#blueprint

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novel ice
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Oh

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Thanks

fiery swallow
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In your situation it doesn't look like a montage is necessary, a simple play animation should be fine

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Destroying an actor in the middle of a line executes everything else immediately. Maybe moving it to the end will fix your problem

pale orbit
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does anyone have any idea why is my movement like that when theres a camera on the actor?

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in the second part i take the camera off

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and its smooth

proud sable
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I'm very new to UE and trying to set up a HUD switching system. The game has 3 characters, with eight total abilities each. The player can switch between them and hold shift to access the other four "secondary" abilities.

Right now I have 6 different HUDs that I swap between when a different character is possessed and when the shift key is held. I know this is probably super incorrect but I haven't been able to find anything digestible for a beginner online to help with this.

How do I improve this system and hopefully get it to work with only one HUD blueprint? At the minute the main hurdle is figuring out how to swap out the icons and portraits for the appropriate player character, and bind the AI health/ability cooldowns to their widgets.

Is there somewhere I can read up on this to get up to speed and do this right?

shut hinge
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having a problem with a state machine in the commander pawn. Doesn't appear to be working. I think hes using third person character's inherited state machine because when I plug in the state machine in the commander, hes not responding to it.

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Anim instance is listed as his parent class for his state machine.

proud sable
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Thank you! I don't fully understand but knowing it's possible and the terminology to use when I google it helps. Before I look into it more I'm guessing this button is how I reference a variable for the image?

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Oh sorry I didn't see the bind button above the image selection, thanks ๐Ÿ˜…. I'll watch some more tutorials, the course I was following only covered the attribute bars and cooldowns for the main player character

unkempt musk
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Anyone have an idea as to why my camera wiggles to the side for .5 seconds when I change directions?

odd nova
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hi. im trying to implement easy balistics, but the bullet dont go to the center of the screen (TPS). any ideas where to look? cant find any option for that

shell ember
odd nova
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ok thx

faint pasture
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@odd nova first or third person?

fluid rose
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What's this node?

faint pasture
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If it's third, welcome to hell. Getting the design tight will be a bit of work but it's doable. You need to think about how to determine the depth of the intended hit.

faint pasture
odd nova
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@faint pasture, TPS. i have a working solution, but i wanted to use easy balistics, but, no, going back to my working solution lol

fluid rose
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I can only do Vector x Vector

faint pasture
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@odd nova the ballistics don't matter. Presumably you just feed it a start point and direction for the shot. Calculating those is what you have to worry about.

fluid rose
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Found it, thank you RemYes

faint pasture
sand shore
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the best way to do TPS OTS aiming with the projectile leaving the gun is

  1. Run a sim from the gun itself
  2. Run a sim from the camera
  3. Do some kinda lerp between the two and have the visual element follow that

And you can do some magic to get a better aim point for the gun

smoky elm
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Does anyone know how to use the AI MoveTo function on a model which doesn't have animations?

faint pasture
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Don't quote me on that but I think it uses the CMC

sand shore
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AI Move To should be using pawn interface (eg, SetMovementInputVector or w/e)

smoky elm
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Any way to do something similar not on a character?

sand shore
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Ought to be able to consume that input vector and drive locomotion that way

delicate folio
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hi just a question that i was wondering - is it possible to involve the landscape design into the blueprint for example if you have a forest landscape can you make it so when the player character goes into the forest their movement is slowed due to the landscape they have entered?

sand shore
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But you have to play nice with the navigation mesh too - so no flying stuff

sand shore
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probably no single best way to do it, try out your first idea for how to do it

delicate folio
sand shore
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I could give you a solution, but I prefer to nudge others along the path instead of just teleporting them

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Also my solution is going to be harder for you to understand/implement

zealous cave
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Good morning everyone, I'm not understanding how to reference actors. I've reviewed, https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/ReferenceAssets/ , but this hasn't been very helpful.

The level I'm working on is a basic ThirdPersonExample. I have a character starting on a small platform above the floor ready to drop, and a cube floating next to him with physics enabled so it'll fall at start.

The idea is when the cube touches the floor it disappears, but when the player touches the floor it gets teleported to the start platform.

I'm hesitant to create all of these conditions at the Level Blueprint level, thinking its best to create these actions per object in either the class or the object. Since they are class specific. This would also be helpful if I have multiple players or objects that should respond in different ways to colliding with the floor.

A How To Guide for Referencing Actors in Unreal Engine 4.

sand shore
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All that is reliant on Game Framework knowledge

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You can also GetAllActorsOfClass but it is the laziest way to do things

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(other than GetPlayerCharacter(0) which is great until you do multiplayer)

zealous cave
zealous cave
slate apex
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Does stuff like this take too many resources?

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i'm making a 2.5d Game

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so nothing really takes alot of muscle to run

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but then i have event tick like this

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yes even italians are mad i murdered spaghetti like this

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but uh

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yeah.

maiden wadi
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Realistically, you should avoid using any GetAllOfSomething calls. Create the widget once, place it in a pointer. On overlap check if that's valid, if so if it's on screen, do nothing. If not on screen add to screen. Then on end, check if it's valid and if yes, remove from parent.

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Even better. Put this functionality somewhere common like the HUD or Controller. Then you can reuse it multiple times for multiple interaction things instead of putting it in every interactable.

last abyss
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well its not a loop, you only disable the outline on the last stored target

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you could use an array, store the enemies in it when they are hit by the multisphere trace then when you disable it use the array with a for each loop

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and ofcourse clear the array when the loop is completed

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nope. So you check if you hit an actor with the branch (hit actor == none). Off of the true you can do the for each loop the same way you're doing it right now.

trim matrix
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Hello

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Can I change the postprocess setting using a blueprint?

olive sedge
last abyss
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yeah, that's what that would do. is that not what you were trying to achieve?

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And how are you calling the 'set target enemy' function? on a timer, tick (i guess tick is a timer xd) or on click?

frozen needle
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Need a quick help. What am I missing? This worked fine before, but now it gives me an error on end overlap

sand shore
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When you cross wires between the major paths, you are using the other reference

frozen needle
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Should I set a reference to the character after cast then?

sand shore
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So, say you have many things overlapping your actor after you start overlapping the right thing.

That cast node failed on anything that isn't a BH_Milo_BP - when you use the reference on End Overlap (when Moving In is true, notice the top node references the cast which is from Begin Overlap) you get nothing

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Or vice versa

frozen needle
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should I use get all actors of class instead?

sand shore
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Oh actually you're always using the other reference

frozen needle
sand shore
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I'm getting to that

frozen needle
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Oh ok

sand shore
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I've split this into two sections, 1 and 2.

The sections are roughly defined by the output of the nodes (Say the result of the Casts) and whether they originally run from Begin or end

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Orange here represents a typical End Overlap path

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See how the node you hit at the end of 2 references data from the start of 1 - all the time?

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The solution is to only reference things from a like path - either 1 references 1 or 2 references 2

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That means you can't do this thing where you cross execution wires over this line

frozen needle
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Oooooh

sand shore
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do this

frozen needle
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I see what you mean

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Yeah just done that

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Thank you

sand shore
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and don't do these (at least like this)

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If you need to do a return, you need to find a way to not cross data

frozen needle
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I just want a way to prevent my camera from snapping if player goes out and back into the trigger box quickly

sand shore
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I see

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Hrm,

sand shore
# sand shore do this

Maybe just doing the data wire fix here will be enough.

Try keeping your call to Return

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(but, the reason why that might work is because the values of the move are stored when you start it... maybe)

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(Not real familiar with that node)

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(in general, what I've said is true - you don't ever want to call a regular node with crossed data wires -- async nodes are a little special)

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async nodes always have this icon (so you can tell the difference)

frozen needle
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The thing with bools don't work 100% cause it still doesn't help from rapid spamming, but hopefully in normal ADHD-free conditions it will do the job

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Why is it bad anyway?

sand shore
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Crossing wires?

frozen needle
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Yeah

sand shore
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You can easily get the error you just got lol

frozen needle
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ah

sand shore
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But also you can easily get bad data (that is either stale or has not been initialized yet)

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If you want to cross data wires over execution lines - store them as variables

olive sedge
sand shore
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take you right to the node reporting an error

frozen needle
sand shore
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It does though, hah

frozen needle
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I mean it didn't stop on the vector and rot variables which were the issue, just snapped to the "move to"

sand shore
# olive sedge Can someone confirm for me that this is broken? https://blueprintue.com/blueprin...

you make a spline mesh that has no length (starting and stopping at point 0)
you make a second spline mesh that covers the entire spline length (but uses local space coordinates)

If the issue is that you don't see any spline mesh at all - you either forgot to specify a mesh (click on the Add Spline Mesh Component node, see if you configured the template properly), or you should be working in world space coordinates (check right next to world origin - if you see the spline there, that's why)

olive sedge
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@sand shore oh, you're right. what should be the end position of the second (last) spline then?

sand shore
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Change the coordinate spaces?

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Get the final point along the spline?

olive sedge
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I did all that

sand shore
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ยฏ_(ใƒ„)_/ยฏ

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I'm not an expert in the spline API

olive sedge
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the issue is just that I get 0 readings on the roll

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but yes.. I probably need 3 spline components anyway

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I'm gonna update and report back

sand shore
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I've heard roll is hard with splines

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like some kinda bug with that

lament night
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Good people I need help.
Seems simple maybe but I run out of hair to pull.
I have set BP for RTS camera to switch to 3rd person character.When I'm in RTS mode everything is fine(camera movement,edge screen movement and rotation).But when I posses 3rd person character my Mouse X and Mouse Y do nothing.
As you can see in image ,event are called and values are set 1 in binds,but there is not rotation.
When I change binds to random keys, rotation works fine.So rotation logic seems Ok.
If it's needed I can upload image of Possesion BP.

zealous cave
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This might be a n00b questions, but why is the ball sinking into the floor? I should clarify that it fell from above and thats where it stopped after bouncing a couple of times.

olive sedge
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@sand shore I updated the post

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the generation is sound now but the reading is still 0

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to everyone.. I can't get a reading from the GetRollAtDistanceAlongSpline and it seems to me like this is a bug. Can anyone confirm this?

sand shore
dawn gazelle
lament night
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It's on,
Thing is,when I set for example Q key for x rotation it works fine.Only when I set Mouse x for rotation it doesn't work.But Mouse X works for camera when I'm in RTS mode.
I'm guessing when I posses new character player controller still hold mouse x for RTS camera interaction,but can't find issue.

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here is my Bp for character possesion

narrow kelp
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@lament night If you're possessing a new pawn, then any input code will need to be on the new pawn too

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or on the controller instead

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maybe thats whats going on?

lament night
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I'm possesing default third person character(which has movement component) and rotaion BP is there, and Possesion BP is on controller

narrow kelp
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Could be a couple things, might not be possessing it correctly, might not have your inputs set up right, or it could be a problem with your camera setup

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those would be the first things I'd check

lament night
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is one character automatically unpossessed when another is possessed?

eager agate
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hello! is there a way to check the collision of a specific component in a blueprint?

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i am trying to cast to a character, but i dont know how to check the certain component that needs to be passing

dawn gazelle
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The "Other Comp" would tell you what component it was that caused the overlap/endoverlap.

unkempt fjord
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Dumb question here! Iโ€™m using completerpg as a game template. Iโ€™m duplicating the main character blueprint renaming it and plugging in my mesh and anim bp. BUT some functionality is broken. In general should I avoid ctrl c ctrl v of complex integrated blueprints and as a general rule create a child instead?

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Or at least use the original blueprint but overwrite the skeletal mesh and animbp?

dawn gazelle
loud cipher
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Hey guys what is the blueprint to set an anim class?

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I want to set an anim class on begin play

loud cipher
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Thankk youu

eager agate
dawn gazelle
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This would be how you could check for a specific component on a specific character.

desert juniper
desert juniper
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Sometimes they have an event for the input action of that key and it doesn't allow the input action event to propagate correctly

lament night
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@desert juniperHave no BPs there yet.All clear.

desert juniper
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also, though you may not have written any code, the BPs have to exist

lament night
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it looks like it's being called

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and since other actor is unpossessed,the rotation for it shouldn't interfere with this

frozen needle
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@sand shore So what about crossing stuff if it's something like this?

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should I still make a copy and do it all separately or these variables are fine?

dawn gazelle
# frozen needle <@!112221040666542080> So what about crossing stuff if it's something like this?

Generally pure nodes (like the GetPlayerController and the Self reference) are fine to span across like that. For cleanliness in your BP, especially if other people are going to be working on it, it's nice to keep whatever variables are required on your execution path to that execution path, and in some cases, it's required as you may be trying to call a reference to something that doesn't exist on your execution path which may cause errors to pop up that will be harder to track down.

As it is, there is nothing specifically wrong with what you have right now in that image - it will work 100% of the time, so long of course as your casts succeed ๐Ÿ™‚

sand shore
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yup

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pure nodes can't even cross like I was saying

sand shore
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because the pure node isn't triggered from an exec line

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due to the nature of how they work

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I'm explaining it terribly

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but it's the thing

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ykno.

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THAT behavior

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Anyone who needs a better explanation of the thing... I did a video that actually explains the mechanics

dawn gazelle
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There was this audio software I used to play around with some time ago...

sand shore
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in the pins

trim matrix
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I used level streaming for foliages so instances would be handled seperately

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anyways I set it up looks okay in editor when I play none of the levels get loaded

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couldn`t find any thing online about it ugh

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and its not even client side yet

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it does this on offline as well

sand shore
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sounds like you need to load your levels (because they aren't always loaded)

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there's a node to do it

trim matrix
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yeah i kind of found something about initally loading but that option no longer exists

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I thought world composition handled this automatically tho

sand shore
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oh I have no clue on WC

tall jacinth
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Anyone know where I can find some good tutorials on Blueprints/Visual scripting with Unreal 4?

icy dragon
unkempt fjord
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@dawn gazelle thank you

loud cipher
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Hey all

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I have setup a system where my game displays the coins gained from picking up a coin

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I have created a text binding that gets a reference of the coin

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then gets the integer of the coin amount added

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and then its plugged into the text bind output node

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However i was wondering

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it just displays the full integer value

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how can i have it display a +

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along with the integer

desert juniper
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append the text

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have the display text bound to a text variable instead of an integer variable

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and use an Append String node to append "+" to the coin count ref

loud cipher
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Tysm

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Yeah

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It worked

desert juniper
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np ๐Ÿ™‚

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ah the variable was already a text variable. great cuts out an extra step

daring cradle
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So...the event Blueprint Initialize Animation in my AnimBP has just stopped working

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Cant seem to figure out why ๐Ÿค” wondering if this is a shared issue?

dry pewter
trim matrix
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Is there any way to split foliage instances.

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I have too many and removing / transforming one of them gives massive drop to FPS

daring cradle
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This event just stopped firing. And this AnimBP is used on a spawned character...so you'd think it would initialize ๐Ÿค”
Stopped firing as in previously it would function as a "beginplay" type event. Now it doesn't fire, even put a breakpoint on it

trim matrix
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I tried level streaming with foliages split into different levels but that didn`t work as it still dropped even with 1 instance on one level

daring cradle
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Hm...nevermind it does fire! But...well there's some other issue now lol i'll figure it out

dry pewter
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Isn't that a question for #cpp ?

smoky wasp
rough blade
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@dry pewter wasnt sure - I can move the question there.

dry pewter
ripe rose
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i have a thing in a bp that i'm trying to rotate to face each player looking at it. meaning, on your screen, you see it facing you. on someone else's screen they see it facing them.

how do i get the actor or controller owned by the local client? i need to get that so i can get the owned player's camera location so i can rotate the object to face them.

or maybe there's a different way to do this that i'm not realizing

edit: solved. seems to be "get player controller(0)" -> get controlled pawn, to do what i want

opal ivy
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If I've got a Static Mesh component in my Actor, how do I make it so that the component's variables show up in the editor?

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Specifically the mesh and material(s)

thorny relic
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You can select the component from the tree on the right, above properties

opal ivy
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yeah

thorny relic
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Or are you asking how to make them appear on the properties of the actor itself, without selecting the sub-component? Because I wish I knew that myself

opal ivy
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I want to be able to click on the instance of the actor in world and edit the mesh inside a static mesh component

thorny relic
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Click on the mesh component in the list to view/edit the properties of that component, instead of the actor

opal ivy
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Right, I want it to be doable on a per-actor basis.

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I don't want to inherit an actor just to change a mesh

thorny relic
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This is on a per-actor basis

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You select the actor in the world, and change its instance of the sub-component in the world

opal ivy
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OH

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Oh, I'm dumb.

dawn gazelle
# ripe rose i have a thing in a bp that i'm trying to rotate to face each player looking at ...

Your player controller can do "Get controlled pawn" to get reference to the actor they are controlling, this will work on both server and client.

On server, you can do "Get controller" on your pawn. You can't necessarily do this on clients as they don't have access to all controllers, so in the case if you're doing get controller on a pawn, and it's controlled by another player, you'd get a null pointer reference.

If you're dealing with UI, you can use Get Owning Player which would return the player controller.

opal ivy
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That does lots of weirdness with my construction script.

ripe rose
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whereas what i was doing was getting the controller of the client from within a bp not owned by the client

opal ivy
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How about this then... Is there a way to create an HISM that takes all the properties from a static mesh?

prisma stag
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Hello, I have a 3rd person game and am currently setting up a placement system with it. As of right now you can make a selection, the menu disappears and you can click somewhere to make you placement. However, when the cursor is enabled for this, it moves the camera as well which Im okay with, but if you right click, it stops the mouse from affecting the camera and in order to make a selection you have to double click.

opal ivy
dry pewter
prisma stag
dry pewter
prisma stag
dry pewter
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Maybe the cursor is getting caught in some transition between affecting the menu or the placement system, is your "set input mode UI/GAME" correct?

main halo
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Guys, please. I am on a frustrating problem here. I am for the first time doing melee combat and I have set a collision preset to Enemy, Player, Weapon.
I want to the weapon hit the enemy. Simple and generate a hit event to simply print on my screen (HIT)
I have create a blueprint to my weapon and when the game starts that blueprints is spawned in the world and attached to my player hand. That is working fine.
My Enemy is on my front and when I walk on my enemy I cant generate the hit event. I havent even filtered to only show me the hit when hit the enemy by casting.

Both the enemy mesh+Capsule component are with hit event and with type Enemy. Collision enabled (Query and physics) and hit result + overlap events true.

My weapon is with a skeletal mesh. Why it dont work? I know I can use a box collision but I prefer to not.

dry pewter
main halo
prisma stag
# dry pewter Maybe the cursor is getting caught in some transition between affecting the menu...

Ok. So I kind of fixed the problem, but it brings 2 new ones, one I think I should be able to find online, the other is one I need help with.

I have it set up so that when tab is pressed, the input mode is changed to ui so that I can make a selection, then when it is released it goes back to game. Now for some reason it is still toggle, but that's what I will fix later.

The problem is, if I set the released to change inputmode to game & ui the placement works, but it doesn't make sense as when you make your selection for some reason the ui and cursor automatically disappear, and then when you place your selection it seems to be set back to game mode on its own.

dry pewter
prisma stag
near flint
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Hey guys, Is there a way to launch a character to a specific location? I want to make my dash action more accurate - and set the lunch by distance and not by force

dry pewter
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But that moves the actor in a straight line, so maybe setting various move to location to get the effect you want, there might be a better solution tho

narrow kelp
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@near flint You could use some kind of interpolation. Theres lots of ways to move a character, it really depends on what exactly you need it to do.

dry pewter
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I've got a question guys, so i have my Widget created and added to viewport, now can i "spawn" a text block on that widget?

spark steppe
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yes but no

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you would have to make your own custom widget which has an textblock in it

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as you can only create userwidgets on runtime

dry pewter
frozen needle
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the gate doesn't close on end overlap, which results in me being able to use interact outside of the trigger box. What is the issue?

spark steppe
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did you debug if the event doesn't fire or if something before stops it from running through to the gate closing?

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e.g.: if you change your mission bool in the area, your branch wouldn't go to false

frozen needle
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it dies after this

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that's weird

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ah

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yeah I just need to remove the bottom bool

trim matrix
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I have a question I already know how to make a basic fighting combo system but I want to make it so that if I press the attack button and im in the middle of the first one then I hit the attack button again whilst in the middle of the first anim itll play out the last 2 no matter what.

narrow kelp
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@trim matrix make a queue

rough wing
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When I change the relative rotation of PerkScene, FloatingPerkSphere doesn't rotate relative to PerkScene but rotate as if it was a seperate object.

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Doesn't make sense at all. When I rotate PerkScene in the blueprint, it works as it should (FloatingPerkSphere revolves around the center), but in-game it acts as if it isn't relative to PerkScene

sonic pine
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Hiho I have a problem about Add to viewport on servers. I have already been told that widgets do not work on the server, but the UE forum tells me something else, but it says you just have to set the widget correctly. Unfortunately I can't find anything specific about it and I would have liked to have fixed it, I've been annoyed with that for long enough ...

  1. Why do I get the Add to Viewport error before logging on to the server ???

  2. What EXACTLY do I have to change so that add to viewport works (Healthbar, Minimap, Inventory, Character stats and so on)?

Oh yes, please talk about widgets if you mean widgets and HUD if you mean HUD and not widgets ^^

dawn gazelle
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Example: Begin Play -> Has Authority (remote) -> Create Widget -> Add to Viewport

sonic pine
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in the third person character, so it should be on the client, i think ^^

dawn gazelle
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Nope

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Your third person character exists not only on your client, it also exists on the server, and any other clients.

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So each of them would fire begin play when that actor begins play.

sonic pine
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ok...

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but the thrid person character is the point who should be able to see the widgets

trim matrix
narrow kelp
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Sure, you could for example make an array of inputs that you add to while the action is going on, and when the action is finished you look at the first input and do what it says

dawn gazelle
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Eg. I join a dedicated server. I'm the only player online. The server spawns a Third Person Character for me to posses- this Third Person Character is replicated to me. The "Begin Play" fires on both the server copy and the player copy.

You join the same server, now we're both online. The server spawns a Third Person Character for you to possess. The server replicates your Third Person Character to me, and mine to you. The "Begin Play" fires on the server for your copy, on my copy, and the begin play fires for my character on your copy.

narrow kelp
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Then remove that input. You can add timestamps or limit to the last input depending on what you want

dawn gazelle
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So it gets even more complicated when you're using Characters to create UI.... Because MY character will create a UI for me. Then when your character joins, it's going to create ANOTHER copy of the UI for me...

sonic pine
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ok should i use something like a "widget_Component" to include to the ThirdPersonChar?

white crypt
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if you want to add widget to the owner then make a custom event, set owning client

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and add widget on that event

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or you can also use is locally controlled and a branch

sonic pine
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ah ok

white crypt
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and read this

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it's a must

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@sonic pine pinky promise me that you will read it

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and do your widget stuff inside player controller not your character

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for second example to work you would need this, but better if you stick with the first example

dawn gazelle
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I had to reference this diagram so much while I was learning... Now it's second nature XD

white crypt
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i've learned it's much easier to work with dedicated servers

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don't have to deal with the client/host being on the same machine

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and you can use get pc/character

jaunty orbit
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anyone know why this doesn't work

white crypt
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did you include that montage slot to your animbp?

jaunty orbit
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No how do I go about doing that?

white crypt
#

probably you just have the default one

#

so make sure it looks like in my example

jaunty orbit
#

so like this right? But it wont let me add the montage to it

white crypt
#

yup like so

#

now go back to your character bp

#

drag from mesh and type - get anim instance

#

then drag from anim instance and type play montage

#

and use that montage node, then it will work

jaunty orbit
#

still nothing :/

white crypt
#

show what you have

#

it was montage play, not play montage

jaunty orbit
white crypt
#

add a print string at the end

#

and see if it prints when you try to attack

jaunty orbit
#

it prints

white crypt
#

does your montage works when you open it?

jaunty orbit
#

i did retarget the animation from a paragon character by following a video

white crypt
#

because my last guess would be that you are using montage on the wrong skeleton

jaunty orbit
#

and yes it works

restive dagger
#

When I rotate the spring arm the camera does not rotate
any reason for that?
even the spring arm does not rotate

white crypt
#

@jaunty orbit does this slot inside your montage

#

is the same as in your animbp?

#

defaultslot

jaunty orbit
#

no in the montage it says upperbody and not defaultslot

white crypt
#

so inside animbp

#

change it to upper as well

#

and you should be good

jaunty orbit
#

thank you so much!

#

It's working

white crypt
#

awesome, np

tidal marlin
#

Hello.
How i add random float in material?
Pls, without using dynamics.

white crypt
#

that should probably go in #graphics , i could only give examples using scalar parameters

#

since i dont work with that stuff so no idea if there's another approach

restive dagger
#

Any way to get rid of the camera lag

#

stitching^

dawn gazelle
white crypt
#

you no longer need to create dynamic mats though

#

i know its irrelative, but learned this recently myself ๐Ÿ˜„

restive dagger
#

any way to fix this?

#

it does not happen when I move forward

white crypt
#

you are asking for unreasonable things, better if you state what kind of problem you have and provide some pictures

#

otherwise people will just ignore you

icy dragon
#

Not to mention, this Discord is not meant for personalised teaching.

white crypt
#

aaaaaand its gone

trim matrix
#

is there another discord for programming help?

#

im using blueprints but I wanna make sure im in the right place before i ask my question

icy dragon
trim matrix
#

okay

#

Im trying to create a Weapon swap system in my project much like how Enter The Gungeon works. it rolls through a list of weapons in order then once it gets to the last weapon it starts the list over again.

#

ill send pictures of what i have so far

#

one minute

#

Logic for checking Which weapon is Equipped

#

oh wait i think i just figured it out myself

#

Function for switching Weapons

#

Im not trying to save the Current ammo or mag size of the weapons at the moment. I would like it to just switch

#

Currently it switches from the Rifle to the Shotgun fine, but it wont switch from the shotgun to the Sniper

#

I think im missing information on how switches work, or im using enums improperly. but i cant find much on it.

dawn gazelle
#

Don't convert an enum to string. It's bad form and it won't work in a packaged game ._.

#

You may also want to use a select node rather than several branches.

#

As for what you have not currently working, your branching logic in the screenshot is broken.
You're checking if the current weapon is rifle, and if false, checking if the current weapon is again, rifle.

#

Last bit of advice is to not use tick at all for this. Wherever you're setting those booleans is where you should be calling a function to swap the weapons.

trim matrix
#

Thank you for pointing that out

#

Ok, I have it hooked up to a on key press, so instead of having the logic outside the function running on event tick, i should run the logic inside the function correct?

#

that makes sense when i type it out

#

Thank you again

dawn gazelle
#

Ooh and when doing the swap to the different class - that can be simplified too:

#

No need to use a switch statement if you are doing the same thing for all weapon types.

shadow saddle
#

i have no idea why launch chara only works well in Z direection

#

but never in x and y

#

in Z if i put 700 i can see i jump high

#

if i put 5000 on x or y it moves a tiny bit

fiery swallow
shadow saddle
#

if i put 50k to 100k it teleport to the desitnation

fiery swallow
#

Did you try overriding xy? @shadow saddle

trim matrix
#

sorry ill wait

shadow saddle
#

ye

fiery swallow
#

It's kinda meant for launching which is Z

shadow saddle
#

ok so basically

#

im trying to add some force to my AI boss so when my chara is far away from boss, it perform an attack( animation) that launch himself to me

#

but the animation distance is short

#

im trying to push the chara in the animation

#

to make the AI travel further

#

@fiery swallow

#

check 0:20

fiery swallow
#

Launch Character is Additive. This is mind you'll move further XY depending on z

shadow saddle
#

which mean?

#

if im hanging mid air

#

i go further in xy ?

fiery swallow
#

depends on if you use override

shadow saddle
#

should i overide or not if i want to do whwat u said

fiery swallow
#

If you are falling and then try to launch your character, without overriding, you'll likely just keep falling

#

One is with Z and one is Without Z, You can see the effect Z has on launch character

fiery swallow
shadow saddle
#

ok tq

#

@fiery swallow

#

what is ur default global gravity z

fiery swallow
shadow saddle
#

nvm forget about it

#

i should try turn it off

fiery swallow
#

Yeah you should probably just keep things default unless there's a specific reason you need to override it in the world

shadow saddle
#

ah yes

#

now i know why things wouldnt work

#

i set gravity scale to 5000000

#

becuz last time jumping up took too long to drop to ground

#

thanks anyway

fiery swallow
azure sparrow
#

how to make the resolution of viewport so bad that things get pixelated? i want to give my game a retro feel

white crypt
#

you can try r.screenpercentage

#

and check this

azure sparrow
elfin abyss
#

Why does my cast to always fail?

fiery swallow
elfin abyss
#

They're both actors, i just named the other one ProcLevel cause i'm bad at naming

fiery swallow
elfin abyss
#

No

fiery swallow
elfin abyss
#

Oh

#

Fair point

fiery swallow
#

"other actor" grabs a reference to the actor that overlapped it

elfin abyss
#

I want my current blueprint to be a trigger collision box and once the third person character starts to overlap i want to call a function from BP_ProcLevel

fiery swallow
elfin abyss
#

A variable like this?

icy dragon
elfin abyss
#

It worked, thanks

#

Much appreciated

trim matrix
#

Hey I have a problem after my first Animation is ran and the attack is saved when I press my Left mouse button to execute the othe animation nothing happens here are pictures

storm vigil
#

May I ask regarding how to disable certain inputs? I am playing an animation after using an item so it hides the active UI to show the FPP character animation but I want only those related to movements to be enabled like WASD and mouse look around. Is there a way we can disable the rest of the interaction/keys? Thank you

fiery swallow
#

it's just gonna be 0 everytime

elfin abyss
#

Is there a way to remove all the instanced meshes from an actor?

trim matrix
#

Hey moxie after I finish the second attack now he just keeps doing the second attack only it never resets back to 1/first anim do you have an idea on why

pine idol
#

I want to create a inventory system, where every item is unique. Like items will stack in inventory slots, such as apples, but each apple, could have a different level of freshness, poison, etc. What would be the best way to do this? I don't mind using mysql or the built in save system to do this, I'm just not quite sure how I should go about this, as I know I'll have a ton of different properties for different items.

#

Just looking for some suggestions. ๐Ÿ™‚

trim matrix
#

k

fiery swallow
fiery swallow
trim matrix
#

I seem to be getting consistent frame rate drops in the editor and in game every 5 sec or so. I looked it up and someone suggested to change the input pooling settings in the .ini file but before I try changing it, i was just wondering what it will actually do?

fiery swallow
#

You can do that with a timer, a day cycle, it can randomly go bad, etc. You'll need a integer that holds the number of fresh and bad apples you have

fiery swallow
trim matrix
fiery swallow
trim matrix
trim matrix
fiery swallow
elfin mauve
#

i want to jump while crouching but animation dont want. what should i do

trim matrix
fiery swallow
#

Your jump animation will automatically play when it's ready, assuming you are using "isInAir?" Boolean in AnimBP

fiery swallow
#

You have 0 and you have 1

#

Switch on int will output whatever Attack number is

#

so if attack number is 1, it will always output the second animation

trim matrix
#

Ok I see what you mean now I will test my possible solutions now

obtuse plinth
#

Hi,
I want to set the visibility of static meshes with tags, but nothing is happening:

fiery swallow
#

Your problem is that set visibility only works on scene components, without casting it to a scene component it won't work
2. I don't know why you're able to connect an array to a single target. Didn't know that was possible

blazing delta
#

hello,
has anyone seen a timer video on youtube that uses timespan variables?

lunar holly
#

Where should I put the functions which keeps track of the levels? I have an array of levels that I use to play the levels in a specific order. If the player has completed one level the game loads the next level. One problem I have is that the function is written on the my custom "GameMode" class, which makes so I can not access the function if I am using another "GameMode" class. For example when I am in my MainMenu level I'm using another "GameMode" class. Where should I put the functions which keeps track of the levels?

obtuse plinth
lunar holly
#

@trim matrix Okey thanks. I can try with game instance, because I don't know c++

fiery swallow
#

Connect Array Element straight to visibility

olive sedge
#

Can anyone explain to me what the rotation values are for?

obtuse plinth
fiery swallow
obtuse plinth
fiery swallow
#

Did you accidentally put any spaces in the tag or something?

#

I just tried this and it worked for me

obtuse plinth
fiery swallow
lusty basin
#

Hey guys! What's the best way in multiplayer to bind a UMG nameplate to each player ?

fiery swallow
dusky harness
#

So i have InputAction event on R key that works both for weapon reloading and level restarting. My issue is that when character respawns he immediately starts reloading. How can i avoid that?

devout geyser
#

@dusky harness Use a branch maybe? | Can reload? True \ False | True -> Reload | False -> "Can't reload magazine full"

dusky harness
#

Well yes, it makes sense. But when respawning character saves it's current ammo variable so there easily might be a case when character respawns + able to reload

devout geyser
#

@dusky harness Is valid node? maybe

dusky harness
#

Valid what?

devout geyser
#

it will check if the character is valid (exists) if so it will go with true else false

dusky harness
#

Welp. Player Character is always valid. It never deletes him. Just loads all saved data in it

devout geyser
#

The respawn event, right after that you can tick the can reload node to True,

dusky harness
#

Yea. CanReload boolean might the most simple solution

obtuse plinth
fiery swallow
#

You'll need to insert the correct component type

#

I believe yours are static meshes but I dont know. You'll have to click on them and see

obtuse plinth
fiery swallow
#

If the walls are static meshes then you need to select that in the class option

#

Get components by tag

shadow saddle
#

can u launch chara during the animation?

icy dragon
shadow saddle
#

yes

#

any form

#

i added anim notify

#

so what next frame does is plunge atk

#

but it doesnt push my chara forward

#

launch my chara forward i mean

icy dragon
#

Yes, either using root motion or add impulse.

shadow saddle
shadow saddle
icy dragon
shadow saddle
#

but my chara when doing the anim wont launch

#

oh nvm it seems that if rm is on

#

this wont happen

#

tq

obtuse plinth
dusk ether
#

Can I change the number of outputs on a Function's Return Node based on an editable integer?

loud cipher
#

Hey guys im recieving an error on my bp setup

#

I have setup a system whenever i overlap a sphere collision it retrieves a name variable that is set in my parent ai

#

then in the children bp which are these cats

#

i have named the name variable cat

#

So then in the UI widget i get a reference to the parent and get the name and plug into the bind text

#

It works well but when one ai dies

#

then it gives me a pending kill error

#

I was wondering how can i make it see them as individuals so i can retrieve data from each individual cat not making them rely on one

#

so if one dies then it doesnt affect my whole bp setup

elfin abyss
#

In an actor, i'm using a box collision and from that i get the extents and divide them by the size of the mesh to get how many of the mesh i can fit inside the box. From there i just place an instanced mesh at the coordinates its supposed to be in order to fill the box collision(for now). Is there a way to remove all the instanced meshes inside the box collision or, even better, remove instanced meshes based on coordinates?

frozen needle
#

I've been trying to solve it for hours and I can't figure out what's wrong
I have a door that should unlock after certain dialogue with the character, then behind that door I save the game
All my variables are saving except the last one that says if door is locked or unlocked, and after I load the game this variable is false again
Here's the blueprint of the character that I need to talk to

#

this is after that line that opens the door

#

the door itself

#

variables I'm saving

#

and variables I'm loading

#

I check this "foyer unlocked" on loading the game and it says false

#

and I can't figure out why this variable isn't saving

#

all the others are saving and loading just fine

trim matrix
#

how to play a sound that follows an actor as it moves

icy dragon
trim matrix
#

i get no sound at all from this

icy dragon
# trim matrix

You need to have a component to be attached on (that Attach to Component input)

#

The location input is largely for relative offset to the component that the sound is attached on.

pine idol
dry pewter
#

Hello everyone, i have a widget with 100-ish text blocks, i need to do a for each loop with those, how can i get a reference to the 100 things?

odd plume
#

Make an array?

dry pewter
#

Yeah, but how do i get the text blocks in the array?

#

On the event graph i can get the images in the widget but not the text blocks

odd plume
#

You would add them to an array when wherever they are. Kinda Like this

dry pewter
#

But how can i get reference to the text blocks? they don't appear on my event graph

odd plume
#

Cast from the class they are in

#

So lets say they are in BP_GameMode, cast from there

dry pewter
#

They're in the widget blueprint where i intend to make the loop

#

Tought i don't need to cast to the self class?

odd plume
#

Can you share your screen in Programmer Parlor?

dry pewter
#

Aye let me see

icy dragon
dry pewter
#

kk thanks

#

All setup now, Thanks!

gentle urchin
#

You could also get children from the parent container of thr 100 text blocks

twilit heath
#

@dry pewter select your textblock in the designer, and top right, above the details panel, check IsVariable

dry pewter
dry pewter
#

Also as the parent container, in this case the canvas panel contains other like 10 elements, this solution fitted better

odd plume
#

๐Ÿ‘

gentle urchin
#

Sounds weird that the parent is canvas for 100 text blocks but ok

dry pewter
gentle urchin
#

Yuppyupp. Im surprised you added those manually in the first place ๐Ÿ˜…

dry pewter
#

I tried to "spawn" them but idn't find a way of doing so

#

Now that i added them manually i had to make more work yes, but the blueprint will be much much simpler

gentle urchin
#

Possibly

dry pewter
#

Working as a charm now

dry pewter
#

Looks like Widget anchoring issues

subtle dust
#

Does anyone know how I would make a inventory similar to the one in minecraft dungeons?

pine idol
#

Where is the best place to put my login functions if I want to have a welcome level, that loads the multiplayer game world on successful login? The game mode bp?

loud cipher
#

How can i prevent a integer going into negative values?

pine idol
#

clamp or min

night scarab
#

whats the best way to approach interchangeable abilities all bound to the same key? A switch on enum works but it seems kinda shoddy

loud cipher
#

Is there a way to save variables in an array and then when i reopen the game they are loaded again?

tight schooner
near flint
#

Does anyone know, why one AI is not getting Radial Damage? It gets Point Damage, But the Radial Damage is not working on this AI. I have another AI with the same "AnyDamage" event - which gets Radial Damage.

#

That's how the radial damage is hooked up

frozen needle
#

quick question -- when it comes to 3D audio, what actually is receiving the sound -- player camera or pawn or something else?

verbal bobcat
#

How do I cast to a pawn that is not controlled by the player?

#

I need an object for the cast @trim matrix

#

and idk what that object is if that pawn is not controlled by the player

dawn gazelle
#

Casting is only meant as a means of making a less specific reference more specific so you can access the variables and functions of the more specific reference. For example, you can have an actor reference and cast to "Drone" so that you can access those variables you want.

What you need is a reference to the specific Drone object that you're looking to get those values off of.

trim shuttle
#

Quick question does anyone know if a layer blend node will work with a break material attributes to the final master material output

verbal bobcat
dawn gazelle
#

You need a reference to that drone object.

verbal bobcat
#

just a drone reference? like the variable one

dawn gazelle
#

You can create a variable but it needs to be populated with the reference to the drone that you're trying to pull these stats off of.

#

Checkmate

verbal bobcat
#

๐Ÿ™‚

full hare
#

Heya its me again so i am making a tower defense and i need to spawn a wall but i also need the nav mesh to update when the wall spawns that would be fairly easy but how do i update nav mesh (setting nav mesh to dynamical breaks the ai they basically move in the correct direction but twitch to sides) is it possible any ideas?

earnest tangle
#

dynamic should work.. just make sure your actors that aren't supposed to affect navigation have the "affect navigation" checkbox turned off

#

that's most likely the cause of the weird navigation problems

#

since that checkbox defaults to on for most things

full hare
#

they bug out even if they walk fowards thats what makes it weird and it only happens if i set dynamic even if i dont add anything at all with static they walk foward to end point with dynamic they walk there but they keep twitching even if i dont spawn anything else

#

randomly turning around and etc (the goal is right infront of them they are standing almost beside it

#

could it be because they themselves make a hole in nav mesh ? (i never noticed it until i used the dynamic so it would check out)

#

its fixed ๐Ÿ˜„ thank you so much it turns out i had a tiny cube of scale less than 0.01 in all of them to act as like a center point for hitbox and i forgot to turn off collisions

#

also i am using on component begin overlap to target enemies the problem is It always targets the last enemy to enter range any idea how to make the turret attack the first one ? or to attack the one thats closest to the end (The map isnt a straight line so if its possible that the closest to end calculates distance using nav mesh and not just a line)

fiery lark
#

Is there any way to fire an event when a boolean changes?

#

I have an animal I sacrifice and when I sacrifice it I want the horde mode to start, but I can't figure out a way to do that

dawn gazelle
fiery lark
#

Damn it im an idiot

#

Thanks bro

dry pewter
full hare
#

they attack enemy thats closest to the end (counting by the path)

dry pewter
sonic silo
full hare
#

closest to the end or to itself ?

sonic silo
#

Wtf are this nodes

dry pewter
full hare
#

the one thats closest to the end but it needs to be calculated by the distance needed to get there

#

not just a straight line since 1 sec i show you

#

the turns are the problems since if turret checks distance to the end it will think the one where i said -further away- is well not first even though its closer to the end than the -closer-

dawn gazelle
# sonic silo Wtf are this nodes

Make literal float is exactly what it says it is - you're just creating a node that has a float value defined in it that isn't stored as a variable.

Max will select the highest value out of the inputs.

Normalize converts a vector's x y z values to a range between 0 and 1, where the highest value input is considered 1.

dry pewter
full hare
#

yep the black line under the start is the only place u can rn build a wall

dry pewter
#

I don't know if there's a way of calculating the distance needed to traverse that but i can think of a workaround

dawn gazelle
# sonic silo Wtf are this nodes

Negate Vector is literally the negative version of the vector (so each axis is multiplied -1 basically)
Vector Length Squared is basically XX + YY + Z*Z;
Ceil rounds a float up to the next nearest integer (-1.6 becomes -1, 1.6 becomes 2)

dry pewter
#

@full hare What i think, make a grid on the ground, with invisible no-collision actors that work as "checkpoints". now make another invisible AI actor that has to walk the same route the enemies would, but much faster, like, isntantly, and have that invisible enemy give an increasing number to each "checkpoint" it touches. Now you have the checkpoints every enemy will need to traverse where the highest numbered is the closest to the finish line. from there, you can check every checkpoint to see if there's an enemy above it's location, start counting from the last numered one to the lowest and attack then... i don't know if i am clear

full hare
#

maybe i get it ๐Ÿ˜„ i think

#

also the invisible enemy that increases their number walks there only once right ?

dry pewter
dawn gazelle
#

COSd is Cos(PI/(180.f) * InputFloat). Has to do with trigonometry.

full hare
#

phew that will be a tough one to do especially with me being a beginner

dawn gazelle
dry pewter
#

Other things might be much harder tho...

sonic silo
#

@dawn gazelle thanks for help

full hare
#

well i will maybe try it later (i am running low on time deadline soon so i have to finish up the rest first and then i will try to do it haha thank you for help lets hope )

cinder smelt
#

i'm trying to play a sequence and swap to a character after but the camera seems to switch back to the viewport camera and not the one attached to the character controller

#

it switches properly on the keypress though

dry pewter
cinder smelt
#

thanks @dry pewter

unreal token
#

am i asking too much for a noob?

#

Vampire game: how would i go about creating a very customized day / night cycle, such that day is only 10% of the time and night is 90% of the time.

#

is this too advanced for me?

#

someone told me i need to be a full on programmer for that

icy dragon
dusky harness
#

How can i delete all particles on level from blueprint?

icy dragon
dusky harness
#

Well, particles are not actors. They're just spawned emitters so i can not delete them that way

unreal token
#

and for me?

#

timeline? or is that just for animation

cobalt slate
#

Hey guys. i haven't found an answer to this online so i thought i would ask on here. Is there a way to enable/disable something in the project settings/defaultengine .ini through Blueprint? Specifically, i want the option in my menu to turn raytracing on or off. I want to be able to trigger r.raytracing = true/false in the ini, and then prompt the player for a restart, all from BP if that's possible?

fiery lark
#

Hi guys, I'm doing an overlap and I want to make a special event happen ONLY when it overlaps the player character, not when it overlaps the enemies. How could I do this?

cobalt slate
#

i'm guessing out of the overlap "other actor" it's casting to the enemy BP?

#

@fiery lark

fiery lark
#

I figured it out right after I posted it lmao, but it doesn't cast to it it just plays a sound on where it overlaps

#

I fixed it by setting a branch, and making overlap actor == player char

cobalt slate
#

You can do it that way or you can have it cast to the player BP to verify that it's the player if it is, then execute command, and on the "cast failed" pin, you could have it cast to and enemy BP to see if it's them, then execute it's code.

#

if both fail, then it does nothing

#

this is techinically better in case UE decides to change how the player name is displayed on the == in a package build. I've had that happen before

fiery lark
#

I hope that doesn't happen in a packaged build lmao

#

Also, do you know how to clear a timer by event?

cobalt slate
#

yes. one sec

#

just make in event timer a variable then you have all kinds of options for it. you can even pause and unpause it.

#

and yes, in a package build, UE names things slightly different when called. For instance, in the editor, if i were to print "get object name" it would say BP_Hero. In a package build it would print BP_Hero2736538294

#

i believe it does this for unique instance for multiplayer

dawn gazelle
cobalt slate
#

exactly what i'm saying. that's why i do a cast to off of an overlap as shown above, vs getting an object name. I've seen lots of people make this mistake and even i made it back when i didn't know.

spark steppe
#

so you would save a bool for raytracing in your custom config and run the console command on start to turn it on/off

cobalt slate
#

But how do I access the custom config? Thatโ€™s whatโ€™s getting me. Console commands only seem to work in the engine will the editor is running. Once you exit out of the editor, those commands default back to whatโ€™s in the config file.

spark steppe
#

for my project i just made a custom save game which contains the config variables

#

and yea, you would need to run the console command everytime you start the game, that could be done in custom game instance in the Init Event

#

i'm just not sure if it will work for raytracing, but it's probably worth to try

cobalt slate
#

Okay. Iโ€™ll dig around there

#

Thanks for the idea!

stuck fossil
#

Im not sure if this is the right place to ask about material blueprints, but I was wondering if anyone knew a way to set up a material where only part of it is emissive? For example if I wanted to make a building that was all one texture, if I had say a separate image file with just the insides of the windows, could I make my material emissive on only those sections?

icy dragon
stuck fossil
amber nova
#

is there someway for a child actor to be parented by a different parent actor . because my dumb brain been working on an AI_npc_Enemy that is a child actor of the player actor blueprint . the thing is , i wanna replace all the attack animations and such but if i do that , it will affect my player character too cause i put all the attacking animations in the player parent actor blueprint . so i was wondering , if i just duplicate the parent actor , is there a way for me to reparent the child actor to the duplicated parent actor so i can change stuff in there instead

trim matrix
#

Hey I have a question would I make the hurt boxes first or the health system first

dry pewter
ashen basin
#

How do i grab interface output data?

#

i have set input data in another blueprint and i want the output in seperate bp

dawn gazelle
#

Implement the interface and use the provided pins?

ashen basin
#

says i need to add input

dawn gazelle
#

So if you have it set up like this on your interface, when you implement it in another BP, it would have "interactor" as the output from the interface node.

#

If you have it set up like this, then it would return the value to the calling BP.

ashen basin
#

removed the output and was able to get the event

#

though doesn't work out

surreal peak
#

With the output you have to check the interface section on the left of your bp

#

It will list the interface function there

#

Usually rightclick and then implement function does the trick

ashen basin
#

you saying add interface in the class settings?

#

than on left under interfaces?

sonic pine
# white crypt

Hiho i did this in the Playercontroller, but the errors are the same ^^

dawn gazelle
#

I think this might be what you want to do? The hit results seem to return several hits of the same actor on my end, and can hit multiple actors, but it projects forward from the point on the screen where you're clicking. Just make sure your trace channels are ones that overlap the actors you're concerned about.

white crypt
#

@sonic pine im pretty sure if you sent an image of your code, it wouldnt look the same as mine

#

so try comparing them again and read Cedric's networking guide

sonic pine
#

My Problem is the Login

ashen basin
white crypt
#

@sonic pine i've only helped you on how to add a widget for a local controller, don't know anything about your login issues

sonic pine
#

This code is in the game instance. I think that it has to be in the gameinstance, because the login menu has to be loaded before the actual game is loaded.
Login-> Server selection -> Character selection -> start game

#

I know ^^

violet wagon
#

My camera rotates with the player model, but i want the camera to rotate while the player model stays still. any solution?

surreal peak
#

Make your camera use control rotation and the character not use it

azure sparrow
#

I am trying to access the rotation of the sun, i already have accessed the direcional light (sun for me) and trying to access the y axis value of the lights rotation how can i do that?

#

i dont think i am even doing it right

icy dragon
#

Right click -> Split Struct Pin

dawn gazelle
#

This is why you need to change the collision profiles so that any intended targets of this trace are set to overlap and any not required are set to ignore, with only possibly the ground set to block.

hushed flame
#

If I'm having 2 different Blueprint actors (like BP_Foo and BP_Boo) which only has InstancedStaticMeshComponent as their root, will they be good performance wise?

surreal peak
#

Ehm

#

I guess? :D

#

You should probably just use it and only worry about optimization once you need to

#

And then use the profiler/unreal insights to check what is actually expensive

delicate folio
hushed flame
hushed flame
surreal peak
#

You will have to find out :P

formal dagger
#

Hey guys, go another big wall in front of me right now. So i'm trying to do a common dialog system with ST and DB.
I managed to set the ID of the DB to the next one, my prob is... the line (text) doesn't follow. Any tip?

azure sparrow
#

how do i update this i didnt get them

#

Launch on menu in the main menu means?

#
delicate folio
proud sable
#

Is there a way I can access a variable from the level blueprint in other blueprints? I've read the documentation on casting and I don't fully understand it. I have a character switching node tree in the level bp that cycles between 3 characters and I need to reference which character is active in another bp. I'm pretty new to UE4 so this is a bit of a struggle for me, sorry for the basic question

hushed flame
proud sable
proud sable
#

Single player

hushed flame
#

Then in your HUD Blueprint add a Get Player Controller node and then from it add GetPawn node.

twilit heath
#

HUD has GetOwningPlayerController/Pawn

#

that works just as well in SP/MP

proud sable
hushed flame
#

Your non-controlled ones, are they dynamically spawned at runtime or you placed them in level?

proud sable
#

They're placed in the level yeah

hushed flame
#

Then in your Player Controller Blueprint in Event BeginPlay node create a Get All Actors of Class node with class set to your pawn. Save the result to an array and you can use it to get non-controlled pawns

proud sable
#

Thank you ๐Ÿ˜Š

ashen basin
#

Speaking of communication between blueprints

#

Can some one send me a demo of interface

#

Need array from one bp on another thanks

#

Either dm me or tag me as ill checking back tomorrow appreciate the help

woven kelp
#

How can I "lock in" the value of this array?

#

when I print it I get a different result each time

#

The random float node is being evaluated each time the array is accessed

dawn gazelle
# woven kelp

Create a float array variable and set it to the value of the array you're making.

woven kelp
#

thanks! I ended up making a macro that just sets a local variable and then returns it

sand bloom
#

Hmm does anyone know a good way to handle rotation, I got left and right rotation of something to work fine with a lerp rotator and timeline, but the issue is when I want to do up and down rotation it doesn't work

#

i'm assuming because i'm using another timeline and lerp rotator

#

and it leaves the other values 0 instead of ignoring them and only using the values i want to change

#

the top part is for up and down rotation

#

should i try and use break rotator

#

im not sure how to do it

#

as you can see up and down works fine

#

but it resets when using left right

#

does anyone know of a good way to do this?

#

like if I split it I do get separate axis which is great but they are floats..

#

like how do I use a float to set rotation

#

๐Ÿค”

#

ohh ill give that a try

#

omg I got it to work thank you so much, I didn't know that node existed

#

I used make rotator because it seemed the easiest route haha

#

ah that's good to know ๐Ÿ˜„ thanks

#

i'll have to keep that in mind for the future

#

It's not something that would constantly happen, it's just a cannon object that won't get used much but that's fair yeah. If this was something constantly being used like a character i'd probably have to make it less wasteful like you said

#

ah yeah true haha

#

I'm just not very good at blueprints and this works, i'm not quite sure how to get it to become one line

surreal siren
#

im following a tutorial "How To Make An Animation Blueprint And Blendspace - Unreal Engine 4 Tutorial" but when im trying to add "calculate direction" to the third person it dosent work

#

ok ill try that

#

Ty

#

which ends do i have to connect

#

Ty for the help but what does it mean " you connect the two ends of the red blob to each other "

#

https://www.youtube.com/watch?v=1K-Hyu4Xn3g&t this video 7:41 in @trim matrix

Hey guys, in today's video I'm going to be showing you how to create an animation blueprint and blendspace to smoothly transition between your animations in your game, such as idle, walk, run and jump.

Previous Video - Creating The Character And Animations: https://youtu.be/Ht0ekszftsA
More In-Depth Explanation: https://youtu.be/A6L_8vAx-M0

Un...

โ–ถ Play video
#

ahh

#

So what do i have search for or do

#

sry for being dumb here but its my first time

#

yes it does

#

ohh ok

#

TY

#

@trim matrix if you have time can you help me. im making a walking running ect animotion for my metahuman charetar. Animotions dowloaded from mixamo

odd nova
#

what course/tutorial would you guys suggest to learn about saving/loading pretty please? ๐Ÿ˜„

#

too much choice ๐Ÿ˜ฆ ๐Ÿ˜„

icy dragon
proud sable
#

If I'm trying to cast a variable what is the object input for? The cast node is still a mystery to me as a beginner. I have a boolean variable in BP1, I need it in BP2 for a branch node condition, but I need the object input for the node to work.

I know it doesn't work but, why isn't this enough to get the value?

odd nova
#

thanks!

coarse lantern
#

When binding events in a loop how can i use the object reference of the element inside the event? Right now it always uses the reference of the last element of the loop

fluid rose
coarse lantern
#

It's printed once the OnClick event is fired but it's always using the Button reference of the last element of the looped array

formal prairie
#

hello ! i'm starting to work with gameplay tags now, the issue is that it dosen't work. i've set up my tags, set it inside my actor, and ask the other actor tio check the tag of the actor that entered the collsion with i, but it dosen't react... the collsions are working i checked with prints. did i forgot something ?

pale orbit
#

What do u guys think is the easiest way to spawn a projectile that moves in the air as i move the camera

unkempt musk
#

Are you going for a laser guided missile effect?

fluid rose
#

If he sends the projectile by pressing X, he also wants to be able to send it left by holding X and moving his mouse left, even if a wall's blocking a raytrace from the player to where the projectile is

trim matrix
#

Hi everyone, i am using a platformer template to prototype something so i'm trying to add an health blueprint when the character "touch" some spikes, the spikes are already animated within the template so i have added health variables ecc now i'm watching a tutorial wich show that i should attach the event actorbeingoverlap to the "takedamage" class i have created

#

but i have already an event beginplay node

#

i'm trying to figure out what should i do

#

the actor is called BP_Spikes but inside of them there are other staticmesh that are currently the arrows

true marsh
unkempt musk
#

@trim matrix Maybe something like this?

fluid rose
#

Is there a variable type for any keyboard key? I'm trying to create a map using keyboard keys as the key and want to listen to any keyboard press (found the "Any Key" event) and see if any of them are within the map
Key -> listen to Any Key, thank you regardless NC_Hehe

maiden wadi
#

@true marsh Careful with the phrasing, that wording confuses a lot of newer people when learning object control. That is not technically correct. Casting just changes a pointer type. It doesn't actually communicate or do anything. An object that is a character is also a pawn, and an actor and an object because character inherits from those. If this character is passed around as an Actor pointer, you can cast it to Pawn or Character to get access to those variables and functions, but it is still the same object, just treated different. Think of casting nodes as a "Treat as" node.

zealous spruce
#

hey guys! i was wondering if i could get some help?
im trying to make an interface so people can connect to an ip or host from their ip, and i was wondering if anyone here knew how to make it so the input mode is UI only, and make it so that the mouse cursor is visible

#

i already know that it works i just need these things for quality of life

unkempt musk
#

In your player controller, use these nodes

zealous spruce
#

:0

#

where do i find that set mouse cursor node

#

i cant find it

unkempt musk
#

Same place. They only show up in the controller class, or when you drag off one.

zealous spruce
#

aight

#

i got the nodes

#

sooooooooooooooooooooooooooo, what now?

unkempt musk
#

When you spawn your widget, after AddToViewport, have those two run immediately after.

surreal siren
#

i made a a jump walk run animation but its like looping very bad. i can sendt ss of blueprints

zealous cave
#

Hello All, I'm following the "How to make Pong in UE4" tutorial that is in the channel pins. I'm on Part 4, "Finalizing Paddle Movement." The problem I'm having is my paddle is continuing halfway into the top while his stops right at the paddles edge. I don't know if over the past 6 years since the video was made that coordinate system has changed. A simple solution would be to adjust the value of when the paddle stops to half the size of the paddle from the limit. But I'd like confirmation that it was a change since his 4.7 vs my 4.26 or if its another reason. Maybe I missed a step. https://youtu.be/u8KOg-IZtQk?t=283

Complete Playlist: http://bit.ly/1HrKqEG

In this tutorial series I teach you how to create a clone of "Pong" in Unreal Engine 4, using Blueprints.

The series will cover everything you need to know from creating meshes, scripting functionality, setting up menus, adding audio, loading levels, creating menus, and deploying your final game.

Plu...

โ–ถ Play video
zealous spruce
unkempt musk
#

I'd recommend moving your logic to a GameMode(better) or GameInstance(best). UE4 has a built in controller associated with all players. But that's not accessible from the level blueprint without additional steps.

zealous spruce
#

this is a bit more complicated then i thought it would be

#

i was litteraly just following this tutorial https://www.youtube.com/watch?v=1MA9_U3XRZs and he said to do these things so i was like, cool idk how to do this, ill ask some people on this discord

unkempt musk
#

@zealous spruce It does work in level blueprint. My bad.

zealous spruce
#

:00000 Thanks dude! :]

#

wait now i cant click back into the game

#

how do i switch back to the game :[[[[[

nova ledge
#

Hello everyone! I'm trying to make it where my flying character can land only above a certain height from the landscape (if I don't do that, when the main capsule component hits the ground and you try to land, you'll be stuck in flying animation). I was going to use line trace by channel once, but it would only get the coordinates of the landscape and not the actual heightmap of it, so I ended up using box collisions. However now that's acting weird. I was using 4.26 before but now I'm using ue5, so I don't expect everything to run smoothly, but I wanted to know if this looks right, or if I should add/subtract something from it. Or is there another way to fix this by somehow using heightmap?

unkempt musk
#

@surreal siren Try clicking this button on your animation sequences and see if that helps. If not, change it back.

sturdy herald
#

Hello!
I try to use a button on widget to rotate something.
When the button is pressed, then the rotation should start to determined direction, and when released, the rotation should stop.
I tried this method, but it only add 1 to the rotation, the loop doesnt work well.
On the link u can check the actor's blueprint and the photo shows the widget.
https://blueprintue.com/blueprint/-nx0sew0/

unkempt musk
#

@sturdy herald Maybe something like this?

frozen needle
#

What could be causing the Cast failure to player character? On the screen I have an object that player hides behind. The object on the right works perfectly, but the copy of that object on the left returns failure of Cast on leave the hiding. What am I missing?

#

here's the blueprint

#

It's the same object, but for some reason it doesn't work in that particular spot where the left copy is

#

So is there a way to check why exactly the cast is failing or something

#

I found out it's somehow related to the area this object is in because the cast fails on the other blueprint as well IN THIS spot

#

But I can't figure out why exactly

#

Because it worked all fine before

unkempt musk
#

Try GetDisplayName of the "OtherActor" and see if that gives any clues.

#

*Then print it

sturdy herald
true quartz
#

If I wanted to make a level end when all objects are collected how would I do that?

unkempt musk
#

@sturdy herald There is also a rotating movement actor component. Changing the RotationRate will change the speed. Anything that rotates will have some form of tick to get it to update.

#

@true quartz collected how? Total number? Specific values with each?

true quartz
#

Yes so I have x amount of each object to collect and when all are collected I want the game to end.

#

To be specific I have two balls three spacemen and five pieces of laundry that I need to collect for the game 10

#

For game to end

sturdy herald
unkempt musk
#

If all important items are the same BP class (I reccommend), you can use this.

true quartz
#

@unkempt musk it's a game for school in which a character goes and collects all the items and then after doing so is awarded a gold star per set of items. I am trying to figure that out and the finishing the game

#

Ahh I c

unkempt musk
#

Ahhh... give me another moment then

true quartz
#

Ok ty

unkempt musk
#

It the character I add this. It gets the list of object references to collect...

true quartz
#

Ok

unkempt musk
#

I made a BP_Collectible that can be laid wherever. Once you overlap it, it'll remove itself.

#

If you want to store individual names in the items, you can add variables for a more specific checklist. But that should be most of the functionality.

true quartz
#

Ok thank you. I didn't know if there would be a way that would work with the HUD or not. I have the collectibles set up and a HUD that displays count. I thought there would be a way that when items in his = 0 trigger game over. And then I figured I could award the star per set of items.

#

See like this and then I reveal the hidden widget.

unkempt musk
#

You'll have to run a check function after each pickup, or bind to an event, but that's a bit more technical.

true quartz
#

O... Well damn

unkempt musk
#

Computers don't know anything changed unless you tell them

true quartz
#

Yes I just figured I could hide the stars and in hide them upon the count reaching 0 per item set

#

Then I could make a variable has 3 stars to end game

proud sable
#

Is there a simple way to mark a character as active/possessed with a bool variable in the player controller? I have character A B and C and want to appropriately mark the "Active_A" "Active_B" and "Active_C" bools as true/false when the player is controlling them. I've been pulling my hair out with this, I've tried so many things to get it to work

snow halo
#

halppp. Is my blueprint corrupted or? I can't delete this Timeline comp

dawn gazelle
snow halo
#

i'm fairly certain it is not in my graphs

#

When i double click it, it opens the bloody timeline under it which i am actually using

dawn gazelle
snow halo
#

@dawn gazelle ya i did that o course

#

it's def not in my graphs

#

Even if it was, i should still be able to delete the comp

#

No it's def not inheriting a timeline either

#

it's base class is AActor

dawn gazelle
#

You typically can't delete components this way. If you did it with a mesh component it wouldn't let you delete it directly.

snow halo
#

If i double click it, it opens the timeline under it ScaneTimeline

#

how weird is that?

dawn gazelle
#

Try typing the name in the search:

snow halo
#

it's like some broken reference

#

ya i did that too

#

just renamed it to Timeline_0

true quartz
dawn gazelle
snow halo
#

yup yup o course

#

tried rebooting the project also

#

It's gotta be some bug because there's no scenario where i should be double clicking that comp and it opens a different timeline

trim matrix
#

Just checked it out yes it seems like a bug

#

it happened after I deleted and undo it

dawn gazelle
trim matrix
#

I do

#

yeah

#

it found

#

that way tho

#

odd

proud sable
dawn gazelle
#

Whenever you need to check if the pawn is controlled by a player you can call that function and it'll tell you if it is controlled by a player or not.

unkempt musk
#

@true quartz Something like this?

true quartz
#

Yes

#

I did that and it didn't work. Hmm

unkempt musk
#

What does it do?

dawn gazelle
proud sable
dawn gazelle
#

What BP are you in?

proud sable
#

I'm in the player controller blueprint, but I'm trying to cast from the HUD blueprint

untold dust
#

Hello everyone, newbie question here, I created a script that load widget directly without passing thru a Hud and for myltiplayer I use the function get all widget of class and I select the widget I use, but I try to implement my code to a hud, but my function get all widget of class return nothing because the widget is in the hud... someone know how to get all particuliar widget in the hud ?

dawn gazelle
untold dust
#

It's a chat BP that I made and I loop from all the player widget to send the text

#

but in the hud can't find the widget

true quartz
#

@unkempt musk nothing

snow halo
#

@dawn gazelle i found out how to reproduce the bug

#

So if you try and copy some BP logic that contains a timeline to another BP, but a custom function you are trying to copy does not exist in the destination, you will then get a message asking you what u want to do about that... if you then hit cancel, nothing gets copied EXCEPT that bunk timeline component variable (with no actual timeline in the destination graph)

dawn gazelle
#

oof

snow halo
#

so you are then perma screwed w a corrupt BP or at least that stupid variable

solemn musk
#

is there a way to change a game sessions name?

trim matrix
#

i have on overlapp begin on a missile , i check owener of other actor, it say "pc_gameplay" if its the host and "pc_gameplay1" for client 1 and so on. wich is great. but i als want to check owner of the missile itself, if i use self reference on get owner i get "bp_character" instead of "pc_gameplay" how to check owner of the missile itself?

dawn gazelle
# trim matrix i have on overlapp begin on a missile , i check owener of other actor, it say "p...

I'm going to assume that pc_gameplay is actually your player controller. I imagine you're spawning your missile from your character and setting the owner there (with a reference to self) which means the owner would be the bp_character.

That said, when dealing with multiplayer, owner should be the character, not player controller as clients aren't aware of other player controllers so checking for owner when it's set to a player controller may return null references on other clients.

Same with your overlaps - you don't want to check the owner of "other actor" if the owner is a player controller. The "other actor" reference itself should be sufficient.

I'm going out on a limb here, but I think you may be trying to figure out if your missile is hitting the person who fired it and if you want to make sure your missile isn't hitting the owner, then all you would need to do is check if "other actor" is != the owner of "missile".

trim matrix
#

exactly, how to check owner of "missile "

keen prairie
#

is there a way to swap out textures in a material graph using a blueprint? or change a const3vector value?

dark crow
#

Dynamic Material Instance?

spark steppe
dawn gazelle
# trim matrix exactly, how to check owner of "missile "

That would be "Get Owner". To set the owner when spawning it, the spawn actor node has an option to set the owner, though it's hidden unless you click the little triangle at the bottom. If nothing is set there, then no owner is assigned it looks like.

keen prairie
trim matrix
#

thank you

covert arrow
#

Hi i wanted to know if there was a better way of Un Crouch to sprint without having to use a delay basically i have a crouch BP that uses a timeline to lerp between the normal capsule half height to the crouch height and the only way i made this work was delaying the 0.5 or else the sprint code isn't ran?

dapper dagger
#

am I missing something?

#

was just watching https://youtu.be/K0ENnLV19Cw?t=3116 and Mr. Allen showed this little example but his pins wouldn't connect and he blew past it.. so I decided to try for myself and yeah, needs that cast which kinda defeats the purpose if I'm thinking about it correctly

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

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

DISCUSSION THREAD
https://forum...

โ–ถ Play video
ember veldt
#

For example i can have a dat asset of Item that stores a string, mesh, icon and sound. The mesh, icon and sound are soft references. When an item spawns it takes the soft reference of the asset, loads it, then loads the dependencies only if they're necessary. For example only the icon needs to be loaded if its in the inventory. If it's then put in the world it will load the mesh.

#

I can have 500 items with different meshes and icons and sounds, and none of them will be loaded until they are actually instantiated, and even then they only load the specific necessary assets instead of loading everything involved with it

#

Casting to actor class in this case does not create a hard reference as actor will already be loaded and is not a specific different class.

jolly oriole
#

Hey guys!! I'm looking at creating a choose your own adventure game which practically amounts to creating a binary tree via blueprints. I had a look at structs, and while they're what I need, they seem incredibly bulky and unmaintainable. What are some of the better ways I could go about creating a binary tree data structure so that it's maintainable into development?

#

I've tossed up making a class object but that kind of has the same issue - authoring and managing the binary tree. I also considered using something like JSON or XML but it seems there's only C++ versions of those tools available.

severe turret
#

@jolly oriole creating a Graph system is the way I've seen it done best. I'd check out some of the free plugins like Not Yet Dialog Plugin. Its a good example

zenith escarp