#blueprint

402296 messages · Page 678 of 403

jolly oriole
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I just tracked down GenericGraph. I've also managed to find some dialogue tutorials which seem to use the same behaviour tree based system so I'll give it a shot myself as a learning experience, then if I completely PensivePoop the bed then I'll have a crack with GenericGraph! @severe turret @zenith escarp Thanks for the help peepoGlad

dry pewter
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Guys i'm a bit lost here

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I have 2 boxes on my map, they're the same blueprint, but i want to modify the blueprint of 1 of them already placed in map without alterating the class blueprint, how do i do that?

dawn gazelle
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ie. A behaviour? A value?

dry pewter
dawn gazelle
dry pewter
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Right, that's an option too

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Thanks pal

nimble schooner
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Hello everyone, trying to create a Thirdperson/Topdown RTS game.

I am quite new to Unreal Engine and know really only how to traverse the UI of the engine.

If anyone can help me as to how I might go about using blueprints to allow switching from a third person character view to a top down RTS view to perform RTS tasks like for example: placing structures and moving the camera around with WASD but not moving the actual character on the ground and being able to see and move a cursor to click on UI such as a building menu.

A great example that is similar to what I am trying to accomplish from a camera system standpoint is from the Steam game: "Nuclear Dawn".

I have taken a testing map I have created and implemented the ThirdPersonBP that comes with Unreal. That is what I am trying to build this camera system on.

I understand that this may be a lot of blueprint nodes and may be complicated to explain but if someone could at-least nudge me in the right direction, I would be very grateful.

Anyways, thanks for reading and any help is appreciated!

Steam game: https://store.steampowered.com/app/17710/Nuclear_Dawn/

Nuclear Dawn is the first game to offer a full FPS and RTS experience, within a single gameplay model, without crippling or diluting either side of the game. As a soldier, explore war-torn post-apocalyptic landscapes, modelled on modern cities, and take the fight to your enemies as armoured, assault or stealth infantry, using various weapon...

Price

$9.99

Recommendations

1447

Metacritic

71

icy dragon
lime sphinx
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how would I go about have the side scroller character only face left or right and not being able to face the camera?

gentle urchin
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Lerping rotation?

lime sphinx
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not sure how to do that :/ can you guide me please?

white crypt
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open up sidescroller template?

lime sphinx
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Im using the side scroller template.

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Basically when you move the character he is able to face the camera instead of turning 180

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so he faces the camera as you are turning left or right.

gentle urchin
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Could be something as silly as a bool for rightfacing, which is set based on the last velocity direction or key input (velocity probably is better)

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Then on tick if current direction != rightfaced value, then lerp it

lime sphinx
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Ok so how would I go about doing that lol

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i tried looking it up but no luck

gentle urchin
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2 sec, opening project

lime sphinx
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I think im getting closer but could still use some help. Thank you

white crypt
dawn gazelle
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Something like this works.

gentle urchin
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Power outage...

surreal siren
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Ok ill try. Ty

lime sphinx
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so would you recommend that or something like this Also idk how to set up the timeline on this suggestion I found so im stuck there.

gentle urchin
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Id just use tick tbh but... up to you i suppose

lime sphinx
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so use what @dawn gazelle suggested?

gentle urchin
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Ye

lime sphinx
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Alright will do thank you guys

dawn gazelle
nimble schooner
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Okay so I tried to mess around with some blueprints and here's what I got.

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I am trying to spawn a camera object above the character and then blend to that camera from the third person camera to the RTS camera/build camera. Yet when I press "B" which I have set to execute the function, it just blends into the player location and not the camera.

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Here is what the view port for the third person controller looks like.

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I have added two cameras, which I believe is one of my mistakes since in the blueprints section I am trying to spawn in a camera. But I dont know how else to get a reference for a camera to spawn in one.

dawn gazelle
nimble schooner
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How would I go about switching between the two though? Do i just not need the spawn actor node and just blend between cameras?

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I am loosely following what this other guy did, I will show his blueprints. The only reason why I say loosely is cause he does not include a lot of info regarding how he got his ref. and what not.

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There it is.

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As you can see under spawn actor, he has a class called building camera, no idea how he got that.

lime sphinx
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@dawn gazelle where am I going wrong. the A and D keys are backwards now lol

gentle urchin
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this is what i ended with @lime sphinx

dawn gazelle
lime sphinx
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so many different ways to do this ol

gentle urchin
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horrible screenthost i suppose xD

dawn gazelle
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As you can see, I have a component called "FollowCamera" on the left, and then there's a "Follow Camera" node in the graph - this is the reference to that camera.

lime sphinx
dawn gazelle
nimble schooner
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Yes, but where would I link "FollowCamera" to in order to get it to switch between the third person camera and this camera because when I try to link the reference of my RTS camera it wont let me link it into the target with blend mode.

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It seems to only take actor reference

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Is their a way I can convert it from object to actor reference?

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Trying to put it into new view target

lime sphinx
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neither of them are working :/

gentle urchin
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in the char movement,

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make sure you disable rotation

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char movement component

lime sphinx
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On yours @gentle urchin i cant move at all and when I do @dawn gazelle it swaps the A and D keys even by swapping the booleans

gentle urchin
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If movement doesnt work, then my method wont work either

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velocity comes from movement

lime sphinx
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Well i can move with @dawn gazelle method just not on yours

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its just the keys are backwards on his lol

gentle urchin
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Mine doesnt do movement tho

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just rotation

lime sphinx
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Ah ok

gentle urchin
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using the sidescroller template, movement is already implemented

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this is probably the issue with Daturas aswell. World Direction -1

dry pewter
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Hey guys, how can i detect the position of a mouse click on a widget?

lime sphinx
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i deleted that like an idiot lol

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but i must be messing something cause rotation dont work at all

gentle urchin
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i started this on a blanc sidescroller project,

dawn gazelle
gentle urchin
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so if it doesnt work, i'd suggest you did something to it 😛

lime sphinx
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lol im going back through it now to see where i went wrong

nimble schooner
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@dawn gazelle Yeah, I guess, no clue what he used in it. Is their any work around? Maybe their is a way to use an actor in the components tab as a target and maybe it will automatically find the closest camera if I link it to said actor? Idk, just trying everything here.

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Found this on a forum, might help.

lime sphinx
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ok maybe you can see where I went wrong cause I cant haha @gentle urchin

dawn gazelle
gentle urchin
dawn gazelle
gentle urchin
lime sphinx
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I just seen that haha

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works great so thank you. Im off to bed. Gotta start my new job tomorrow but I knew it would bug me if I didnt get it working lol so thanks again @gentle urchin and @dawn gazelle

gentle urchin
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Np. Gl

nimble schooner
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@dawn gazelle Trying that now

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Okay

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Here is my new attempt

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I pretty much did the exact same in the Build Camera BP except I added a SpringArm

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As you can see I get an error when I promote the Build Camera BP to a variable from the spawn actor node.

gentle urchin
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You're not setting the variable

nimble schooner
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*warning

gentle urchin
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thats the warning

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meaning

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the variable will stay empty

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you need the white wires connected for it to work

nimble schooner
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oh lmao

gentle urchin
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Also,

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new target on the B side of the flip,

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should be connected to player character or player pawn , not controller...

dry pewter
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Guys, on a Widget can i detect if there was a mouseclick over a texture without it being a button element?

nimble schooner
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Ahh I see @gentle urchin Fixing and trying now

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thank you

gentle urchin
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Yes, @dry pewter

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I find it easiest to just sub-widget it and override on click

dry pewter
gentle urchin
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Just create a new widget

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with whatever you want inside,

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and override the on mouse button down event

dry pewter
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So the paddlock thing is my image, and the event there, is that like a "on clicked" event?

gentle urchin
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I'd put the image in a new widget, and do the logic for the click there

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If you want to expose it back out in the main widget you can create an event dispatcher for it

dry pewter
gentle urchin
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Possibly

dry pewter
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Aye, will make a try, thanks

nimble schooner
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Okay so it works, it transitions from the third person to the rts camera very smoothly, but when I press B again to make it blend back, it just straight up almost teleports back to the player controller, I would preferably like it blend smoothly back if that's possible. And thank you both @gentle urchin and @dawn gazelle for the assistance so far, so happy I actually accomplished something on this software.

gentle urchin
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There's the blend time input in the set view target node

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but

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you're destroying the build cam actor

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so it doesnt have anywhere to lerp from

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you should delay the destruction of that camera untill after the blend is completed

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so delay with the same time as blend time should do the trick

dawn gazelle
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OR just leave it alive and check if the variable is set before creating another one.

gentle urchin
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Or that ^

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Didnt really follow the general logic, so wasnt sure if he made it reusable or not 😛

nimble schooner
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How can I check if the variable is set

gentle urchin
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check if it is valid

nimble schooner
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Is that a node?

gentle urchin
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yepp

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do that before you create it

nimble schooner
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Whats the node called?

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just check valid or something

gentle urchin
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IsValid -> True -> do the blend
-> False -> Spawn the class, update the reference -> Do the blend

dawn gazelle
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You can also convert a "get" node of the variable to a "validated get" by right clicking on it.

gentle urchin
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yepp

scenic scroll
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how can I reliably tell the server to do something?

I keep running into really annoying replication problems because sometimes the server's like "No fuk u i wont listen to you" despite events being set to "run in server" or as "replicated"

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i am worried this has something to do with authority or owning player but i don't know how to reliably tackle it and it's getting to my nerves

gentle urchin
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depends on some ownership rules etc

scenic scroll
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i'll ask there then

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thanks

nimble schooner
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The is valid stuff is confusing me so I just put a delay, it worked that way so its all good. Thank you again guys for your patience.

dry pewter
stray island
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If i pack 100 textures inside a Texture Array variable , but will end up choosing one of them on run time and wont change it , will the 100 textures be in saved memory causing load??

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Like i will choose one of the textures from construction script exposed variable in the editor before the game starts , then it will only use that texture in run time

tight schooner
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@stray island yeah anything the class references will be loaded into memory whenever the class is loaded AFAIK

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Look into "soft references" to get around that

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where you explicitly control what gets loaded

stray island
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Alright will look soft reference up thank you

near flint
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hey guys, how can i prevent from AIs to walk in a row? they're gathering together one behind another

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They all have the MoveTo node

gentle urchin
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With the same destionation

nimble schooner
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So I am trying to get WASD to move the camera instead of the player when in RTS/Build Camera mode

Here is the blueprints I am trying to replicate.

gentle urchin
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I think it would be easier to just enable input @nimble schooner

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then you can setup custom controls for the build actor

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but it would require a fix to get you back in the default pawn

nimble schooner
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Thats true

near flint
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Random floats?

gentle urchin
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That'd be one method

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Random deviation from destination

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Could look weird tho

near flint
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Any method that u'll recommend on?

peak plaza
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Thought I saw a familiar name lol

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You want boid or flocking if I remember the names right.

gentle urchin
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Lurking mostly :p

nimble schooner
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@gentle urchin So I don't entirely understand what you mean by enable input, could you clarify please? Do you mean map out new keys instead of already using WASD?

gentle urchin
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Theres a node named enable input

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It uses an actor as input. What it does is moving the (i assume local) players inputs over to that new actor

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This is probably easiest done from the playercontroller in your scenario

nimble schooner
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Yeah, here is what I did

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So i should use self

gentle urchin
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self is when you return to the default pawn

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but not really...

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because the next transition would then come from the default pawn class

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2 sec ill see if i can do a mockup ..

nimble schooner
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Okay, thank you.

gentle urchin
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It also seems some notes could be wrong

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i was double checking for input stack but im not sure its correct

surreal peak
gentle urchin
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In my testing, Playercontroller seem to be above input enabled actor

surreal peak
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Which means it's the first to get a chance to handle input

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If it consumes the input it would even be the only one handling it

gentle urchin
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thats what i mean

surreal peak
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Last enabled input actor is the highest on the stack and the first

gentle urchin
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it seem to have changed

surreal peak
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Yeah, just throwing in some trivia

gentle urchin
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playercontroller wins the input match

surreal peak
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It shouldn't

gentle urchin
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I agree

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It always prints hello

surreal peak
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Is that pawn possessed?

gentle urchin
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I checked with a new input in the Camerapawn, and can confirm that the input is enabled..

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no, not possesed

surreal peak
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Try the same with a generic actor

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Might as well be some shitty pawn specific problem

gentle urchin
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wait, i lied, it is possesed ofc

surreal peak
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Well

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Then it might not get put onto the stack

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Cause it already is in the stack at the bottom

gentle urchin
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Ill test to make sure

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Same thing , being unpossessed

nimble schooner
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Okay so should I use the input action key that I used to transition between cameras as the same to enable input?

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I could do a flip flop aswell to re disable it right?

gentle urchin
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Thats what wouldnt work

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because the input would be moved to the new target

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i would assume it auto disable input on the old one .. .

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i should do some more testing really

nimble schooner
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Ahh

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I see, maybe I add two enable inputs

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Actaully

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nvm

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that wouldnt work

gentle urchin
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Done from the playercontroller, it should work

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assuming my testing holds its salt

nimble schooner
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Sorry which player controller?

gentle urchin
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the players playercontroller?

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😛

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Ah you might just be using the default one

nimble schooner
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Man, this stuff is so confusing lol

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When I mean which one, like which node

gentle urchin
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understandably

nimble schooner
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Since their are multiple refs to player controller

gentle urchin
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So

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Enter Build would not need the branch

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the lower part of the branch would be moved to the new pawn (build camera ref)

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Seems i need to investigate some more.. it didnt work as expected

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Seems like i cant get it to work .. new actor totally ignores the input

nimble schooner
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Damn, yeah I am not sure.

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The other guy though who did the other method seem to get it to work according to his post

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He used this blueprint schematic

gentle urchin
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sure , it should work aswell

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just clutters the bp

nimble schooner
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The only issue which was pointed out was "You would have to either add local offset or set relative location on your camera.".

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The only thing I cant seem to figure out though with this is how to connect the build camera ref to the get controller rotation as it only takes pawn reference. No idea how he got it to connect.

gentle urchin
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not get controller rotation, control rotation ...

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camera ref should be a pawn tho

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since its movable?

lyric onyx
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Hi, got a question about the migrate tool, am I at the right place to ask my question?

nimble schooner
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But camera ref is referencing the Build CameraBP which consists of a camera and a spring arm.

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Which I dont think either are pawns

gentle urchin
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reparent it to pawn

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and it should work fine 😛

nimble schooner
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How would I do that lmao

gentle urchin
nimble schooner
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I do not see the parent class option, are you selected on a class or an object?

gentle urchin
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class

nimble schooner
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Okay, I don't have a class to select, would it be in the BP for the camera or in the event graph?

gentle urchin
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in the bp for the camera

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class settings ..

nimble schooner
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OH

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I am so dumb, I thought you were looking at a specific node, I didn't realize you had to click the cog. xD

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Should it be default pawn or just pawn?

gentle urchin
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just pawn is fine

nimble schooner
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Cool

chrome sundial
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Can I use a custom island mesh with the 4.26 water system? Do I need do add someting to my island so the water doesnt go through?

gentle urchin
# nimble schooner Cool

Apparently im not the only one with an issue with EnableInput etc. Turns out they're not ment for pawns. Pawns respond to Possess instead

nimble schooner
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Ah, so what are they meant for?

gentle urchin
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regular Actors.

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Classes that are not ment to be possessed directly

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So this stuff now works

nimble schooner
gentle urchin
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Probably doesnt work

nimble schooner
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When I try it just freezes my Build Camera, yeah

gentle urchin
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because when you disable input on self,

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you've disabled input...

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so you need the flop part of the event in the actor that has the input enabled

nimble schooner
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So something like this?

gentle urchin
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.. no 😛

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It must be moved to the camera bp

nimble schooner
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Where does this custom event build come in?

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Oh I see you just made a custom event

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I don't seem to understand how you are able to reference build cam ref in its own blueprint?

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Because in my project Build Cam Ref is a reference of the blueprint

gentle urchin
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by using "self" , you're refercing the bp you're currently working in

nimble schooner
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Ahh

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But what about new view target

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You are using build camera ref

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as the new target

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As well as for the input object you used the same reference

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on the is valid node

gentle urchin
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So inside the original BP we spawn a new Actor , which is saved into the "Build camera ref"

nimble schooner
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So I got two BPs, one being the Third Person Character BP and one called Build Camera BP

gentle urchin
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Then we set our viewtarget and enable input to that actor. While also disabling input on our currently possessed actor

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After this logic, our next player input will come inside the Build Camera BP

nimble schooner
# gentle urchin

So your saying this image is in the First BP which is the third person BP

nimble schooner
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I think I get it

gentle urchin
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Sounds about right

nimble schooner
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Okay so when I try, the camera just freezes when its in RTS/Build mode

gentle urchin
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freezes?

nimble schooner
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Yeah, like I cant move

gentle urchin
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well you need to add movement to it

nimble schooner
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input is disabled

gentle urchin
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this is the benefit

nimble schooner
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Oh

gentle urchin
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you can now have whatever custom movement you want when in build mode

nimble schooner
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But when I press b

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it does not return me

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to the third person

gentle urchin
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without it cluttering your default pawn stuff

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since ur changing input enabled actor, u dont need the bool with the build mode

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B must be set up in the build camera BP

nimble schooner
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Ahh okay, let me try

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Here is my Build Camera BP

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Its got the input Action

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for B

gentle urchin
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Not connevted wont work

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destroy actor should be self

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aand you dont need a new bool set to not build mode..

nimble schooner
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Okay so I have removed the boolean

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Destroy actor is fixed

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But it is still not connected right

gentle urchin
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nope

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missing the execution wire

nimble schooner
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Ahh

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Okay, am I missing anything else?

gentle urchin
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should be ok

nimble schooner
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Because it still seems to not want to switch back

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So my input on the character is getting disabled

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When I press b

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I am no longer able to move the character

gentle urchin
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the camerabp,

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did you reparent it to a pawn class ?

nimble schooner
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Yes

gentle urchin
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if so, then thats the issue 😂

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Switch it back to Actor and we're good to go

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pawn was for the other guys method ,

nimble schooner
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Ahh

gentle urchin
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actor is for this method

nimble schooner
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lmao nice catch

gentle urchin
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sorry for the confusion

nimble schooner
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ITs okay

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Thank the heavens

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It works

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It switchs

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Now all I need to do is add the movements

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right

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So I just re add the Input Axis mappings I believe right?

gentle urchin
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Yepp

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correct

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pros and cons with both methods

nimble schooner
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And I do that inside of the Build Camera BP

gentle urchin
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but by switching the input to another actor (or possessing another pawn) you can easily do very custom movement for them

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yeah correct

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So temporarily controlling a vehicle or a boat or a plane could be done in a similar fashion aswell

nimble schooner
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Interesting

gentle urchin
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Or if you wanted to let the player manually control a tank or whatever

nimble schooner
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And to add movements again with WASD I would just take the current ones from the Third Person BP and paste over in BuildCameraBP Correct?

gentle urchin
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Should probably work ?

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Or wait

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probably not

nimble schooner
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So like get control rotation

gentle urchin
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you could add a floating pawn movement component

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then I think it'd work

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or you can simply add actor offset

nimble schooner
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Like a local actor offset?

gentle urchin
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not local

nimble schooner
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GLobal?

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Here is what I got

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I have it zero'd out on x

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cause the camera is angled down

gentle urchin
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control rotation only works on pawns

nimble schooner
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Ahh

gentle urchin
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this is what im doing for my rts movement,

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its in the playercontroller, but it definetly should work inside a camera actor aswell

nimble schooner
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So move camera forward is a function right, could you show your BPs for the function?

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OR wait

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This is the function

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Ahh

gentle urchin
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😄

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you dont need to have it as a function

nimble schooner
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Im losing my mind

gentle urchin
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was just for keeping it clean

nimble schooner
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Okay so move camera forward

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Do I need to reference that somewhere

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?

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Because I am confused as to how it knows what inputs are what without any reference to them

gentle urchin
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Move camera forward must be called by the moveforward input event

nimble schooner
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But isnt that the function

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Oh

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Wait

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I see

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Now we include the usual inputs

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but instead of applying force to the camera

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we just call this function

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got it

gentle urchin
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Yupp exactly

nimble schooner
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And I repeat the process for move camera right correct?

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So I make another function

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ANd jsut do the same values

gentle urchin
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Correct ,

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except direction right

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Since you're doing this inside the actual camera pawn ref, you can just use "self" instead of a variable

nimble schooner
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Yep

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So I made the functions

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and called them to their respective inputs

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is their anything else?

gentle urchin
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Remember to connect the input value aswell

nimble schooner
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How do you mean?

gentle urchin
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Axis Value goes into Axis Delta

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Delta was a bad name by me..

nimble schooner
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Ahh I see

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And target can remain self right

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Okay so when I press B and enter build mode

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My screen just goes black

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I think and object is spawning on the camera

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but I am not sure

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I dont know why else everything would go black

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What values do you have for normal speed multiplier and increased speed multiplier?

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Got it

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it was the values

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had them set at 600 and 1000

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vause those are the defaults

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didnt account for the multiplying nodes

gentle urchin
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1

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15*

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default speed

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speed modifier is 1

nimble schooner
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Yeah I adjusted them

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Well then

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This has been an experience

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Thank you very much for you patience

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your*

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My head feels like its about to break, I am new to this Blueprints stuff so this is a big achievement lol

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Seriously though, thank you Squize, couldn't have done it without you.

gentle urchin
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No problem

violet wagon
#

is there a way to make my widget component (3d widget) have the correct opactity/alpha? It always shows at 100% opacity reguardless of what i set it to

gentle urchin
#

#umg question i think

pale orbit
#

What is the best way to handle different characters using weapons? for example i have a pistol that when i press R i want it to reload and play a animation on the character mesh but i dont have a way to tell the engine which one of them has the gun and to play the animation on the pistol blueprint

trim matrix
#

hi guys anyone can help me with this issue?

icy dragon
trim matrix
#

so i have created a health variables in the thirdperson blueprint with value 100 float

#

then i have created the logic from the images i posted but for some reason it isn't working

#

i tried to create a new mesh simple box with a collision and with that it's working , every time the player hit the collision it reduce -10 from health variable

#

the spikes im referring is this . it goes up and down i can't make it work with this object

#

here i created a new functions take damage with dmage variable

#

here in character blueprint i have setup the logic to listen the takedamage

#

and this is the action on being overlap when player collide

#

this a short video as you can see in the top left i can see health going down hitting the box, but nothing happen when i hit other meshes with same logic applied https://streamable.com/y6x1dd

#

ok i think i got the issue, i created a new collision box for the other objects and now it's working but why the mesh itself is not working as collider?

#

ok.. another steps further i tried add component hit and now is listening the event, i'm starting understanding the logic, sorry for all those questions i just likely started unreal :S

round grotto
#

Good day boyz, this is a section of my wallslide/walljump BP. What i want is that while you're wallsliding, if you hold your movement input in the opposite direction of the wall for more than X consecutive seconds, you drop from the wall. It works right now, but the keys (A and D) into the GetInputKeyTimeDown are hard coded in, which meansit doesnt work for a controller. Is there a way i can

round grotto
gentle urchin
#

If pressed -> accumulate time in tick -> react after timelimit

round grotto
#

Thank you, any insight on how to implement that?

coarse orbit
#

Hi, Is there anyway to set the slider & value range of an Int variable dynamically????

gentle urchin
#

Not to my knowledge.. probably in c++

coarse orbit
#

ah thanks, figured, I hate when I get stuck in most basic things but seriously they need to fix it, it's a very simple feature

lost solstice
#

Is there a way to make the line trace be the same length no matter where the controller is placed? No matter how far away the controller was from the centre of the disk (Grip Start 1 and Grip Start 2) the line trace will be the exact same length.

gentle urchin
#

on an axis input you dont really need to put it on tick, but it makes little difference

icy dragon
coarse orbit
#

I've no c++ experience but probably as someone with little knowledge in programming language it is fairly simple, just expose those values to bp

gentle urchin
#

You could do it manually in BP , just clamping it with another variable

#

slider range not so much , but general value, for sure

coarse orbit
#

yeah the problem is I need to use the variable as a slider to change somethings

gentle urchin
#

dynamically?

coarse orbit
#

yeah

gentle urchin
#

Dynamically updating slider ranges sounds like a wasted slider range

#

how about combining it with another relative value?

#

So slider sitll goes 0-1 f.ex, but the actual value is scaled by some method

coarse orbit
#

What else can I do? I just needed to set the maximum slider value of an int variable but that doesn't seem possible

gentle urchin
#

If you'd explain what you need it for, perhaps we can find another solution

coarse orbit
#

problem with slider is 0-1, I need something that can go to range of 60

gentle urchin
#

0-1, 0-60... doesnt matter, it was an example number 😛

icy dragon
fiery swallow
#

bless you

round grotto
gentle urchin
#

No prob 🙂 easy to forget

gritty plover
#

How do I set the first person character as the player start?

#

This feels like something I should know, but I forgot.

gentle urchin
#

Auto possess player, found in the details panel of the first person char

gritty plover
#

Thank you!

civic tree
#

I'm trying to build my game with blueprint nativization turned on to inclusive. However I want some blueprints to be excluded (because they cause errors I can't fix). Does someone know what the right naming convention is to specify the blueprints I want to exclude?

Currently I have written that in the defaulteditor.ini :

[BlueprintNativizationSettings]
+ExcludedAssets=Content/ShooterSimplifiedAI/Blueprints/AI/BP_ShooterEnemyAI

But the blueprint is still nativized..

surreal peak
#

I would actually not use BlueprintNativization anymore. UE5 will drop it

#

But in case you still need it for UE4, go ahead of course

civic tree
#

I see... Still any ideas to fix my problem? I'm not sure how I should reference the blueprint exactly to exclude it

surreal peak
#

Try rightclicking it and getting a reference form the context menu

#

That might be the string you need

lunar holly
#

How can I run an event when an variable value has changed?

surreal peak
#

Wrap it in a Setter

twilit heath
#

or if you're in exceptionaly ugly hacks and its single player, turn on the RepNotify 😄

surreal peak
#

I wish the gifs could be smaller

gentle urchin
#

^Agreed. They're huge, for no reason

civic tree
gentle urchin
#

its way smaller doing a video file...

round grotto
#

Still working on that walljump, I'd like to know why, when jumping off a wall, the Y component of the launch is instantly applied in one frame while the Z one is "gradual". Is it because of gravity? How do you handle this?
(Not shown here but the Launch is actually connected :D)

fair sun
#

is there a way to replace a component with a child class without having to replace all of the references to it manually?

proud sable
#

Do text and percentage bar widgets update differently?

I have a game with 3 characters, if the first character takes damage his "HP" number text goes down and so does the percentage progress bar.

If I swap character the HP number goes back up normally, but the bar stays the same. If they take damage the number goes down, but the bar stays the same. The bar is bound to the same "Health_Percentage" attribute as the first character which they both use.

gentle urchin
#

Some screens would help ,

#

you've manually set up the update of text and percentage, so...

proud sable
#

Sorry, wasn't sure what to screenshot. This is how the health is updated and it seems to work fine for the first character

gentle urchin
#

the bound funtion aswell

#

btw, you're already driving it by event, so i'd suggest to unbind the bar and to it on the same event aswell

proud sable
#

Oh wait yeah, I just realized it should be a function for it to work the way I have it set up. I just realized it wasn't

#

Sorry 😅

gentle urchin
#

devils in the details 😛

fiery ridge
#

was paper2d template removed from UE5?

sand shore
#

debugger showing flow

#

maybe it got stuck on via hovering

#

that's too pinkish to be orphaned pin

novel ice
#

Why actor can't take RadialDamage? I launch a projectile which applies RadialDamage and declaring Event RadialDamage in actor's BP, but there is no effect. It can't even print a string!

#

That's a projectile BP

#

It breaks when it hits the enemy but it doesn't apply any damage

#

Please help

#

It still applies Point Damage

viscid atlas
#

Hi everybody! Could you help me with a question? I'm looking for a way to duplicate existed material instance within the editor scripting utility. I need to duplicate existed material instance and assign it for a static mesh. (not in runtime, so it isn't dynamic material instance) Thank you for any help!

dapper dagger
#

Thank you for the explanation @ember veldt. Actor was just a quick example I was using but that's an interesting point. So if I understood correctly, casting is looking at the base class and not the child class? If I had an Actor class called BP_SomeVeryComplexCharacterWith500Properties and I cast to it in another class, am I loading up AActor?

unkempt musk
#

@viscid atlas Can you not apply the MatInst directly to the static mesh? Material Instances are essentially a copy/paste for the parent Material Class.

viscid atlas
ember veldt
unkempt musk
#

@viscid atlas If the materials change under certain conditions, you can set the material elements in the construction graph. I'm not sure if they would save that much time, but it's an option.

olive sedge
#

Please, someone help! I absolutely need the roll of my mesh at the closest spline location. https://i.imgur.com/ABwQ88H.png
This always returns 0.0. I looked into the source. Appearently it doesn't read whatever I set with SetStartRoll / SetEndRoll but it reads from the spline point rotation values: https://i.imgur.com/b0uNRem.png
But those don't seem to be doing anything and come back 0.0 as well

viscid atlas
dapper dagger
novel ice
#

The problem is that one actor with exact same logic takes radial damage as intended, but that one doesn't

fathom widget
#

How to setup properly an Uniform Grid Panel ?
I added one directly in the editor (Designer) and few images in it. It works well
But in blueprint I can't do anything with it because it's "Invalid"/"None"

nova ledge
#

Having trouble using the "Destroy Actor" node in a blueprint. So what's going on is I have Character A attaching to Character B, and after Character B eats Character A, I want to destroy Character A so it doesn't clog up the game when Character B grabs more characters like Character A. However, the destroy actor node isn't destroying Character A

olive sedge
#

@nova ledge are you sure it's not destroying? Might have to wait for GC

proud sable
#

How can I get an attribute variable for a specific pawn in the HUD? I can get the controlled pawn with Get Player Character but I'm a little confused on how to get a specific AI companion's

icy dragon
proud sable
icy dragon
nova ledge
river wigeon
#

so, i have a enemy and a player char, i set up both the same, now comes the weird part, the enemy sphere trace can detect my char, but my char sphere trace cannot trace the enemy, althou it can detect static meshes. what am i doing wrong?

verbal bobcat
#

@plain helm you go to window in the editor then go to load layout all the way down the you hover over it. It then shows an option to reset to default viewport

soft plinth
verbal bobcat
stray wagon
#

Hello, is there a way to get an overlay to add a white "highlight" when cursor is hovering? (it's for an inventory slot)
I tried with a button, it works but the button is hijacking the left click even from OnMouseDown
And the overlay does not appear to be able to have an actual OVERLAYING colour + doesnt have a hover event (or any event for that matter)
any solution?

#

(Also button onclick cannot be used in place of OnMouseDown since it does not have the input object)

chrome sundial
#

With the 4.26 Ocean I get this strange shadows in the distance. Anyone know where the problem is? Reflection in general or is it coming from the ocean edge?

thin cradle
#

is there any way to use step / smooth step in actual blueprints? I can find it in materials but I can't find corresponding nodes when editing blueprints

nimble schooner
#

Hey, quick silly question. Can I rotate an asset in the viewport of its own file? And would it permanently stay rotated?

#

Just need to rotate it but I dont know how lmao

hollow cape
#

No. You would either need to rotate it in the program it was modeled in, or you need to adjust the import rotation settings in the details panel, and hit re-import @nimble schooner

nimble schooner
#

Cool, thank you for the assistance.

#

When you say re import, you mean reimport base mesh correct?

olive sedge
#

If I collapse nodes in a function, can I not set local variables that are scoped to the function?

#

Oh, nvm. Compile errors vanished when I compiled again (whyever)

prisma iron
#

can someone help me what i have to change here?

crimson saffron
#

I've been trying to make a brightness slider but I can't figure out how to do it

dawn gazelle
shrewd cedar
#
int x = 10
char s[2] = " "

switch (x)
{
    case x > 1 000 000 000:
        s[0] = "B"
    case x > 1 000 000:
        s[0] = "M"
    case x > 1 000:
        s[0] = "K"
}

Hey what would be an equivalent of this in blueprint? Just something like the switch case.

#

Let me actually explain what I am going to be doing with this

#

I am making a damage indicator.

#

And I want to basically cut down the number being displayed

#

So if some damage amount is like 1,000,000 then it would turn into 1 M

#

Which normally I would just divide down the number

#

Turn it into a string and append a M to it.

#

But I am struggling to get the same thing done here in blueprint ://

errant snow
#

The same thing as in code, a series of if-else-if's.
Because that construction of a switch isn't legal.

shrewd cedar
#

Hmm I guess I will mess around with it a bit more.

#

Wait am I crazy or have I wrote that switch case example wrong? (You can switch case with logic as a parameter right?)

dawn gazelle
#

This may be the cleanest

errant snow
#

I guess in blueprint you could use the CompareInt node instead of if's, but you'd still have something that is basically if-else-if

dawn gazelle
errant snow
#

and integral. no switching on floats or strings (which is sort of annoying)

nimble schooner
#

Hey so I am trying to be able to have a ghost building overtop of my cursor when in RTS mode. I have created an interface and made a function called Build this building which contains an actual building mesh and a ghosted building mesh.
For some reason, it does not seem to work, I first thought it was not calling the function but I put a print string on the HUD for when you press the button to see if it was calling the function. It was since the string printed. So I am not entirely sure.

#

Here are some close ups since that image kinda doo doo

thin cradle
#

thanks @trim matrix

nimble schooner
#

Here is the bps for the button to call the function

#

I also changed the collision on spawn in the spawn actors from default to always spawn, just in-case that was causing some issues, didn't seem to work.

#

So tbh, I don't know whats causing it to mess up.

nimble schooner
#

The video I was following along to make this is here:

#

Any help is appreciated

#

PS: Where I go wrong is around 20:00 Minutes I believe. He is able to show the ghosted building and able to place, I am not.

supple night
#

Hey there, I'm sure all of you know this 12 tank problem. I'm actually thinking of how to implement this. I don't care so much about the rendering aspect right now, it can just be a "progress bar" in the shader. My idea was to have a FluidContainer component which holds a volume and which has a Fill function to fill it. Then the fill() needs to be kind of recursive to fill "child" containers through pipes. Any idea?

weak grove
#

hey i am creating a side scroller game

#

i want my character to face forward when i press w

#

how can i do that please help

quick grove
#

guys sorry for the disturb, do you know what I have to do to make that the progressbar every second increase of 1?

gentle urchin
#

1 what

#

1 percent ?

#

Max value is 1...

quick grove
#

yes, exact!

gentle urchin
#

So 0.01 then

#

Does it have to be accurate ?

#

Framedependent ?

quick grove
gentle urchin
#

Then regular timer should do the trick

#

Custom event "start progressbar" into a looping event timer set to 1 sec

quick grove
#

I've tried to use a loop and a delay, but it didn't work

gentle urchin
#

Not loop and delay , event timer

#

And it will work :p

quick grove
#

and how can I add 0.01%?

gentle urchin
#

A float variable

#

Before you start the timer you set the value of the float variable to 0

#

Then on the custom timed event, you take the variable and add 0.01 to it, then set it. After that you update the progressbar percent (or just use the variable in the binding u created)

weak grove
#

hey i am creating a side scroller game
i want my character to face forward when i press w
how can i do that please help

gentle urchin
#

You must implement the functionality by the input events in the character bp

#

Sidescroller only handles left/right, and uses up to jump

weak grove
#

yeah how to do that, i dont want him to move forward, just face forward

gentle urchin
#

Set rotation

quick grove
gentle urchin
#

Yes

weak grove
#

but in set rotation the rotation to be set would be variable

#

how would i determine that variable

quick grove
#

and what's the event? (sorry I'm a BP beginner)

gentle urchin
gentle urchin
#

Remember to set time to 1.0, and check the "looping" box

unkempt musk
#

@quick grove Try this in the event graph.

weak grove
#

how would i do that

gentle urchin
#

If its an input axis, its math

#

Rotationvalue*axisvalue

quick grove
#

thank you all guys!

weak grove
#

i figured it out

#

i imported the third person code and constrained the character to plane

#

thanks for helping btw 🙂

proud sable
#

This might be a bit redundant but could someone explain why this fails at the second (highlighted) cast? I'm trying to get the Health Percentage variable from the BDO_ThirdPersonCharacter blueprint as the appropriate character. The Get node prints the character's name but I can't figure out how to retrieve a variable from it

dawn gazelle
unique harness
proud sable
proud sable
dawn gazelle
proud sable
dawn gazelle
#

Eg. I have a class named "BP Female Hero Character". In it has a few variables:

proud sable
#

As far as I can tell I can't get the variables directly from the get node, that's what the subsequent nodes were (supposedly) there for

unique harness
#

remake the get nodes

#

after you delete everything connected to the array output

proud sable
#

Oh, that works!

trim matrix
sand bloom
#

Would anyone know how to make this second body mesh a child?
it's modular character pieces
so body mesh works fine
and if I child bodymesh 1 to bodymesh supposedly that should work fine too
thing is I got no clue how to child it

gentle urchin
#

Drag one over the other ?

sand bloom
#

hmm so it is just that

#

alright I guess it's that simple mb

#

i guess i expected it to work but i need to do some more

#

thanks lol

fiery glen
#

You can drag it on top again to un-parent it

#

The more you know!

stray island
#

Can you remind me whats the name of the little white sphere for actors so i can find it to control its size

autumn yarrow
#

I can't find the "ontextchange" event

#

where is it?

stray island
#

So if i put 100 Textures inside An array texture variable (Soft References) It wont load the 99 textures in the memory and will only load the current texture im using right?

Thats whats the soft reference for?

tight schooner
#

I've never used soft references myself but here's an Epic Games training thing

stray island
#

Yes i was just watching some sneaks but

#

Just making sure if im right

tight schooner
#

If I recall correctly, in the video they demonstrate your use case of loading skin textures on a character

stray island
#

Thank You for bringing it up

vestal apex
#

Hi everyone, looking for some advice on some blueprint logic I'm trying to implement. Basically I want to do some basic movement logic where an object travels to a number of waypoints one by one. After it reaches one waypoint, it turns towards the next one and moves on.

My initial idea is to have a user defined array of waypoints that an actor will move to, so use a foreach loop to iterate through these waypoints and visit them one by one.
However, I'm unsure of how to keep the foreach loop from just blasting through each item in the waypoints array. My approach would require that the forloop does NOT move to the next index until the object has reached its destination, which is the current waypoint location for the index that I'm currently on.

Is this something I can accomplish with blueprints?
I'll include my current blueprint for reference so far. It currently will rotate the actor to face towards the current waypoint in the forloop. I was then playing around with maybe a while loop to keep the object moving until it reaches the current waypoint, then the forloop would move to the next index and repeat the process. This is where
I'm unsure if this is a sound approach

desert juniper
#

You now have a list of all the waypoints.
Then just setup your logic
Psuedo code:

1. Pick next waypoint (either next from list, random, etc)
2. Walk towards waypoint
3. Once arrived at waypoint, repeat step 1
#

My approach would require that the forloop does NOT move to the next index until the object has reached its destination
2 local variables

1: CurrentDistance Current from target (waypoint)
2: DistanceRequired Minimum allowable destination from target

And the question that allows you to traverse through your loop is CurrentDistance <= DistanceRequired

#

I probably wouldn't do it in a for loop, but a tick that is constantly checking.
Either that, or a collision component around your waypoint that lets the character advance to next waypoint

#

And to wrap it all up, move all this logic into it's own ActorComponent

spark steppe
#

if it's AI walking it has a completed output which can retrigger the event

desert juniper
#

even better

vestal apex
#

Thanks for the feedback @spark steppe @desert juniper !

Quick question on the BP_WayPoint for @desert juniper . Is this basically a way of visually placing waypoints in a scene in-editor, and then using those locations for the character's waypoint array? Whereas my current approach is basically just an array of vectors that I enter the coordinates in for each waypoint.

@spark steppe , the "completed" output, is this referring to one of the blueprint looping mechanisms like for-loop? or is it something else? Still fairly new, but this is all great info!

desert juniper
# vestal apex Thanks for the feedback <@280376753363353600> <@!106621971705380864> ! Quick qu...

Quick question on the BP_WayPoint for @desert juniper . Is this basically a way of visually placing waypoints in a scene in-editor, and then using those locations for the character's waypoint array? Whereas my current approach is basically just an array of vectors that I enter the coordinates in for each waypoint.
Yup, this way you can move them around wherever you please, and don't have to update anything else.
The code responsible for collecting their information at runtime will automatically do so

spark steppe
#

no, i meant the completed of "simple move to" node for AI controller for example

lament ginkgo
#

Not specifically blueprint related, but does anyone know if there's a preset I can use for a pawn to prevent it from falling through the floor but otherwise not block anything? I'm going to be doing some custom collision stuff

desert juniper
#

Another way would be to auto add them at runtime
Have a text variable on the waypoint
Something like "Patrol1Waypoint"
and at runtime, have the guy patroling look for all of the waypoints with that text in the variable

vestal apex
#

Good stuff, thanks @spark steppe @desert juniper , this gives me some solid starting ground to work from!

desert juniper
#

you can get creative and have an int for the order they should be in too, and after your list is populated you can run through a sorting algo to sort them all

spark steppe
#

or make a spline which it moves along

#

so there are many ways to approach it 😉

vestal apex
#

OPTIONS! 😁

desert juniper
#

Got to try em all

sand shore
stray island
proud sable
#

Would it be difficult to have an ai "follow" in front of the character? An example would be a character with a shield up that protects the player character and moves with them. I can't think of any games that have that so I'm wondering if it'd be a headache to implement

open crypt
#

I want to get the name of an the level an item is placed in - I am using it as a debug/camera footage actor, and want to be able to just drag it into a level and have it load that appropriate level in my main logic - I have it half built, my main logic receives a level name sent by this actor and loads it and the corresponding assets - I have an array for my levels that exist and i am trying to figure out how to use my construction script (which populates this array from a data table) to select based on another variable, but aside from typing it in, I can't think of a way to drop down or select from a list

dense citrus
#

anyone know why my character slides off the ramp liek this instead of having a proper arch?

open crypt
#

maybe check his physics material/quality, that or how much gravity affects them

#

basically his weight/mass

#

though they aren't as active as here usually

dense citrus
#

mass is at 100kg, fiction is set to 0, gravity is set to 1x, and i think this is probably jsut a dumb toggle idk, so it's proabbly something liek that

#

i'll toss it their too ig tho

open crypt
#

maybe try it with a default editor pawn

#

and put a trigger volume that fires a break event when he clears the ramp, and check the velocity - it may just be that he is moving slower than you think

#

so less inertia

#

But I rarely mess with physics in unreal so take what I say with a grain of salt

dense citrus
#

that's fair ty, i appreciate the suggetioons and i will try them in a second

manic knot
#

Hey how can I make an accurate Rotator from the LookUp and LookRight Axes inputs? Using Make Rotator and leaving the third axes empty seems to result in weird diagonal movement

worldly dew
#

What's the best way to have an object (in my place the player character) attach to something in a fixed spot, while the something that the player is attached to moves around
I've tried attach actor to component but it's sloppy and even with snap to target isn't consistent every time

prisma iron
#

idk if someone can help here, but i downloaded an older post process shader for a hatch shader but it isnt connected correctly.. maybe someone can help what i have to connect to make it to work
you can also download it here https://github.com/tostegroo/UnrealShaders

GitHub

My repo with some shaders for Unreal. Contribute to tostegroo/UnrealShaders development by creating an account on GitHub.

manic knot
#

@worldly dew have you tried attach actor to actor? Also have you made sure to change actor collisions while attaching?

limber seal
#

When I use the set actor location node and have it teleport, its causing my behavior tree to break like 1 in 10 times. it usually works. any idea why lol

manic knot
#

How can I properly Make a Rotator from Look Inputs? I keep getting diagonal movement. Do I need Make Rotator from XY or something?

frozen needle
#

Can someone help? I have all of this going on and I still can't prevent the button spam

#

Do once doesn't work nor do the bools

#

Delays didn't work too

dawn gazelle
#

DoOnce you place before the things you want to do once.

frozen needle
pine girder
gentle urchin
#

as long as you dont reset it, a do once will block whatever's next untill reset.

frozen needle
dawn gazelle
#

This stops it.

#

You reset it when you want to use it again.

frozen needle
#

This made it happen

#

ah, it's always on the surface

woven kelp
#

how do i create one of these parent call nodes?

#

I have a function from an interface. A parent class implements it. I want to call the parent class's implementation from a child class override, but unreal doesn't automatically create one when you override an interface function

#

NICE

#

👍

smoky wasp
#

Q: I have an array of Static Mesh Components (Cubes) that is created in Construction script and saved in an array. I have another BP with mesh "Invisible finger" that i want to turn those Cube static meshes visibility off when touched by the 'finger'. How can i do this? ActorBeginOverlap? BindonComponentOverlap? Im trying variations and nothings working so far, not sure where to start

gentle urchin
#

BeginOverlap should probably work just fine,

#

do they have collision volumes ?

smoky wasp
gentle urchin
devout geyser
#

Hey guys, I know this might be a wierd question maybe, but how can I calculate cooldown time? For example I shoot a projectile now the player can't shoot for 2.3 seconds, I want to display the 2.3 seconds counting to 0 in 2.3 seconds. How can I calculate it?

fair sun
#

Hi, I want to attach a specific bone on a static mesh A to a projectile B and have it update its physics based on the velocity of B, attach component to component does't work because if I attach A to B I cannot specify the socket name of A and physics don't get updated(B has physics disabled it uses projectile movement component)

icy dragon
devout geyser
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@icy dragon Thx for the quick response, as always. I will try

gentle urchin
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For some reason i avoid while loops like the plague, and rather just run stuff like that on tick 🤐

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identical principle tho

pliant thistle
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Morning. So I am trying to rotate a directional light, but it isn't responding the same as other objects i try to rotate. The 1M_Cube will continue rotating, but the directional light will stop at 90 or -90. When i turn the day speed up to about 7 or higher it works fine, at speed around 6 it will stop until i do something to reduce frame rate, below 5 it seems to stick permanently (or i don't have enough stuff in environment to lower tick rate enough). Any ideas what is up ?

icy dragon
gentle urchin
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For sure. there's also the option of doing looping event timer with 0 time

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I just feel the while loops are so fragile (they're not really any more or less)

azure bolt
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Does anyone know why my spline mesh isn't working correctly?

devout geyser
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@icy dragon Infinite Loop detected... Tried to fix it didn't work

dawn gazelle
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The branch is checking for == 0 but your GetWorldDeltaSeconds is likely outputting fractions of seconds.

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It should check for <= 0

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Even still, while loops for several seconds isn't really a great idea.

devout geyser
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Yeah.. I guess I will use event by timer like he suggested

pliant thistle
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or use nearly equal

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(but for loops I always use >/< for robustness)

gentle urchin
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there's no guarantee you'll be nearly equal either...

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you could clamp it but.. nah

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Also, I dont think a while loop can do it in this case?

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since a while loop loops potentially infinitely inside that same frame...

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stopping the code from progressing, and then also framelocking it.

pliant thistle
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yeah, nearly equal is better that equal for float, but greater or less than are the most reliable

devout geyser
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Apart from the loop, I am still having the main struggle which is calculating the timer and projecting it to the screen, like the countdown

gentle urchin
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Seconds = Seconds - WorldDeltaSecond

pliant thistle
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so you are trying to take an action, trigger a countdown, then reopen action?

devout geyser
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Yes, and display the countdown

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@gentle urchin I will try

pliant thistle
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is it working without the display?

devout geyser
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Yes

gentle urchin
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During update of Seconds, simply call a function in the widget for "update countdown" or whatever name you'd like for it

devout geyser
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but doesn't it needs to be called repeatedly to update itself?

gentle urchin
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The event timer will update it

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called once per frame, which is as often as you could possibly need

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you could also have some logic make sure it only updates when the change is noticable (0.1 sec), but thats sort of up to you

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I dont think it'll make the world of a difference

pliant thistle
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i think the math to determine that delay would be more expensive than just updating it, could be wrong

gentle urchin
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^ Exactly my thought

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Something like this

smoky socket
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hi, is there a way to filter assets by sublevel name?

devout geyser
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@gentle urchin Thank you for the example

pliant thistle
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Still not sure what I'm missing, when my day speed is lower than 6 it stalls at noon or midnight. It seems to be trapped in "nearly 90" or "nearly -90" but i don't use that comparison anywhere

smoky socket
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more like this 😄

pliant thistle
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that is pretty blatant, lol

pliant thistle
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yeah, but mostly i just want to figure out what is stopping it, there are other ways to do the cycle

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even if i get rid of the update sun is still does it on shapes i try to rotate slowly

gentle urchin
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This is what i ended up with

pliant thistle
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what does add time do?

icy dragon
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Though what's inside is likely a simple float addition to the time struct.

gentle urchin
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yepp

pliant thistle
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hmm, no video embed

gentle urchin
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mkv.. discord doesnt like it 😛

pliant thistle
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it gets to p= 90 or -90, then spazzes out on other dimensions

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i have dropped mkvs in others servers, weird

gentle urchin
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-90/90, then flips on Y and Z

pliant thistle
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it doesn't flip, it is random nonsense

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it flips if the speed is higher though

gentle urchin
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what is 6 anyways?

pliant thistle
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6?

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oh, duh, 6 is the minimum value i can set speed to that doesn't fail utterly

gentle urchin
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delta * 6 ?

pliant thistle
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yeah

gentle urchin
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doing delta * 1 now..

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slow and steady wins the race....

pliant thistle
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if i set it to 7 it works fine, if i set it to 5 or lower it fails completely

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at 6 i can make it work by lowering my framrate

gentle urchin
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we'll see what ahppens at the crossroad

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soon there

pliant thistle
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ha, i have been setting it at 70 for testing

gentle urchin
pliant thistle
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stalls at 90?

gentle urchin
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yepp

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nope

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came back after a while

pliant thistle
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that is with sped set to 1?

gentle urchin
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yeah

pliant thistle
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hmm, still stalled but eventually moved

gentle urchin
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probably just some rounding stuff going on i would think

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same happened when flipping back

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stayed at 90 /0 /0 for a while

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5-10 times longer than the average movement

pliant thistle
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if i tab out and my framerate dives it makes it past the hump

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but at 80 fps it seems like it will stay there forever

gentle urchin
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ur also adding to Roll,

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while im setting rotation, on pitch

pliant thistle
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i have tried both, same behavior, i was just using roll for east west vs north south

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hmm, just need to figure out how to push it out of the rut automatically so i don't have to worry about this behavior

gentle urchin
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Sounds hacky 😛

icy dragon
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@pliant thistle Here's how I approach time of day stuff.

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The function executes on tick, along with operation to add World Seconds var with World Delta Seconds.

gentle urchin
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Are there obvious benefits to doing relative rotation (on anything) vs world, in terms of performance ?

pliant thistle
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that is nice and simple

icy dragon
pliant thistle
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mine works, more or less, i just can't figure out why it hangs at low speeds

icy dragon
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As for the time speed, I simply multiply World Delta Seconds on the Update Time function

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The branch is simply a way for me to reset the Seconds after 7 in game days.

pliant thistle
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same behavior with set rotation instead of add rotation, which is expected

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much uglier because I didn't rearrange anything, lol

gentle urchin
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I tried your method, and surely it doesnt work properly

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gets locked at 90

elfin abyss
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Can the return node of a function be the body of a for loop like this?

pliant thistle
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try hitting win key to tank framerate and see if it advances

gentle urchin
gentle urchin
pliant thistle
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i think it is getting trapped by a nearly comparison that is runs into with super low delta time. was just curious if that was machine dependent or not

gentle urchin
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While i agree it sure looks like that, how come it works for m with my method running at a sixth of the speed

elfin abyss
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How do get my function to return the loop body then?

gentle urchin
icy dragon
elfin abyss
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Lame, i was hoping i could make the looping function which adds an instance mesh for every loop so that my blueprint doesn't look like a giant spaghetti mess

gentle urchin
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Hide the loop events inside the function 🙂

icy dragon
pliant thistle
gentle urchin
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Can be helpful to know that Returning in a loop body, will exit the loop instantly tho! Neat little trick, if you found what you were looking for and just wanna stop the loop, and return what was found

elfin abyss
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That's what i tried to do, add the loop events in a function but if i add the completed to the return node it only places a mesh at the final point in the loop as opposed to adding a mesh for every loop

icy dragon
gentle urchin
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there are many ways to do it, 2 of them can be seen here ;

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Either do a loop in the main graph, and use a function for the stuff it should do,

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Or hide it all inside a function

elfin abyss
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I got this which takes a starting position in a 3d space then loops for every axis to fill the 3d space for now

gentle urchin
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Nested loop which never completes

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or well... it completes but...

elfin abyss
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What i wanted to do was shove all those in a function like this so it's more clean

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My main graph would end up not looking like the spaghetti monster

gentle urchin
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I feel like you dont really want them nested like that either

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combine X Y Z to get a single loop

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X * Y * Z

elfin abyss
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How can i do that

gentle urchin
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multiply them

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then you use division and modulo to identify the X/Y/Z value from there , in a single loop

elfin abyss
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That's more than the 5th grade math i'm used to

gentle urchin
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So cube 0 will always be located at 0/0/0
cube 0 + X will always be 0/1/0, relative
cube 0+ x*y will always be 0/0/1..

pliant thistle
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i'm a little confused, so you are making a vector that is starting coordinate - index # * starting coord?

gentle urchin
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He's adding displacement relative to tile number in each direction

elfin abyss
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^

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I'm adding displacement based on the size of the mesh multiplied with the index of the loop

pliant thistle
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and returning a single vector

gentle urchin
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This is the math you're looking for

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the incoming value is the current tile index, among all tiles (x * y * z)

elfin abyss
pliant thistle
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ah, okay

fair sun
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Hi guys, I'm trying to attach a mesh that simulates physics to a moving object using a physics handle like this. The problem is that the mesh flies around my attach point freely and I want the attached bone to stay snapped to the attach point

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the sphere is the attach point

pliant thistle
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@gentle urchin it stalls at 90 with value of -0.077104 and doesn't with value of -0.077105

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is that some important trigonometry value that I don't remember ? lol

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i need to get better are organizing my blueprints, i usually say i'll do it later, then when i go to work on it later, i can't figure out what i did =(

elfin abyss
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I am not a very smart person

devout geyser
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@pliant thistle, @gentle urchin Thx for the help with the timer, really appriciate it

pliant thistle
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i didn't help much, but you're welcome for me trying =P

gentle urchin
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Did it work?^^

devout geyser
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Yeah its counting from the point to 0.003

gentle urchin
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The frame delta, yeah

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If its not accurate you could change the timer to 0.1 and remove 0.1 from the countdown instead ofc

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Then itll happen on the first frame after 0.1sec

devout geyser
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I just get the variable then re-seting it

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it seems to work till 0

pliant thistle
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or truncate so .003 displays as 0

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0.0 rather

devout geyser
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Thanks, I didn't know that exists

pliant thistle
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i guess truncate function turns it into an integer, i'm pretty sure there is a function that just lowers decimal display

devout geyser
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There is Round function as well, works perfect both ways for me

pliant thistle
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if you want 1 decimal point apparently you can multiply by ten, then round, divide by ten =)

jolly oriole
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I'm trying to understand the purpose of UE's GameMode blueprint. I come from Unity. Is it effectively Unreals intended implementation of the singleton pattern?

devout geyser
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too much math, no thx 😛 ( thx anyway )

icy dragon
twilit heath
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unreal has a GameSingleton class, that you can assign from ProjectSettings

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and its not GameInstance

solid grove
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RInterpToConstant seems to mess up when trying to interp to pitch above 90 or below -90

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Any idea why?

twilit heath
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GameMode is the class designed to control the match @jolly oriole

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it spawns Controllers, Players, starts and ends the match

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there isn't more then one at a time active, but i wouldn't go so far as to call it singleton

pliant thistle
twilit heath
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each world/map when opening instantiates a GameMode

solid grove
pliant thistle
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out of curiousity how is it messing up for you?

solid grove
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I am trying to rotate a cube 90 degrees when I press a button

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it keeps stopping at 90 and -90 and won't go any further

pliant thistle
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i noticed earlier that you can't change pitch by less than 0.077966

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so for rapid very small changes it hangs up, haven't figured out why

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between -0.077104 and 0.077966 stall

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but you use case is different, hmm

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are you locking the values for yaw and roll?

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if you are just changing pitch, leave the other 2 alone so they can flip if needed, that is another thing i had issues with, if i was trying to control all 3 they would mess up.

steel dune
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How could I derive imaginary control input (x and y axis awsd) from AI movement?

gentle urchin
fervent swallow
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hi! I have a pause menu widget and a subtitle widget for cinematics. inside my pause menu if I play it while subtitles are being played there is a button that get's overlated with the subititles and makes it unsuable for some reason. am I explaining myself? could anyboday give me a hand on this?

devout geyser
elfin abyss
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@gentle urchin lets say i don't try you way cause i'm a little too dumb to understand it and it might not work for my final vision, what's the worst that can happen with a nested loop like mine?

gentle urchin
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Nested loops can be fine, but they can be messy to keep track off. easily spirals out of control 😛

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in terms of number of iterations they'll end up with exactly the same amount , so there's little difference there

elfin abyss
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I'm trying to make a proc gen volume. First i measure how many tiles i get on each axis and then where to place them, that's why i'm only filling up the volume for now, then i want to make a random array for every axis base on the number of tiles and finally have a filter to make the proc gen smoother

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I'm sure your way works perfectly fine with all that but i'm not smart enough to work around it, for now

gentle urchin
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The result is exactly the same, its just combined to a single loop

elfin abyss
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A friend was telling me that 3 nested loops are n^3 complexity and i was afraid it might end up affecting performance once it's finished

gentle urchin
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might, it depends on your execution really

surreal peak
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Well, nested vs non-nested is a big difference actually

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It's O(3n) vs O(n³) (given all 3 use n as max)

gentle urchin
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In terms of number of calculations?

surreal peak
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Pure amount of executions

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It's also logically a difference :D

pliant thistle
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the complexity looks high, but for small data sets, it is pretty trvial by modern standards

surreal peak
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Yeah, but still has to be said

pliant thistle
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yup

gentle urchin
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Amount of executions should end up being the same ? Im not seeing how it differs 😛

pliant thistle
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because algorithms class says so =/

surreal peak
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Ehm

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Let's stick with two loops

gentle urchin
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3 x 3 x 3 will always be 27 executions ?

surreal peak
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If they are outside each other, each loop runs n = 10 times.
So 20 in total

gentle urchin
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Ah

surreal peak
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If they are inside each other, the outer runs 10 times, and for each of those, then inner runs 10 times

gentle urchin
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now i get it.

surreal peak
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Which is 100

gentle urchin
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In the case above tho, we're talking about 1 single 100 loop, or a 10 + 10 nested loop

surreal peak
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Ah

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Yeah if you run one loop with the same amount, then it's of course the same

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Wasn't clear to me that the opposite to nested was 1 loop, should have scrolled