how i can save an integer?
So that when i unposses and then repossess the integer value doesnt reset?
I want to have a coin system that keeps track
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.
That's expected. Delta seconds is just how much time has passed since the last event tick. You typically aren't returning this value, but rather, multiplying it to your animation offsets to make them independent of frame rate.
Hello my dudes
Why is this seting my widget position correctly (on input key S)
But this is not? (After creating widget and add to viewport)
Hard to tell what's going on there. Everything is so packed together.
Do I put the collision code on the Player or on the Enemies?
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?
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
So.. I either can't rotate the mesh because of camera or I have no collision. Thoughts?
This is working
But this is not
Hey, i'm what i need to tick/untick to prevent from different destructible meshes to react eachother?
Have a CAPSULE component as the root then, abd the meshh inside the capsule component
I don't want or need a capsule collision though
And attach the spring arm+cammera to the capsule
When I break one of them, all of them are breaking one by another
I need my custom mesh
Can't you turn off the collision of the capsule?
Not sure tho
Don't cast to the same class, not needed btw
Yeah, i tried it "directly" and still not working
I could but I don't think it would change from scene component. The sub components don't collide afaik
@dry pewter just tested, collisions don't work
Hard to tell without knowing your node setup
Uhmmm and making a different static mesh (invisible and no collision) the root to attach the cammera to, and your static mesh not a child to that new root mesh?
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
That's from the Player's blueprint, just a causing damage
The destructible settings
I have a character actor, the "human" skelletal mesh does has collision, it posseses a sword and a shield that do not, pretty sure you can set them for each component
you can set them, yes but they won't follow
Follow as inheriting translation/rotation? use sockets, it's what i did
no, I mean they just don't collide
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.
Your random value is being called twice - once for the print string and once for the branch check.
Nothing here explains why they are any actors (other than the one "Damaged actor") is reacting
When using a random value, you need to set it somewhere if you plan on using it more than once.
Promote to variable might be helpful
If you want you can PM me and try to work this out?
Hah it worked. Thank you very much! I've been banging my head against this for the last hour ๐
@dry pewter I'm trying a child actor component right now. if that doesn't track, sure, thanks for the offer!
Anyone able to tell me why my first checkpoint isn't spawning when i hit play?
It's one of those things that isn't very obvious. @_@
Happens pretty often to a lot of us, there are no stupid questions, it's easy to get stuck behind a simple solution not knowing, that's why we're all here, to get and give support
Not sure if this is part of the issue, but you're double looping through your checkpoints array which it doesn't look like you need to do.
The blueprint system is new to me and i'm trying to learn so i'm not sure on that tbh. I've been following an old tutorial that i posted above.
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.
Everything in the "Loop Body" execution path on a loop is executed for each element in an array.
So for each Checkpoint:
- You're setting the checkpoint number to the array index +1 (which makes sense)
- 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).
- 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)
- 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)
So ideally you would in your For Each Loop:
- Set the checkpoint number to the array index +1
- Bind to the checkpoint Cleared Event
Then before the loop or on the completed path:
- Set the length of total checkpoints
- Calling the activate checkpoint function on your first checkpoint element
- Play your level music
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.
I have copied all that and will give it a good look when i have some time. Unfortunately i am 10 days away from my university submission and i need to get this working before i go tidying it up.
Here is what's in the activate checkpoint function ๐
I had this exact issue. When you have a custom mesh and you want it to collide, it's best to set it as the root and set collision there.
@tired cypress yes, that's what I did. I'm trying a spring arm and counter rotating the camera now
Ah, good job plagiarizing then. I see you copied the tutorial node for node, and despite the fact that I told you of a potential fix you still don't care and want me to fix the problem for you. Good luck.
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.
But there's absolutely no need to speak to me like that.
Any1 here can help me understand ARPG by Unreal Engine? I am stuck at ItemType
Please don't. I'm not looking for anything like that. just here for support.
Honestly
Read what the person told you
Looks to be a lot of info for you to fix your issue
I did, but as i said, i'm a noob. I thought that his advice was for something else as he stated at the end that he wasn't sure about the actual problem i was asking about.
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.
The stuff that was written is about the image you posted
The code that I see when looking at it is flawd
So this is indeed an attempt to help you
Understood and apologies.
I did not intend to annoy anyone with my post...
Just remember, people can only help as much as the information you provide.
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.
Well
I want to make sure that no one (or usually no one) here will tell you exactly what you need to do
He did and i was very thankful. Hence why i didn't understand his hostility...
I understand that
I don't have expectations
Well, one. Please be patient and don't be rude.
Again, Datura answered the question as good as anyone here could
You posted an image
It has bad code in it
Datura told you what to improve
None of your image shows why your stuff isn't spawning
At least none directly
Improve the code, add more debugging, give us more info
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.
What he wrote COULD solve your issue
It's just not visible to us
There is no directly visible "Oh you forget to call the spawn code" stuff
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.
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.
Ok, i'm sorry i didn't present my question properly. I try my best...
I actually haven ot even downloaded UE5ea
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. ๐
I never and would never EXPECT help from anyone here. I don't think i ever even acted as if anyone was required to help me.
Yeah so... read Datura's text. Stop typing here.
Improve the code, add print strings, debug it
We aren't going to give you the result, evne if you would have to hand in your stuff tomorrow.
That's your business
I did make a very large assumption, and I'm sorry for that.
And sorry to everyone else in this channel having to read through this now.
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.
It's ok mate, don't worry about it. We all make mistakes ๐
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
Probably too late of an advice
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".
I'm 10 days away from submission. It's way too late for that. Even my Unity teacher is barely available. We're talking a 40 minute private session per week... And that's if i get a slot. Hence why i chose to do this on my own. I stick by that decision but that doesn't make my life any easier.
I just dont understand why they force design students to learn BP or unity scripting anyway
Don't even get me started on that...
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)
Yes, but looking at the code, for loops, triggers etc. kinda too much or unnecessary, even both
Yeah i'm doing that too, but we have an arcade event where we have to show off our finished game experiences. I'm so close to completing my project but i'm also close to submission so stress levels are high.
I am always willing to learn and i'm doing my best, but i'm also running out of time. It's a difficult line to tow.
lol
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.
For the record, i usually directly reference anyone who helps me in my blog. So they do not get forgotten!
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.
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.
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?
what would you suggest instead?
Should I then create the a separate variable within the widget so the character can get that instead of going to the GUI?
I understand. I will experiment. Thank you @trim matrix
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
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?"
I'm not really sure where it goes
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
You also need to bind that event on jump, not beginplay. That event gets unbound after it's called.
jump event gave me the same error
Anyone know how i can display the number of ai's in my level?
Hmm this could be tough. Since AI classes are tied to the objects that use them and not the level persay.
True
Yeah thats what im doing in my case
My ai setup is so simple
Its just an ai move to node
that tracks the player and follows them
Then when they follow the player and end up at a checkpoint they are deleted
But in my case now i want to know how many ai are following me at one point
I like @trim matrix idea of incrementing on spawn.
Ahh yes, true. Just as long as you are storing it somewhere
This is still reporting at the start of the jump and not the apex. I don't get it.
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.
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...
dope! ill do this
LOL!! its working!! I'm so excited lol. I dumped the branch because it wasn't needed.
Hey all so i have tried to make it display the number of ai in the level
It works great
I have then used a bind on a text block to then display the number
However is there a way i can make it update without using the tick function?
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?
I'm not talking about splitting it for map design but splitting it for the game, like playing, loading chunks etc
im sorry but
how the hell do i just create a simple number
i dont have a clue what im doing
const
parameter
basically everywhere said to use this tab, that doesn't exist here
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
All those different parameters are variable types.
You create the parameter and name it X
which one of these is just a simple number xD
ScalarParameter
thanks ,3
Think max speed needs to be set
I thought 0 means there is no max?
Yea nevermind.
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
the answer is c++
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
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?
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 ?
https://i.imgur.com/VQfWRKe.png I know that I'm on track here, but the neurons just aren't firing in my head
Transform Location
I'll move my question there
i-
So, I'm generating a polygon with a procedural mesh. Can I not make UVs wrap around it without sides + 1 verts?
Scale the direction vector by the distance you want and add it to the original location:
LocXAhead = Loc + (ForwardVector*X)
https://i.imgur.com/D0tuVdx.png I believe I solved that.
I don't know, it could be an absolute disaster. ๐ 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
Is this the best way to handle input (frame dependent)
I thought multiplying by delta seconds served to make the input frame independent
Seems accurate to me
I was just wondering you know.
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
I would really like the ability to rotate reroute nodes
Holy shit you and me both
I just want more vertical lines
https://i.imgur.com/4Euu9z8.png my sequence output execs are tangled
Can an entire game be made with blueprints?
Sure
Actually?
Yep
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
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.
Does using blueprints teach you c++ at all?
not even a little
There's a paid plugin on the Marketplace called Electronic Nodes (currently 30% off)
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
To some degree it can teach you some concepts of programming
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++
Disappointing that it's paid
KeySmash is one
Very much worth it. It makes the WORST of Spaghet look like a nice lasagna.
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. ๐
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
You had to live with it 
It teaches you the engine and general programming and would make the jump to C++ easier.
Is there any plugin that brings all of the missing c++ features into blueprints?
Doubt it. You won't even know what you're missing if you're new to UE4 and gamedev in general. If you're new, just dive in.
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
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?
Unless you're going for over 12 players in MP, or some insanely complex simulations, BP is viable
Nah fuckem. You can do just fine with BP. I wouldn't go for anything too crazy with procedural or other high perf stuff tho.
I know how to make procedural textures .... In blender XD
Idk if that's what you meant
@autumn grove I mean like trying to replicate Minecraft.
That's a thing?!
Prolly a bad idea BP only.
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
I made a full drivetrain and tire model solver and it runs fine too. Craps out at like 6 vehicles tho. I'm gonna move most to C++ once it's more concrete.
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
I would just start messing around, try to learn enough about programming to be able to have intuition about what is hard and what isn't, and 100% forget about multiplayer until you're more experienced
I know python but barely
Like I know the basics I can't do data science
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
Lol so Reddit is as usual just assholes
figured it out
I don't get Reddit sometimes... But thanks I suppose learning blueprints will be a good solid start
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
https://i.imgur.com/icFn59i.png something is happening, but something isn't quite right. ๐
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
This 100%. If blueprint was exactly as fast and had all the same capabilities as c++, I would never fire up Rider. I only drop in to C++ out of necessity
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
AH It's growing! https://i.imgur.com/dw4LFvK.png
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
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
thank you
its a VR tutorial, but the idea should be the same
will it actually collide with the wall so I don't go through in the first place?
no.
That's what I was hoping for... my character's head doesn't really fit into the cylinder
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
I've added a separate capsule but it isn't actually blocking the wall
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.
hmm
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
I guess I could do a capsule trace from the player's head and if it hits something then block forward movement
ew
haha
constant trac is heavy
Can I remove elements during a foreach loop, or will I get some CME style error?
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.
ahhh youre the parcore cat guy
@fleet cedar I'm not 100% sure but it'll be hard to get the CMC to play nice with additional collision
so... not VR
ahaha
no.. not VR
That sucks... and it sucks that I can't even rotate the capsule they give me
The movement model is dependent on a vertical capsule. You're totally free to extend and modify the CMC tho.
Is this multiplayer?
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
Does the dog need to walk through really skinny areas?
Basically treat the head like a physics object on a chain.
Not sure yet, Adriel, maybe
@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.
starting to think I should just make my own BP not using Character Movement Component
You might be surprised at how hard that is but sure
Is there an easier way than adding a tag to determine if a component is part of the base actor vs added during construction?
Sure it does
Is it just a cast?
hmm
Wonder why it didn't show up in my node list. I'll look again in a minute
screams internally https://i.imgur.com/o2Waa7g.png
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
An instanced mesh is only 1 mesh rendered several times which means that only 1 set of sockets exists.
I'm trying to work out how to perserve my array elements across constructions atm
https://i.imgur.com/qUvN6lg.png lots of progress has been made, very close
Can someone help me? I'm following tons of tutorials, I get a nice looking texture as can be seen here: https://gyazo.com/83cfab34c615ab483deedbd7319a985e
But when applied to the landscape it looks like this:
https://gyazo.com/a73f2fe20d85bc60f90a561a0b3c4c60
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
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?
Those nodes take AIController references only. A player controller isn't (and can't be) an AI Controller
Assuming when you say "any character thats possessed" is referring to a player controlled possession.
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
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
Don't possess the character. Let it be an AI. You can still send commands to it without possessing it.
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.
oh... oh... oh my god
Not me battling with for literal hours while generating an extra vertex per support or anything
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!
Perhaps this might help?https://www.youtube.com/watch?v=K2kIre_BHgA
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...
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:/
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.
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
Some Blueprint Pin had a problem. Should not do any harm, otherwise it would crash
restarting just the same. dont want to save something that is broken
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
Hello, how can I destroy the weapon from the player when this one leaves the session? The weapon keeps floating in the air
Im usign this node, but I feel like the player is getting destroyed first so the attached actor will never get destroyed
whats the event for that, Im using on logout on game mode
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
okay, thanks for the answers will check it out ๐
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:
What is the Find Look at Rotation Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
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
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.
I uh, need to see the enemy itself for that
๐
Yeah! Show me that
Preferably while circling around the enemy
Maybe use "Spawn sound attached"?
Thanks, I'll give it a go! ๐
Gotcha
Anytime!
@swift pewter have you tried overshooting?
Like drop a ridiculously large offset on the Z of that one
Also, nice visuals, I love it ๐
Okay lil hacky workaround
Can you target a specific bone instead?
Get the mesh of the player character, then the bone location
any1 know this issue?
but im not doing any spawning in cpp, im spawning the players in blueprint but i dont see any issues there either
@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
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.
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
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
I wouldn't recommend casting for such simple things
Im very new to Unreal so I dont know what casting is
Yeah it will cost memory, I will suggest using the blueprint method for easy communication
Casting is a big part of learning Unreal Engine; I hope this video helps ease some of the pain!
0:00 - Thesis
0:36 - Video actually starts
3:39 - Casting to classes
Join the fun: https://discord.gg/32qgNwm
Try this. It's easiest. Try to check documentation if you get stuck. The process will help you out in future problems
Is checking for / using interface cheaper than casting? I understood they' be equivalently costly
I was told one of the benefits of interfaces is that you don't have to cast. So, I think so.
Can I do some sort of "if statement"?
If other actor == obsticle Axtor
print helo
Yes
but you'd still need a reference to the obstacle actor ..
Or using the default tags, for sure
We already have a reference as Other Actor
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.
yes, but you dont have anything to compare it to
Using tags will be easiest I think
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 ^^
Can I use the "Actor Has Tag"?
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
And dont make typing mistakes
@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).
This worked!
Yes and no, it still casts to the Interface class. What you are saving is the endless "Cast to this -> Failed? -> Cast to the other thing -> Failed? -> Cast to yet another thing" chain.
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
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
Well, you could combine the tag and branch into one function to make it look as clean as the cast
@lunar holly Glad to see you got the hang of it, well done ๐
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.
You can use Force Feedback assets for controller vibrations.
Don't know the specific about DualSense's audio based haptics though, as you may need PS5 specific libraries for that.
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?
I'm trying to make a material that is transparent from one side, here: https://i.imgur.com/uBaOjTk.png
but it's just not. what am I doing wrong?
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 arenโt 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 itโs set to static?
@trim matrix, oh, now I understand. Thank you so much ๐
Huh
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
you guys mind if I ask some really dumb questions
Thanks, I will post there and try lowering the intensity and see how I go... just to add some detail though in case u donโt 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?
Go ahead bud, no judgements here
The only way you can really change how a light affects the world (as far as I'm aware) are the options that change whether it casts shadows, or transmission, or deep shadows etc
how do I make the trigger box on the ground cause the box in the sky to fall
Thanks yeah I did try that, perhaps changing the light type will help too
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
Right, so like with anything there are a fair amount of ways to go about this
understood
The node that you're looking for is a node in blueprint called "Simulate Physics"
Do you know what a level blueprint is?
I'm assuming this is it
Yes correct
Open that
We'll do this in level blueprint since it's the easier
Easier*
yup, open now
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)
yeah I know of it
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
Oh
though I guess I should change that asdf bp to a regular trigger box
Yeah I was about to say
Eh, he only wants to make it drop
Just a fun experiment I'm guessing
yeah I saw the warning, but thanks for reminding me lol
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
yup
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
Hi,
which one would be better at sending information from one actor to another triggered by an overlap event:
Event dispatcher or Interface?
They are different concepts
There is no "better", there is a "right" thing to use however.
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
Oh shit I'm so sorry lmao I got distracted
Amen lmao
If you know it's a gun and you never overlap with anything else, just cast to the Gun
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
okay done
awesome; progress
Purrrrfect
where to now, boss
@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
Drag off your fallingCUBE node and type in "Set Simulate Physics"
Sorry I didn't understand the wild card pin is the one on the cast
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
@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
Then an Interface
thank you
something went wrong, but I'll redo all the steps again in a fresh map
@summer bolt oh, for that u would take the hit actor pin and connect it to that wildcard pin
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
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.
is there a way to set local rotation for a "Socket Transform" ?
well i wanted to ship in like a month
so that's a bit off the table.
but i'll look into that later.
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..
Try using the length of the out row names array
@ember veldtThank you, that fixed it
How can i make a loading screen?
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
Hello, I am using the ARS plugin and got some questions about it, where should i ask them here or in the plugin chat?
Without the branch yeah
@summer bolt what are u casting to?
A character file
And its the object I'm hitting
Have u done a print string on the hit actor pin to make sure that the line trace is hitting it? @summer bolt
On overlap, cast overlapping actor to PlayerCharacterClass, if succeeds, change color
Sorry my notifications aren't working well... Yes I believe I did and it was
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
Hey guys, can someone explain to me why the line trace is not firing straight ahead?
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?
its like it sticks to a certain point on the map
it always fires to one certain point
Show how you're rotating your character
you mean in blueprint?
ah yea, gotta add initial location lol
how should I add that?
drag off the location pin from the transform and add it to the result of the multiplication node
Is there a way to get the current plugin?
You can use this plugin to create true loading screen. This is not faked by single persistent levels.
https://github.com/truong-bui/AsyncLoadingScreen/
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).
I'd try asking this in #plugin-dev because I have no idea what "the current plugin" would refer to. ๐
Do people not tend to use plugins?
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.
you cant determine that
I mean, I use plugins sure, but they tend to add something to the editor, not be something I'd call in a blueprint. ๐
Ok, so then there must be a system for handling relative filepaths that can work with plugins, right?
maybe explaining what you want to achieve might be a better idea?
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.
Hey guys, I want to change the velocity of my projectile based on the position from the enemy to the player. Any tips?
@gusty shuttle whilst its in flight?
@worthy frost No sir, before flight. The arrow moves and tracks the player then shoots
use PredictProjectilePath and SuggestProjectileVelocity nodes
Aye, solid keywords. I'll try
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.
something like this @gusty shuttle http://www.thegames.dev/snaps/UE4Editor-Win64-DebugGame_s5YTajfypK.png but instead of manual, you just provide the target actor location
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?
I would definitely try #plugin-dev because at least I have no experience with working with my own plugin. ๐ And that's CPP, so either way it doesn't seem like a blueprint question. ๐
yeah i am not sure you can reliably detect what plugin you are in
Ah, fair enough. I tend to think of anything that splits across C++ blueprint lines as being in Blueprint.
Yep. Thanks. On my way ๐
Good luck! ๐ฅณ
Can i get some feedback, Am i overthinking this as a input macro?
Seems good to me.
Yes sir just like that!
When i try to climb up from my hang anim, my animation plays like hell and i am not able to figure it out
Can anyone tell me how could I rig mouse wheel to UE5 demo scene directional light rotation?
Thank you so much for the suggestion, but it did not help unfortunately. I just tried replacing the entire vault template in my project for 4.26, and it is still very bright. Maybe it's just something with version 4.26 that is causing the issue. Welp, there goes my project haha
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
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
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?
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
@empty zealot you need a reference to your widget
Sorry i dont know, im trying to figure the whole cast to object pin myself
where did you create the reference to your hud
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
Guys, does anybody know, what 'self' in Session Frontend's profiler means?
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....
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
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.
You could set a bool "Moving" to true when you call Move and set it to false when completed is called
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.
Where are you creating the HUD_Widget?
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
Retriggerable Delay but that will restart the timer, you want it called multiple times?
so before you call AddToViewport, right click the ReturnValue node and hit PromoteToVariable
yhea, i want to be able to have a few timers running at the same time
gotcha, thank you
@unique harness
im trying to get a reference to my AI parent in my main character bp
The output of the GetAllActorsOfClass seems to be doing that
How could i use that to then get a boolean then?
what do you need a boolean for?
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
What are you trying to do on begin play?
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
I understand, what are you using the boolean to do?
For a interact system only when im in a box collision
ok, so what are you trying to do on begin play?
Cast to the AI
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
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?
no
Cool, thanks.
Do collapsing certain mechanics or say abilities for example into functions improve workflow and performance in BP'S?
workflow, absolutely. performance, not materially.
You should write readable code and handle optimization if there are issues after the system is completed
as a general rule, if you're writing some functionality more than once, you should be considering putting it into a function instead.
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
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
@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?
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
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
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?
Are these items "magnetizing" to a player, or enemies/characters that spawn and move towards the player?
To spawn constantly you can make a repeating timer and bind an event to it
no.. Actually it's just a cars which will fly in the straight line
In that event you can put your spawn actors
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?
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
^^^
its kind of a weird node, so I don't blame you for being kinda confused by it
ah... you right! it's spawning.. and what do you mean by actor should move itself? Moving logic should be inside of actor blueprint?
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
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...
Your LoginW variable doesn't have anything set in it.
Do you mean taht?
I specifically WANT to edit my spline component
and subsequently WANT my changes propagated back
I try to create the bottom "CreateWidget" but i cant create the Login UI Pin...
If you want something to appear on the create node, select the expose on spawn option.
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.
sounds like your mouse isnt focused on the viewport
do you have any widgets that could be taking focus away?
Anyone know a good primer for vectors / rotators?
I do have a widget that pops up when you hold tab to make your selection, however, when you release tab it is removed from parent.
wikipedia also pretty much covers those topics
the brain melting starts when you read about quaternions
Alright. I'll google 3d geometry for dummies
yea they are certainly better, but also more complex
controlrig and compatibility in one sentence... strong one
I found a 3brown 1 blue for it. <3
AHHHHHHHHHHHHHH! https://i.imgur.com/2xONw6b.png https://i.imgur.com/GrR7cAf.png sobs uncontrollably
I don't understand why my verts are getting screwy.
@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?
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
I tried it at the first place, but have the same result (
is your car moving on its forward vector, or just moving along an axis?
just along axis with add relative location
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.
Windows must apply some kind of heuristic based distance and deviation from the direction
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
@narrow kelp I'd be surprised if the Windows arrow navigation for desktop isn't just some sort of A* algorithm with directional weighting.
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
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.
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
@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.
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.
@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.
I think thats almost exactly what I'm going to try. Thanks for the help @maiden wadi ๐
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
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
And editor function to bake it definitely could be the right solution rather than a bool. ๐
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.
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?
you probably start all of that in the wrong event
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
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)
I have that set actually.
ok, show that part as screenshot please
that doesn't look tooo bad, and it's the same problem when you readd the landscape check?
yes I dont get why the sound and explosion goes off before impact with thte ground
me neither, that should work fine when you do the landscape check before
unless one of the hitboxes is way too large
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
the cast to landscape on the other actor
you should only do stuff like sound and such when the cast succeeds
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?
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?
Ah, never mind.... I forgot to set it, I feel stupid lol
Does anyone knows a BP tutorial where i can use real phone motions to move an object in game?
[6:19 PM]
[6:19 PM]
I dont get why the sound wont go off after impact
any one able to help
@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
@covert arrow I messaged you I cannot get it stil
what are you trying to do
@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?
@faint pasture I want the sound to play when the meteor impacts with the ground