#blueprint

402296 messages Β· Page 679 of 403

trim matrix
#

Hello every one! Does any one know a way to make a spline mesh destructible?

elfin abyss
#

Alright, thanks for all the help. It feels like a weight was lifted now that i understand it better

icy dragon
gentle urchin
#

Guess the closest one can get is to replace the mesh with a procedural mesh which you then apply a custom implementation of the destruction algorithm ... or something along those lines

pliant thistle
#

Squize, what UE version are you running?

#

just tested it on 4.26 (i've been using 5.0) and it needs to be a much lower value to hang up

gentle urchin
#

4.26

thin cradle
#

hey I have an infinite loop issue
I'm making a Portal like system of portals
When a projectile hits one of the portal, the portal first adds the projectile to the other portal's "don't teleport" array, then teleport it to the other portal, keeping its relative position
Then, when a projectile stops overlapping with a portal, it gets removed from the array
this is supposed to prevent infinite teleportation loop, but what happens instead is that they get added to the array and teleported, again and again forever, despite me checking if the array contains the projectile and only adding it & teleporting it if it's false

#

any idea what could be the issue?

pliant thistle
#

okay, that explain it, it is a bug with 5.0, guess I get to report it =)

thin cradle
#

I tried printing the content of the array and it just shows like, up to 60 of the same projectile in the array

#

so I'm guessing "contains" just doesn't work for some reason

elfin hazel
#

Other portal - Do not teleport adds a null value. Not sure if that is intended, just a heads up.

thin cradle
#

oh righjt

#

forgot to add that back, cause before that the issue was that i was adding it to the array after teleporting

#

thanks I'm blind

warped cairn
#

Failing to load a level, right now logic is simple... I go click a button, it casts to a game instance. This game instance creates a loading screen, it then unloads the current level and loads the new level passed to the game instance. The issue I am having is that it doesn't load the new level, it remains on the same one.

#

Here is my game instance event.

#

And the function within the game instance that calls it

#

And the play button from my widget

barren flower
#

Hey guys and gals, quick question I hope, but I dont know how to explain what I want easily? Maybe how do I save placed items in a map to an array on the fly?

Okay, so in my mind, I would like to have a system where I can place waypoints for some ants on a map, have the waypoints calculate their neighbors (others within some set distance), store those relationships in an array(probably of 'waypoint structs'), including their own position, and their valid connections, and then delete themselves, because having many many waypoint in the level as actual objects isnt very performant

#

So basically, place items, click play, have the items save their critical information to some array, delete themselves, and then I can keep editing the map adding more that also keep appending to this array

#

does that make sense?

pliant thistle
#

ah, it isn't an issue with 5.0, it is an issue with raytracing

gentle urchin
#

Gj finding that out atleast!

pliant thistle
#

guess i will be disabling ray tracing for the time being

gentle urchin
#

Weird how that would cause an issue

#

or difference, at all

pliant thistle
#

especially since the issue isn't directly related to lighting

gentle urchin
#

i guess in a way it is, but its not πŸ˜›

trim matrix
#

Hey guys, i've been looking for a way to resolve my box selection issue for a while, but i cant figure out any solution to it. May i ask here for help?

pliant thistle
#

it does the same thing if i try to rotate a box

gentle urchin
#

hmm.. well not much more to do than report it

#

but i did reproduce your issue in 4.26 aswell

#

and i got no raytracing

pliant thistle
#

yup, already reported, spent the better part of a day troubleshooting that, lol

#

but your tick value was much lower

gentle urchin
#

with my original setup, it worked

#

but when i did yours, it was flawed

pliant thistle
#

i could replicate it on 4.26 without ray tracing with like .0005 or smaller increments

#

with ray tracing on it is .07 limit

gentle urchin
#

Almost sounds like a rounding issue

pliant thistle
#

who knows, i sent them a copy of a small project with nothing but that

#

so hopefully the wizards at epic will succeed where i failed =P

gentle urchin
#

float being ... floaty, they're not flawless

pliant thistle
#

i don't think it is necissarily a precision issue, since it is failing with only 2 decimal places

#

without ray tracing it could be the case, though

#

since the values are so small

smoky socket
#

is there a way to focus on a object in the viewport, I mean not with the key F rather from blueprint

gentle urchin
pliant thistle
#

i tried some variation with variable, but i don't remember, what, will mess around a bit more

gentle urchin
#

Thats probably why my set rotation works aswell... Time&Date has accuracy down to ms ..

barren flower
#

@trim matrix Yeah for sure whats the issue?

trim matrix
#

oh thank you! you see, i am working on a very simple box selection

#

and im kinda new to this interface stuff. I made it, so a widget draws a box, which was quite smooth, but the selection itself has to be happening in the HUD

trim matrix
#

But whenever i try to select it, the selection itself is shifted and rescaled, depending on the resolution

#

the closer the resolution is to fullscreen, the better the results.

#

this works, again, but it's.... broken

#

i added a debug rect and it seems like it's really just shifted in different resolutions

#

the game i am working on should allow window rescaling, as it is just an interface-based game. But with this issue idk what to do really

#

i would really appreciate any help

#

for the console commands ghost/walk, do you have to do anything specific to make them work in a packaged game ? my input action for mouse 2 only works in editor

barren flower
#

Does it select correctly?

#

As far as your mouse is concerned, nevermind whats drawn on the screen

trim matrix
#

the white one is drawn by the widget, the gray one by HUD

barren flower
#

You misunderstand

trim matrix
#

oh sorry

barren flower
#

The grey box is only what your widget is drawing to the screen

#

get actors in selection rectangle is what is actually selecting them

trim matrix
#

i know, you see i just connected an additional draw rect to the 'get actors in selection rectangle'

barren flower
#

The question is, are you just drawing the selection box wrong, or are you actually incorrectly getting selection co-ordinates

trim matrix
#

the 'debug' is the gray box. The gray box does select the actors.

barren flower
#

Stop right there

trim matrix
#

oop okay

barren flower
#

The graphics have nothing do to with the logic

#

I dont care about whats on the screen

trim matrix
#

okay

barren flower
#

im asking if, where you actually drag your mouse, do those objects get selected

trim matrix
#

no

#

they dont get selected

#

but some other, that i am not selecting, do get selected instead

#

they get selected in a different 'place' i suppose?

barren flower
#

Then the issue is not with the rectangle, its with the game logic

#

use get mouse position for your input co-ordinates

#

However you are currently doing it is wrong

#

You can also use get mouse position on viewport which will give you a 2d structure which your selection node is expecting

#

otherwise just use a make 2d

trim matrix
#

well, i get my mouse position from 'get mouse position on viewport'. is that wrong?

#

well, my game is 2d

barren flower
#

I cant remember, does that output as a percentage or pixel?

trim matrix
#

i believe a pixel, lemme print it

#

pixel

#

that's what i don't understand. The game is 2D, i am using a 'get mouse position on viewport', but it's like if the position of the HUD itself changes when i rescale it?? im pretty confused

icy dragon
#

Do you have the same side effect with Get Screen Space Position?

trim matrix
#

hm, didnt try

barren flower
#

I was just about to say that

#
#

This thread solved it using screen space position for umg widgets

#

An alternative method there also, apparently

icy dragon
#

Accidentally figured out about that node when trying to make comic book bubble system lol

barren flower
#

Here you go

#

Actually that might need to be a multiply, not a divide

#

That should dynamically scale to resolution, also, for resizing windows on the fly, phone rotations, things like that

pliant thistle
#

easiest would probably be while loop doing contents to string

#

or if you want to print it as one string maybe

trim matrix
#

OH MY GOD IT WORKS THANK YOU GUYS

#

AA

gentle urchin
#

Ah , i miss that feeling.

trim matrix
#

😦 sad moment for our fellow struggling devs

pliant thistle
#

np

gentle urchin
#

This is more of a #multiplayer question. Not really sure how LevelBP is handled in multiplayer scenarios

#

I assume server is owner etc

smoky socket
#

Can somebody explain to me how to use the List View interface element? I want to list an array of actor names to an editor widgets UI

daring sorrel
#

Oh yeah sorry, I thought wrote it in #multiplayer :) My mistake sorry. (Moved there :))

daring sorrel
# smoky socket Can somebody explain to me how to use the List View interface element? I want to...

https://www.youtube.com/watch?v=JyMEAx8-nbY&ab_channel=SongsForTraffic

You can check this video, but honestly Using Scroll Box with Custom Widget do same thing much more easily.

I've used the ListView Widget before, so I thought I remembered how to use it. Lol. Here's the reminder to my future self so that I don't waste another couple of hours in forum posts and google-holes.

This example was created with UE 4.25 but should apply to 4.23 and later (this was when Epic changed the UserObjectListEntry interface).

#ue4 #...

β–Ά Play video
gentle urchin
#

Listview is optimized by default tho, scrollbox is not? Atleast, i dont think it is... dont actually know

smoky socket
gentle urchin
#

add custom widget to the scrollbox as a child of scrollbox

#

Listview mockup

#

Vs scrollbox mockup

solemn musk
#

Trying to add a weapon switch mechanic and have it show up for other players but I been stumped. I used the spawn actor and attach actor to component and was changing the visibility for every switch but it doesnt seem to pop up for other players despite the weapon actors having replicated enable. There somethin im missing?

gentle urchin
solemn musk
#

ah my apologies

daring sorrel
# smoky socket And how does the scrollbox and custom widget work?

Basically, it's what @gentle urchin said;

But if you need to do it one by one,

  • First create a Scroll Box in your main widget, make it variable
  • Secondly, create new widget blueprint
  • Remove everything in this new widget and add Size Box.
  • Set height for your size box, and width (if needed)
  • Add text in your size box
  • Set the width of text
  • Make text variable as instance editable
  • Then just create function in your main widget
  • Call your array and create new widget using your new custom widget (where you add text)
  • You can set text from created widget directly, or you can do it in Pre-Construct event of your widget (depends on you)
  • Add created widget with "Add Child" function of scroll box.
indigo bough
#

Hey, trying to get 3D text to follow a spline. Just rotating to fit the spline correctly. For some reason I'm getting this strange forward/backwards rotation on the sides.

I would also expect the P/S to rotate left/right at the ends as well.

odd nova
#

hi. im trying to spawn loot, and make it shoot upwards and let it fall down. i have added physics and aad aan impulse on the Z axis, but the loot hits a magical ceiling and it doesnt go upowards, just sideways. any ideas?

smoky socket
#

@gentle urchin @daring sorrel Thanks guys, you are the MVPs it kinda works, it gives me this effect πŸ˜„

daring sorrel
smoky socket
#

Solved, the problem was that I used rich text box instead of simple text box. Now here comes the hard part, I want to select items from the list that select the corresponding actor in the scene/level πŸ˜„

gentle urchin
#

The object ref is avaliable through the list container,

#

Theres an event for on entry selected

smoky socket
#

yep, but they are only texts, not selectable items

gentle urchin
#

Depends on the method you added them to the list i'd think?

smoky socket
#

yep I used the custom widget + scrollbox method

gentle urchin
#

Ah.

#

Then youd need to either:
Save the original list of get all actors of class(assuming it doesnt change), and pass on an index to the list widget so you can backreference it
Or create an object/actor ref in the widget and pass it along as the widget is created, thus returned to you on selected

vocal kestrel
#

Howdy, so i'm planning to start work on a third person shooter with various exhangeable abilities and whatnot. standard stuff. is there a good place to study good design pattenrs for buildin gameplay systems? Stuff like, building your systems so you can easily swap out animations, swap out different aiblities, ensure that bots and players can utilize most of the same code, ensuring things are modular and flexible?

#

I've coded for years so i know how to MAKE those various indv things, i'm not somuch interested in "how to punch", but more important backend stuff to ensure that things can grow and expand well without being a nightmare network of one-off inflexible sy7stems

#

I'm planning to roll most of my own systems, reliance on toolkits have screwed me before and after looking into th Gameplay Abil SYstem, it's overkill fore the singleplayer stuff i plan to do.

wind sequoia
#

umm ok i guessπŸ˜…

azure sparrow
#

Y isnt the actor recieving damage?

willow vault
#

Hey, have anyone know how can I rotate the level(All actor in the level) ?

trim matrix
#

any1 know why i cant use execute console commands Ghost/Walk or use the cheat manager in shipping build?

pliant thistle
earnest tangle
#
    UGameViewportClient* Viewport = WorldContextObject->GetWorld()->GetGameViewport();
    if(Viewport->ViewportConsole == nullptr)
    {
        Viewport->ViewportConsole = NewObject<UConsole>(Viewport, GEngine->ConsoleClass);
    }

This enables it

next crater
#

can anyone help me increase procedural mesh lod, i bought Procedural Noise Generator and am generating the mesh but it is way too low poly for me to use it as terrain when I try increasing the grid width it give me an infinite loop error so I am not sure what to do

earnest tangle
#

If you don't get any answers here your best bet is probably to contact the author of the plugin

south pier
#

Hello! I am fairly new to Unreal and am working on a "boomer shooter" (more than 2 weapons) and I have been trying to work out how to swap between multiple weapons. Been following a bunch of tutorials as well, but I was wondering the best way to go about storing my weapons and then calling them to be able to set them as current weapon and getting all the info needed ie, current ammo, max ammo. This is what I have so far, but i am unsure where to proceed from here. (i have the do once just so it doesnt spawn things forever)

grizzled rain
#

Is there an easy way to restrict physics rotation so that the player angular velocity won't rotate them past a given rotation

#

?

earnest tangle
south pier
#

Yeah I figured that would be the case. So create each weapon and then store the ammo counters and functions for that weapon in there and then just call it in the Firstperson BP

earnest tangle
#

Yep

south pier
#

The main issue I guess is how to set current weapon as the weapon called

earnest tangle
#

have a variable like CurrentWeapon on your character

#

just assign whichever should be active into it

south pier
#

i do. i also created an enumeration list to call from. is that a good way to go about storing those variables?

earnest tangle
#

Could be one way to do it yeah, you could also just have them in an array and call by number

south pier
#

that was my other thought. and then just do a switch on int using that array

#

Thank you!

indigo bough
earnest tangle
#

Maybe try it without the combinerotators part?

#

If they behave correctly without it, then that's the cause... if they don't, then not sure πŸ€”

snow harness
#

I want to create a suppression system, and i know exactly how i could do so with projectiles, but instead does anyone know how they might got about detecting a line trace nearby? (Raycasted rather than physics projectiles for performance reasons)

earnest tangle
#

you could probably do a sphere trace when you do the linetrace, and any actors within the sphere trace would get a notification about it

snow harness
elfin abyss
#

Is there a way to add a delay after a for loop without skipping one of the loop body while waiting for the delay to finish?

earnest tangle
#

Not with the builtin looping macros

#

You can make your own which uses a delay though if you want

#

Oh sorry - you said after?

snow harness
#

@earnest tangle BoxTraceForObjects ended up being what I needed. Thank you.

earnest tangle
#

If you want it after the entire loop, then just stick it out of the Finished pin

elfin abyss
#

I want after each index

earnest tangle
#

Ah

#

Yeah okay in that case you'd need to do a custom loop

elfin abyss
#

Crap

#

I'm trying to add a small delay in the placing of the instanced mesh in case the volume i use is too large so it doesn't freeze the whole engine for 5 seconds

#

It wouldn't be an issue in editor but if i wanted to use it at runtime in a game it would end up being a problem

gentle summit
#

Hi guys, do you know if it's possible to write inside a texture from a BP class?

keen prairie
#

With the third person template, how do you stop the character spawning when you hit play? I've looked through the third person BP, the level BP, world settings and can't find what's causing it.

#

I just want to load into my new empty level with a menu widget

gentle urchin
#

You need a pawn

#

Gamemode spawns it

#

You can change it with a custom gamemode,

#

Setting default pawn to f.ex. spectatorpawn

#

Then let the custom controller or mainmenu level spawn the widget and add to screen (i prefer custom playercontroller for menu, but thats just me)

keen prairie
#

That's fantastic. thank you very much! @gentle urchin

next crater
#

how can i add extra verts to a procedural mesh with in a certian radius of actors location

storm dove
#

why this doesnt work? im feeling dumb i cant figure it out

#

i want it to be 0 when its 300 or less

maiden wadi
#

Select might be easier there.

gentle urchin
#

Select from Bool, value <= 300

#

0 for true, and value for false

storm dove
#

right, that would work, however, i need a transition

#

damn its hard to explain

#

select range

#

i want to select range

gentle urchin
#

Not sure what that means

#

You can do two map ranges into a select if that works

#

So it can go 0 to 1 between 0 and 300, and 1 to 500 or whatever when its above 300

storm dove
#

hey

#

this sounds good

#

just trying to wrap my brain around it

gentle urchin
#

Start with the select

#

Then two map range nodes

dawn gazelle
storm dove
#

but it will flicker

gentle urchin
#

Flicker? Why?

#

Well. I suppose with the little info we have, it can be doing whatever so... i suppose it could flicker

storm dove
#

this is now

#

this is with select

#

i want it text to go right all the way when the size of window is 300

#

i dont know how to describe in english

gentle urchin
#

Well

#

Value shouldnt be min range

#

Erh, in range B

storm dove
#

hmm

gentle urchin
#

Should it move linearly towards the right?

storm dove
#

not nacesarrily

gentle urchin
#

As in, from start width, to min width(300)

dawn gazelle
#

This will output 0 at 300, but going above 300 it'd be lower than the value input. Eg: 400 will output 200

storm dove
#

i just want it to be to the max right (0) when the width of window is 300 but i dont want it pop to the right at some point

gentle urchin
#

Right

#

So

#

Double range

#

First range is linear

#

Well.. both of them are,

#

But second one bottoms at 0

#

While first one bottoms at center of its mid range

#

And starts at the center of its max range...

#

So
First map range node:
Min in -> X
Max in -> Y
Min out -> x/2
Max out -> y/2

#

Second map range node:
Min in -> 300
Max in -> X
Min out -> 0
Max out -> X/2

storm dove
#

alright

gentle urchin
#

Both fed into a select node, driven by the bool result of Value <= 300, with first map range as false
And second map range as true

#

Id show you the bp but on the phone,sry

storm dove
#

no thanks for help i will try it now

#

what is X and what is Y?

gentle urchin
#

Unknowns for me... whatever you decide is max width of the window and "transition" width before it starts scaling faster towards the right side...

#

Test with your default width for starter

storm dove
#

ok i am try

heady hawk
#

Anyone have any idea why when using AddActorWorldRoation I can feed it an input multiplied by a decimal to get the rotation speed I'd like and have it work fine using PIE, but if I test it using Standalone Game it rotates way too fast?

storm dove
#

you gotta multiply it by get world delta seconds

#

cuz the framerate is different

heady hawk
#

Ahh!

#

That makes total sense

#

Thanks

storm dove
#

yup

heady hawk
#

So here's a thought, does that also apply to AddMovementInput?

storm dove
#

no

heady hawk
#

Or is it just because I'm rotation using a delta rotation

storm dove
#

it should be calculated in c++

#

inside node

heady hawk
#

Right.. answered my own question when I thought about it

storm dove
#

i dont know

#

good way is to test it out

heady hawk
#

AddActorWorldRotation uses a DeltaRotation to do the rotating, so it's over a tick or whatever

storm dove
#

yeah you got it

#

yo it worked

#

no select node needed

#

@gentle urchin thanks mate

gentle urchin
#

The video showed snapping, but glad you figured it out

storm dove
#

wrong video

gentle urchin
#

Ah

#

There we go yes !

storm dove
#

very nice

#

this is a nice technique

dawn gazelle
#

Smooooooth

nimble schooner
#

Hello again everyone, trying to use the spring arm to control zoom from my rts camera. I did the blueprints correctly I think but for some reason when I scroll, the cameras spring arm length does not change. Does anyone know if I am missing something. Thanks in advance for any assistance!

#

The value for the bottom float - float was fixed but I still have the issue

storm dove
#

did you try print hello on wheen mouse down or up?

#

just to see if youre getting input

narrow kelp
#

also make sure you camera is parent under the spring arm

storm dove
#

seems should be working

#

good point

dawn gazelle
#

I think Mouse Wheel Up / Down refers to the mouse wheel being depressed I think I need to stop answering questions when low on sleep.

nimble schooner
#

Okay so, found out it was just the spring arm was placed on the wrong zxis

#

axis*

#

so it was just acting strange

#

fixed it sort of now

#

I can zoom out but I cant zoom in

#

I will make a gif showing, give me a sec

maiden wadi
#

@nimble schooner You have no value in your mouse wheel up.

nimble schooner
#

Already fix that

#

Still does not work

maiden wadi
#

Current blueprint?

nimble schooner
#

As you can see I can zoom out but not in

#

Ill screen shot the view port of the camera

#

I am thinking it might be because I out the camera first and then spring arm

elfin abyss
#

I made this so far, it's using a random array with a seed. What i don't understand is why on the X axis it adds on the already built array but on the other two axis it completely changes everything

nimble schooner
#

and so the spring arm is at a value of 0

#

so it might be messing with it, I am not sure

dawn gazelle
#

If that makes any sense.

elfin abyss
#

That makes sense

#

It's not a huge deal because i can reproduce the results, i just wanted to understand why it was happening.

nimble schooner
#

Ayy I figured it out

#

lets go

random ibex
#

Hello,is it possible to use a begin overlap event that will be managed by a different actor? For example, I have an object that has separate parts. And I want to use one of these parts as a trigger to animate the object or change the transformation of the actor.
Thank you

manic knot
#

How can I rotate something with the Pitch and Yaw Axis Inputs accurately? I get rolling and diagonal movement this way. Is it a world space vs relative space issue?

gritty elm
#

@manic knot to clamp rotation, use clamp angle ( not clamp float ), the rotation is limit to -180 to 180 and also use add local/world rotation to object ( not set actor/world rotation )

gritty elm
#

you should say components of actor instead of parts, this make more sense

#

also it depends on what kind of components you have, for example static mesh or box component etc. inside your actor add event on component begin overlap to detect overlap with box trigger

#

Hey guys, in today's video, I'm going to be showing you how to zoom in and out of your camera in third person so that the player has more freedom on where the camera is located. This will be done by scrolling in and out on the mouse wheel scroll.

#Ue4 #UnrealEngine4 #Ue4Tutorial
__________________________________________________________________...

β–Ά Play video
manic knot
gritty elm
#

you can try, combine rotator isn't special thing, it just +add two rotators together like, x1+x2, y1+y2, z1+z2 and then combine into pitch,yaw,roll

iron inlet
#

Which event should I use for Projectile, overlap or hit?

fiery swallow
iron inlet
#

Thanks!

worthy frost
#

i use hit and overlap

#

depending on the situation

nimble schooner
#

@gritty elm Hey, I figured it out earlier, thank you for the assistance though, I really appreciate it, I will check out that video to see if maybe their is a better way at doing it. for right now though, I am trying to figure out how animations work and how I can add static mesh's to an animation like a sword or something.

mild anvil
#

Anyone have a clue how I would break the connection or appear to break the connection between joints on a rig when an NPC dies? Trying to get me skeleton archer to fall to bits on deathπŸ’€

jaunty orbit
#

Hello so I am trying to follow along with a tutorial by Beardgames to pick up a weapon. at around 1:40 in he adds a pick up event but I dont have that option despite doing everything he has done. Is anyone available to help? https://www.youtube.com/watch?v=b6XBzGWoe0I&t=119s

Picking Up & Swapping Weapons! - Equipping/Unequipping Weapons coming soon!

For the people following the series, this episode is the prequel to it. Had to split them up to make them shorter.

β˜… Come join the Team Beard Discord: https://discord.com/invite/hhv4qBs β˜…

β˜…Check out my Marketplace Asset: https://www.unrealengine.com/marketplace/en-U...

β–Ά Play video
dawn gazelle
jaunty orbit
#

you're right I just didn't hit compile lol. Why is it always so simple? Thanks for the help

lament ginkgo
#

Hey, question about ForEachLoopWithBreak - Is the complete node always called regardless of if break was called or not?

jaunty orbit
dawn gazelle
lament ginkgo
#

Ok, so if I break early, I need a way to pass that in on the complete node like a bool or something

dawn gazelle
lament ginkgo
#

Thanks

crimson saddle
#

does anyone know how to save or load json files in blueprint? There's a free plugin with positive reviews but it has no documentation and I'm not sure where to start

dense citrus
#

no idea sorry sumrex

dawn gazelle
crimson saddle
dawn gazelle
#

At least in terms of constructing some JSON.

crimson saddle
dawn gazelle
fiery ridge
#

Are these functions firing on every tick?

#

If I wanted to make my own control setup in blueprints, it seems like Event Tick is the way to go?

#

I don't know how else to fire continuously a function as long as a key is pressed

dawn gazelle
fiery ridge
#

Okay so making a control setup in Event Tick isn't that bad?

trim matrix
#

Guys i having problem with image events.I got mousedown event on image.But can i get onMouseUpEvent in image.Is it possible??
I am also having trouble with recognizing touch input when i press a button.Is it possible??

dawn gazelle
fiery ridge
#

Good idea, thanks πŸ™‚

jaunty orbit
#

anyone available to help me figure out where I went wrong on this equipping a sword?

runic parrot
#

Hi! Does anyone know how you could simulate "batle scenarios" without actually visualizing them?

#

Just drop the trops with the ai, let them do their thing at fast speed and than just show the results.

dense citrus
#

idk specifically, if it were me, i'd record the sims myself, and jsut use an int or float to dictate the outcome in the area and change the spawns, tho i've never done this so don't trust me lel

smoky wasp
#

I have the collision set to generate Overlap but the BeginOverlap node isn't compatible with the Static Mesh Components. I can only get "Bind on" as seen in my pic but its not working either.

#

(recap: trying to get Cubes meshes to turn invisible when touched by another object)

#

NEVER-MIND! I needed to change the collision type to "Overlap All".

prime radish
#

Hello all just curious, if I download an anim set off the market would I need to make a blueprint of it to actually make it work? Like for example some of the Paragon characters come with blueprints but only idle/walk/etc. No abilities or attacks connected to the blueprint.

narrow kelp
#

@prime radish It probably depends on what you get, but likely you'll need to do some blueprint programming.

prime radish
#

@narrow kelp Yeah I get that it varies from set to set. A set I got has like 30+ animations with no blueprint, do you know of a tips/plugins to add that could help or do I just need to grind it out?

narrow kelp
#

Are you just getting started in unreal?

prime radish
#

I am

narrow kelp
#

There are lots of tutorials and videos on youtube, there is a lot to learn depending on your goals

prime radish
#

I dont really know my goals just wanting to learn, But thanks ill do some more searching

narrow kelp
#

Right on, good luck πŸ™‚

trim matrix
#

Guys i having problem with image events.I got mousedown event on image.But can i get onMouseUpEvent in image.Is it possible??
I am also having trouble with recognizing touch input when i press a button.Is it possible??

willow vault
icy dragon
#

Not to get your ambitions down, but 2000 actors is too much for real-time Get All Actors and loop operation. You have to spread out those 2000 actors and not haphazardly execute it in one frame.

gentle urchin
#

2k rotating actors

#

quite the performance hit

#

Doing it with ISM would save some performance, but sitll a relatively large hit πŸ˜›

dreamy nacelle
#

Hey guys, brand new here, can I ask for help here?

willow vault
dreamy nacelle
#

I'm having a problem trying to spawn an actor from an Asset Action Utility, I can't spawn it from the utility blueprint so I was trying to communicate to the level or gamemode but neither of the communications were working

#

would anyone know how to go about doing that?

azure sparrow
dawn gazelle
dreamy nacelle
#

here's what I have for the scripted action, I would need a reference to the world to spawn something and i dont know how to get that

gentle urchin
#

How come?

#

Normally for spawning, one doesnt need a world reference

#

its handled internally i suppose

dreamy nacelle
#

So I was trying to get a reference to the world to call an event in the world to spawn it

gentle urchin
#

Not sure if you can get world ref without c++

dreamy nacelle
#

I'm trying to do this without c++, I know there is a way I'm just trying to figure it out and ran into this roadblock

#

maybe I don't need a world reference, I was trying a game mode too but it wasn't quite working

gentle urchin
#

I'm not really sure you're supposed to spawn a data asset like that , but im not that familiar with it

dreamy nacelle
#

I'm trying to spawn an actor from a blueprint which will inherit the data from a data asset

gentle urchin
#

So in the BP you'd initialize the data with the asset data

#

as i see it, that's a totally different thing

dreamy nacelle
#

I haven't been able to find much help online, not a lot of documentation from what I've seen on Asset Action Utilities tbh

dreamy nacelle
gentle urchin
#

the asset action util most likely isnt ment to be spawning things

dreamy nacelle
#

I'm being tasked to do this right now, so I know it's possible I just am figuring out how to do it

#

and hit this problem

narrow kelp
#

You should be able to spawn actors in an asset action utility

#

if thats what you're doing

dreamy nacelle
#

that is

gentle urchin
#

Not directly as far as i can tell at least

dreamy nacelle
#

there's no node to do it, so I have to work with another blueprint from what I see

narrow kelp
#

ive got one open right now and thats an available node

#

Spawn Actor In World

gentle urchin
#

4.26 ?

#

No such node here

narrow kelp
#

yeah

#

hmm

gentle urchin
narrow kelp
gentle urchin
#

hmm

#

thats interesting

narrow kelp
#

Yeah, not sure what to tell you

gentle urchin
#

I agree, not sure what to tell myself

#

erh, horrible screen.. nothing is listed, even without context

narrow kelp
#

do the ol' close and open again

dreamy nacelle
narrow kelp
#

try a new asset utility file

dreamy nacelle
#

ill try that real quick

#

I'm trying a new one and still don't see it. Are you in the event graph? If so could you try it in a function? I'm trying to make a function for it

gentle urchin
#

same. New bp, restarted editor

dreamy nacelle
#

there's probably something you're doing slightly differently, not sure what it is

narrow kelp
#

I just made a new Asset Action Utility via Blueprint -> Pick class -> AssetActionUtility

gentle urchin
#

Weird.

narrow kelp
#

and have that node in the event graph and functions

#

yea

#

try an editor utility widget

gentle urchin
#

Spawn actor from class is avaliable there

dreamy nacelle
#

I've not worked with a widget before, I don't know if it will satisfy what I need for the scripted action to appear in the pop up menu

narrow kelp
#

It would be the same except you'd press a button

dreamy nacelle
#

I need the asset action utility so the function is available in the right click pop up menu

narrow kelp
#

hm

azure sparrow
#

i have made sure i have a capsule collision

gentle urchin
#

Whats the use-case for such a pop up menu ?

dreamy nacelle
#

Right click a data asset to spawn a blueprint with the given data

#

it's a requirement for this thing so it is possible

gentle urchin
#

does the data asset contain the class its relevant to?

narrow kelp
#

You could get selected assets in the widget, but its a teeny bit more work

dreamy nacelle
icy dragon
dreamy nacelle
narrow kelp
#

No, it would create a dockable panel that you can put buttons and text on

gentle urchin
#

So how would it know which class to spawn, and which variables to alter ? Not very relevant to your issue, ignore freely

narrow kelp
#

But you can still do things like gather selected assets

dreamy nacelle
#

sad, I do need it to be in the right click pop-up menu, so it needs to be using the asset action utility

dreamy nacelle
gentle urchin
#

So , in theory, it would need to be a specific function for a specific blueprint class ? (which is fine when all data assets fit the same class ofc)

#

But if you had two different classes, it would need to be two separate functions aswell I suppose ?

dreamy nacelle
dreamy nacelle
gentle urchin
#

Cool. I'd probably just stuff the data into a datatable instead, and use the bp_creature class to get the info from there

#

Not sure if a data asset can contain things that a datatable can not

dreamy nacelle
#

Not sure either, i'm really new to this

#

The bp_creature can contain the spawn actor

#

is there any way I could try to communicate with the BP through the asset action utility?

#

I tried having a variable reference

#

but it wasn't working

#

I'm not sure how to use instantiate this reference

narrow kelp
#

I doubt its something like the wrong version tho

dreamy nacelle
#

same release

#

I was wondering if your utility was somehow different than mine

#

while testing I found there were two versions

gentle urchin
#

could it be plugin related?

dreamy nacelle
#

Afaik i don't have any plugins, not sure how those work

#

Making an editor utility blueprint here was the only way I could make the pop-up menu option to appear, if i simply selected a regular blueprint and then from there an asset action utility, it wouldn't appear

#

it caused me some headache earlier today

dreamy nacelle
#

the colors are different between the two, the one that works is the lighter color

narrow kelp
#

I did create basic asset -> Blueprint -> Asset Action Utility

#

TBH im not sure of the difference

dreamy nacelle
#

I created a quick function using one I made that way and the option doesn't appear on assets when I click on them

narrow kelp
#

Just tried it the way you showed, still have access to the spawn node

#

your for loop isnt connected

dreamy nacelle
#

oops lemme check

#

yeah still not there

surreal peak
#

Are you sure that you don't have a Plugin enabled, John?

narrow kelp
#

Try making a custom event, and clicking Call In Editor enabled

surreal peak
#

I think I recall that the Editor Utility stuff has a Plugin.

#

Just throwing it out here in case that might be the issue.

dreamy nacelle
#

would that be something i would need to download? how do i check if i have/dont have it

narrow kelp
#

Yeah someone must have installed something

icy dragon
#

This one I guess

narrow kelp
#

I'm starting to think its me

surreal peak
#

Yeah, EditorScriptingUtilities is what I recall

#

You can just enable that in your Plugin settings

#

Should be part of your UE4

narrow kelp
#

Yep I think I just wasted your time @dreamy nacelle

#

sorry man

dreamy nacelle
#

My only worry is that I am being asked to do this for a requirement, so afaik i shouldn't need any other outside things like plugins

dreamy nacelle
#

really thought we were on to something lol

#

I'm going to try adding it

#

see how it goes

surreal peak
#

The whole thing is based on a plugin

#

So if you are told to do this without one, then you are either using the wrong system for your requirement, or whoever asked you to do this is wrong :D

dreamy nacelle
#

okay, let me try lol

#

thank you for chiming in

#

I appreciate it

#

Now I have it available

#

thank you!!

#

hopefully it is fine

gentle urchin
#

Damn plugins πŸ˜›

willow vault
dreamy nacelle
gentle urchin
#

No worries

dreamy nacelle
#

Anyone know why I have to move my actors once they've been created for their settings to be applied?

azure sparrow
#

πŸ™‚

dreamy nacelle
#

before move

#

after move

dreamy nacelle
gentle urchin
#

And then ?

dreamy nacelle
#

was easier than i thought

gentle urchin
#

Updating on construct?

dreamy nacelle
#

yeah on construct is when that data gets applied

gentle urchin
#

right

dreamy nacelle
#

maybe that's the problem?

gentle urchin
#

yepp

#

stick it into a function, and call it from the utility

#

after setting the data

dreamy nacelle
#

so make a function like UpdateData which does basically the same thing as the construction script?

gentle urchin
#

Yeap

dreamy nacelle
#

niice

#

lemme try

#

works like a charm

dreamy nacelle
safe scroll
#

Guys I watched ome ue videos

#

im not sure how the system of blueprints and instances work

#

I know that all assets, including blueprints are stored in an assets directory

#

but im not sure how the actual objects in the viewport can be associated with the blueprints?

#

how do i tell a blueprint that you gotta work under this specific object

icy dragon
safe scroll
#

so these blueprints are global

#

?

#

and can potentially control all objects?

earnest tangle
#

assets are assets and usually do nothing

#

objects you put into the level are instances of those assets, so if you want a blueprint asset to do something, you put it into the level and then it can do whatever

#

and yes it could query for all actors of a certain type and do something with all of them

icy dragon
#

Also, to clear the future confusion
Objects doesn't necessarily exist in a map, but Actors can exist in a map.

earnest tangle
#

Actors are the only things that can exist in the world

safe scroll
#

other than actors

earnest tangle
#

well other things can exist within actors, eg. components or references to other assets

#

but they are always within an actor if they exist in the world

safe scroll
#

alr got it

random ibex
# gritty elm also it depends on what kind of components you have, for example static mesh or ...

Thanks for the reply but I'm not sure I understand.
I don't want to use a trigger box. I have a staic mesh which is set to on component begin overlap and from it cast it to another actor .
The other actor is just a cube, I would like to achieve that they interact with each other. I tried to create a custom event which should for example play a sound etc. but it seems I'm making a mistake somewhere.

icy dragon
safe scroll
#

guys how do i convert Key value to String?

#

nvm

random ibex
icy dragon
#

On Component Hit works better for static mesh collisions, in my experience.

gentle urchin
#

you can check the incoming actor ( in case thats wrong) by using print string with "Display name" from the incoming actor

#

since as you said sound works, but cast fails .. it sounds like its the wrong actorclass being casted to

random ibex
#

I can't use it in this case, I also need to have an on component end overlap.

random ibex
icy dragon
#

That would be a failed cast.

gentle urchin
#

Should be put before the cast

#

If the event fires at all, the incoming actor type is not relevant to the print string

#

If you append the display name to it, you can get both "Event : Actordisplayname : componentdisplayname"

#

Troubleshooting it all at once πŸ˜…

#

Not sure if a component can be without an actor, but if that's the case then we're covered for both scenarios

#

I would think it could not, tbh

random ibex
#

Thank you all for help me with this. I solved it by use GetAllActor of Class instead of Cast to

gentle urchin
#

Sounds like a questionable solution but oh well

proud sable
#

This might be related to Bongo's question but is it possible to tag a static mesh component the way you would tag a static mesh actor? I have a sphere attached to a spring arm component and I want to be able to access it with "get all actors of class with tag" if possible

gentle urchin
#

Think you'd need to know the actor it belongs to, then fetch the component by tag from there

proud sable
#

Oh thank you, I didn't know that was a node

icy dragon
gentle urchin
#

If he don't wanna troubleshoot it anymore that's his choice^^

proud sable
gentle urchin
#

What would you achieve with using the components location (if it had a transform), compared to the owning actor instead?

#

Usually you'd move to the actor

proud sable
#

I'm trying to create a formation system for the AI, using a "goal" marker attached to a spring arm so that they adjust their position around obstacles

#

Originally I just had a marker as a child actor which worked, but they'd lose track of it if the marker went inside of an obstacle like a hill

gentle urchin
#

hmm

#

If you could add a socket to the end of the spring arm, im sure that could be usefull

#

maybe there already exist sockets actually

#

SpringEndPoint is the sockets name πŸ™‚

proud sable
#

Ooh, so I can just grab that and use it as the location for AIMoveTo?

gentle urchin
#

yeah, if the rest of your logic works ^^

proud sable
#

Awesome, thank you! I'll give this a shot :)

gentle urchin
#

didnt know there was one, but it makes sense. Could be helpfull to know that theres a function for getting sockets on a scene component ^^ This is how i found it

#

obv with array element plugged into the print string ^^

rough bear
#

hi i am facing a problem i want to add tick event tho when i right click i am unable to add it can someone help me?

chrome fractal
#

I made a editor utility widget and I passes the selected static mesh actor to an actor blueprint and apply some simulation on that in run time it works fine in project it simulate everything (like change material of the passed mesh) but when I packege the project in exe it doesn't do anything. How can I save the the last passed mesh and simulate it in exe. It's very important please help?

pliant tendon
#

can anybody help me?

gentle urchin
#

Your variable reference is empty

#

the "weaponFireSound"

supple night
#

How do you guys handle the situation where the player can pickup multiple objects which are all placed inside one blueprint? Does the origin of that blueprint actor just stay in the level, and the components are moved and only their relative position changes?

#

Or the other way around: does it have drawbacks to just let the origin of the BP stay where it was originally and have child components of that BP move freely?

gentle urchin
#

Never been in such situation, so cant say πŸ˜› Usually i use several bp's even for the same item , and destroy them as they get picked up

#

Usually with very simple pickup actors , holding very little functionality beyond a transform in the world, and some data

supple night
#

With picking up I mean, you can pick them up and move them around

#

Grabbing them basically

gentle urchin
#

Ah, more of a VR scenario ?

supple night
#

Yea exactly

#

To be more specific, it's a cable with two plugs which are obviously static mesh components inside the same BP_Cable

high ocean
#

Ho do I force a 'name' variable to update to case-sensitive in a cooked build. I've read that FName vars are somehow set when the variable was created. I have no cpp knowledge so I can't go that route and modify the header in FName constructor. Is there any way around it?

#

I've written a name with small letter and i can't get it to be with capital letter...

supple night
#

Afaik a plain FString or FText would be more appropriate?

surreal peak
#

Are we talking about the Name of the Variable or whatever you set it to?

#

And yeah, a String would probably be better

supple night
#

I think he wants to update a FName variable content but FNames won't change when their content is the same but different capitalization

#

So yea, in that case use a string and convert it to a name if you need a name

high ocean
# supple night I think he wants to update a FName variable content but FNames won't change when...

Exactly. I have a Data table based on custom struct. The names of the units (strat game) start with capital letters. I messed up one of them and it's "hoplite" instead of "Hoplite". I tried changing to a different name completely "abcd", saving (even cooking) then switching back to "Hoplite". It's still "hoplite". How can I get around it? I can't change the struct to have [text] vars instead of [name] because it's reffed throughout the whole game. I'm in the polish phase, left these "minor" adjustments to the very end.

zinc spear
#

What would be the best way to make my character able to run through loops if they have enough speed? using the default unreal character movement component

gentle urchin
#

Not sure if it could be done without some trickery, but if its like a "loop" on a rollercoaster etc, you could fake it by checking velocity at entry point, then play some timeline-driven animation rotation around the loop

#

It would mean the loop itself would be uncontrollable for the player

#

from this you could probably add some right/left input to allow the player to adjust his location to some degree

#

using a spline in the loop could also be usefull

#

easier to follow a spline, than to make the transforms yourself ^^

zinc spear
#

I think I'd rather have the player be able to fully control it, thanks for the suggestions tho πŸ‘Œ

gentle urchin
#

Then im not sure you'd manage without custom movement , never really tried, so i could be wrong

zinc spear
surreal peak
high ocean
#

@surreal peakyes

surreal peak
#

Uff

high ocean
#

yep 😐

surreal peak
#

Idk then, actually

high ocean
#

if i only knew, u can imagine πŸ˜›

surreal peak
#

Can't really work around the fact that FText is for FriendlyNames

#

You can't even translate FNames

#

All localizable text needs to be FTexts

high ocean
#

I know, I don't want to translate the game ever, it's English and that's kind of the point πŸ˜›

surreal peak
#

Right, but even then that's a poor choice of coding. But to fix your problem, I think there is some FName file that lists them all. I just never had to modify it. I know it fills quite a lot from a previous project

high ocean
#

@surreal peakI know now that it was a poor choice, back then I didn't even think about it πŸ˜› learned quite alot in this year while making the game πŸ™‚

#

Worse case scenario, i'll add a piece of code that takes the name and gets the ftext from another DT/array/whatever

#

just wanted to know if there is any "proper" fix to it πŸ™‚

surreal peak
high ocean
#

@surreal peakI always search before asking here, couldn't find a fix, except for modifying the header of the constructor of the FName var - which Epic warns against saying "only if you know what you are doing" - so that one's out. I'll just code in a fast conversion from the name to another DT containing text vars and change it there.

#

Thanks alot btw πŸ™‚

pale blade
#

Is it difficult to make your own jump system instead of using Character Movement component?
I ask because I've been playing with the jump settings from Character Movement component and I just can't get it to how I like it
Main issues: 1) feels like you're in space with the long air time, 2) you can't immediately jump right after touching the ground after jumping (I want to jump again the moment I touch the ground after jumping, so I can jump again and again while moving forward)

cinder shell
#

hey guys! Can someone please give me a hint here? I'm trying to move object along spline with timeline. And on finished it's checking if object reached least point of timeline. If not it setting new time and keep playing. It's working, but by a some reason it not moving linear. I mean on setting new time it's stopping and starting to increasing speed.

gentle urchin
cinder shell
#

full picture

onyx pawn
#

I have some slots on a cart using the unreal CCG card template.

#

these slots will be where tokens are placed as boosters on the card.

#

in the graph I have created an array of the slots

#

now I am trying to figure out how to have it hide or show token slots depending on what number of set in the card data table.

#

what would be best way to do this?

lost solstice
#

Anyone know how I might be able to do this? Basically I have a disc that my vr character can grab. When the character throws it I just want it to fly straight in the direction that it is thrown and only spin like a disc would. I've tried locking rotations and i'm trying to use a projectile movement component and rotation follows velocity but i think im getting conflicts because the actor is thrown with simulated physics, im not really sure. Any Ideas?

trim matrix
#

I have a material parameter. I would like to be able to change this parameter for actors in a volume.

turbid pecan
#

Hey, what’s the conventional way to drive a blueprint through a config/csv or something similar? I am working on a bp that can accept a seed to generate a material and I want to also allow that BP to accept reading an entry from a file so that it takes the values inside of the file and uses that instead of the seed. What would be a good place for me to start reading about this?

turbid pecan
#

So you just import it as a data table in the content browser and then what, presumably drag that into BP and start hacking away at it?

gentle urchin
#

Something along those lines yes

#

Theres a few nodes for getting stuff from a data table

#

Rows and stuff

vestal quarry
#

https://youtu.be/s3KUmwc7zwQ

I tried this it work fine but how to make the gun follow the hook Point like in the video

zenith pond
#

I always forget how to do this, in a blueprint I'm getting a location at a spline point and a vector is returned. How do I get a relative transform rotation out of it to rotate a mesh to point from one vector towards the other?

vestal quarry
wispy sapphire
#

Newbie here, I can't seem to find the appropriate thing to search when looking for this: I want to make my character walk slower on snowy surfaces but am not sure about how to go about this. I could use a simple collision box but I'd like it to vary on small patches and wondered if you could do this by detecting a texture the character is walking on? Every time I've googled this it just gives me how to adjust the character speed but not how to detect the texture the character mesh is on? Is there a way to get a texture a mesh is situated on? (especially if using vertex painting on a landscape)

severe turret
runic plinth
#

Hello, I have a quick question, how do I only consider the Z vector? I'm trying to know the falling velocity of player character but it also gets X and Y. Had an idea of multiplying by 0 to always have 0 for X and Y but that would also affect Z so, I'm open to ideas

lost solstice
#

what is the different between these 2?

jolly delta
#

Hey my projectile collision isn't working pls help

#

oh wow it worked i just added a capsule component πŸ‘

exotic jasper
#

Why do my AI get stuck on doorways even if they can easily fit through them?

#

Sorry if wrong chat, I ask because I am using AI Behavior Toolkit which is marketplace blueprint

worn lily
#

is there something like ResetLocalOffset after I AddLocalOffset several times?

worn lily
safe scroll
#

how do i reference any object in the explorer? (the objects explorer im not sure what you all call it Sweat)

icy dragon
safe scroll
#

is there something i could do add a static mesh as a variable

worn lily
safe scroll
#

how do i create the variable πŸ˜“

worn lily
safe scroll
#

i see i see

#

thanks

worn lily
#

np

safe scroll
#

its my first day srry

crimson saddle
#

Does anyone with more experience than me know how to make an array within an array using VaRest?

#

I'm basically trying to use jsons for saving the game

icy dragon
#

Many people opted to use Unreal's own saving system instead, so I have no idea about VAREST stuff for saving game.

crimson saddle
#

so I need to be able to do something like this:

"SaveName": "Name",
"Objects": [
  {
    Name: "FirstObject",
    Transform: [0,0,0,0,0,0,1,1,1]
  },
  {
    Name: "SecondObject",
    Transform: [0,0,0,0,0,0,1,1,1]
  }]
}```
#

The things I need to save are very simple by nature and using json for them would be helpful for its simplicity to read

#

I kinda know what I need in the json, but not how to actually create one or get the information back out

#

I know VaRest can do it, but I haven't found any tutorials on how

elfin abyss
#

How can i append an integer to an array after a for loop?

crimson saddle
elfin abyss
#

I think i figured out

crimson saddle
#

it will add the integer onto the end of the array

#

not the finest terminology I know

elfin abyss
#

It's a little more complicated

crimson saddle
#

that avoids creating a temporary array for no reason

elfin abyss
#

Like this?

crimson saddle
#

Yes, it should have exactly the same result, but just a bit cleaner looking

elfin abyss
#

Thanks but the next problem is that the array values are a little weird

#

It is 3 nested for loops, one for each axis, but the array elements shouldn't be this large and because i did it in the construction graph it keeps piling up in the array every time i move the actor

narrow kelp
#

You have to clear the graph first

#

Clear the array rather

#

You're adding every time you move the actor

elfin abyss
#

That's smart, i haven't thought about that. I was hoping there was a way to just execute the construction script only once

#

But it's probably smarter to clean the array

narrow kelp
#

The construction script is run every time the actor is moved or modified

#

If you don't need it to be visible in the editor, you can do your code in begin play

elfin abyss
#

I did that but the math just doesn't add up

#

If my grid size on X = 33, Y =32 and Z = 6, my array X should have 33 elements, array Y should have 33 * 32 elements and Z should have 33 * 32 * 6 elements, yet when i run the script i get wild values like this

narrow kelp
#

Are you clearing your array now?

elfin abyss
#

Do i still have to clear the array if i execute the script only once on play?

narrow kelp
#

You don't have to, but the changes made by your construction script may have left the initial value modified

#

so clear it manually first

elfin abyss
#

Alright, when i clear the array before executing the script it seems to be showing the correct number of elements but i the editor, even without the construction script being connected i still see these numbers

narrow kelp
#

Like I said before, the construction script changed the initial values

#

Press the trash can button to clear the array in editor

elfin abyss
#

Yep, that did it and now i feel stupid

#

But the math seems still wrong because the Y array should have 33 * 32 which is 1056 elements but it shows only 512 elements

fiery lark
#

Is there a way to call an event on all blueprints in an interface

narrow kelp
#

@fiery lark Not without keeping track of them, but you can do something like use an Event Dispatcher on the game instance

fiery lark
#

hmm... I'll try that, thank you

#

It worked! You are a badass bro thank you so much

pastel pollen
#

anyone have any ideas of how to implement a system where a copy of the player would follow the players movement exactly trying to catch them. such as the from celeste or mario galaxy

pastel pollen
#

i know how to make ai follow the player but im not sure about an exact copy of animations and movement

violet wagon
#

i learned about soft object references and theyre really nice, but now whats the point of using a normal object reference? are there any benefits to it besides no having to load it in manually?

exotic jasper
#

I am wanting to make my torches play a "burning" sfx, but stop playing when the torch is deactivated/the fire goes out.

#

Considering this, should I add the audio component to the torch's blueprint, or it's fire particle effect?

#

My logic is that the sound effect would "go out" alongside the particle effect if tied to it, but I was curious if there's a better way to do this

narrow kelp
#

Soft references can be a pain - you need to load blocking which can cause a stutter, or async, which can cause bugs if you're not careful

#

Thats not to say you shouldn't use them, I'm just saying the downsides

maiden wadi
#

Normal object references are just easier to use and simpler. Soft object refs are honestly a waste of effort unless you're planning to make a very large system. A few hundred materials or meshes that are often used aren't usually a problem. Start getting beyond that couple hundred into things like inventory systems that have 1500 items with meshes, and a couple materials/textures attached inside of datatables, and you're going to wish you'd used softrefs.

#

They're good to learn though. Teaches you a great difference between assets and classes.

snow harness
#

So I'm trying to move away from casting finally after years, and I've always been told to use Interfaces instead. Interfaces seem like global custom events essentially, but how do I transfer a variable without casting?

icy dragon
snow harness
#

Oh You can add inputs...

snow harness
narrow kelp
#

IMO needing an interface is actually pretty rare vs what people expect

violet wagon
snow harness
narrow kelp
#

Yeah you pretty much need to make sure its loaded every time. You can do tricks like assigning the loaded object to a variable, and then checking its validity later to see if you need to load

violet wagon
#

that wouldnt defeat the purpose of a soft object? loading it onto a normal object variable?

narrow kelp
#

@snow harness Interfaces IMO are mostly for constricting / codifying how unknown objects communicate with each other. For example if someone on the team is making an anim blueprint and I have no idea what they're up to, but I need to give them movement speed data without editing their files.

#

Just my opinion

snow harness
narrow kelp
#

@violet wagon No because it waits until its needed to load into memory

#

Yeah, I think having a common type can do the same thing

#

in many cases

snow harness
narrow kelp
#

Yeah that is probably a time when I'd use an interface, if I understand what you're doing

#

Not that I'm the Interface Police or anything lol

tiny plinth
#

Hey, I've got a question about line tracing and I can't seem to wrap my mind around how to implement it. So I have a blueprint that slices along a plane, the problem is the player will be able to place them and this means that the up vector (Where it slices) will change. This would be fine regularly but I am line tracing to determine which bone for a skeletal mesh is in the overlap area. However if I just line trace using the other actors location it will bend down and not hit the correct bone. I've created a very shitty drawing illustrating the functionality I want and the issue that I am having when just using the other actor location.

#

sorry for that, anyways does anyone know the correct vector math I would need to implement to get this? I've tried many combinations, this is the most recent one but none of them are giving me the functionality I want

high ocean
# maiden wadi Normal object references are just easier to use and simpler. Soft object refs ar...

In my case, where everything reports its existence to the game instance which tracks all changes throughout the game, still haven't found a way not to ref basically the whole game. Thought about it, still can't accommodate soft references. But like you said, the game barely eats up 700-900mb of ram and it's not a mini-game either, ~16+ hrs of gameplay, jRPG with over 90 skills for 50+ units, world with 13 levels and 4 combat maps. I still can't see how I could use soft refs in my case tho.

narrow kelp
#

@tiny plinth I probably don't understand your problem, but maybe you're looking for Project Vector to Plane?

maiden wadi
#

@high ocean To be fair. A lot of things can be easily hidden behind correct parent casting. Meshes and such don't always need to be loaded in a character class if you're using parent classes to cast most times. This can stop a lot of hard loading and is another bonus of proper inheritance besides cleaner and less coding. The best places to use Softrefs are in systems that can handle a ton of assets. Like I mentioned inventory is often my go to when that explanation. Inventories can quickly eat up a ton of space. Item Icons, Item meshes and their textures, potential other textures for different display styles that in game like if you have a hologram style. Then having each one of these for every single different inventory item will quickly add up if you're just loading it all at the same time. This kind of thing is where softrefs shine.

narrow kelp
#

I think another good example for using soft refs is FX. They're only loaded once in a blue moon, and can cause stuttering if they're not async

#

At least if you have a big flashy action game

zenith pond
high ocean
#

@zenith pondIs this supposed to be an in-editor tool or used at runtime by the player?

zenith pond
#

In editor

snow harness
#

Line trace for object, allows you to select for object types to be hit, but can you get an output of what object type was hit?

high ocean
#

Then I fail to see wtf is with all those arrays in there @zenith pond
I have a tool I've made way back, don't remember much of it but I can look now

zenith pond
#

One array is adding sample points to check for the first one along the spline that's far enough away

#

The second one is placing points where the meshes will go, and the third one is there so you can get the angle between a point and the point after

high ocean
#

Aaand, lemme check for a spline one

zenith pond
#

Originally I wasn't going to save the rotations or positions, but I needed to know the position of the next point to place the static mesh

#

So I added the arrays so I could do it after

high ocean
carmine cypress
#

on the topic of rotation and location, is there a way to slow down the sweep movement? It's to fast in my case and I need the object to move slower :(

high ocean
#

@carmine cypress interpolate over time/use a timeline depending on usage case

carmine cypress
#

@high ocean how would I do that?

tiny plinth
high ocean
#

@carmine cypresshttps://www.youtube.com/watch?v=DsgnAtvzZHg&ab_channel=MathewWadstein

narrow kelp
#

Awesome, glad that helped πŸ™‚

shrewd marten
#

hey, what is a good way to let the developer/designer know that a certain uproperty has to be set in the editor (i.e. non-nullable property)?

brittle plinth
#

I created this blueprint to make a toggleable light. I'm wondering if this could be done better. Should've I used branch perhaps to detect the current state of the lamp?

last abyss
#

flip flop ?

shrewd marten
brittle plinth
brittle plinth
gusty shuttle
#

Quick question: How do I find out the duration/endtime of a level sequence? I want to set a delay based on the level sequence duration.

maiden wadi
#

@gusty shuttleGet the SequencePlayer out of the LevelSequence. That will have access to some variables relating to duration and end time, but you still have to break them apart and understand them to make them work. They're not basic 5.3seconds floats.

gusty shuttle
#

The answer is this lovely node πŸ˜›

#

@maiden wadi Thanks for responding man. This solution works. I checked out like 7 other forum posts and found this lovely nugget that converts it

maiden wadi
#

Huh. Didn't know about that actually. Would have saved me a blueprint function on a test project once.

gusty shuttle
#

Lol I know man...I know. Always have to dig to the depths of hell to find these nodes though

sand shore
#

@shrewd marten Not in BP but you could do it in C++

trim matrix
#

oh, ue5?

snow harness
# trim matrix Hey, may i ask, why do your blueprints look like that? looks really neat!
Unreal Engine

Modern theme for the Unreal Editor.

Unreal Engine

Improve the wire style of Blueprint, Material, Animation, Niagara, Control Rig and Gameplay Ability editors.

trim matrix
#

oh my god, so it's just a thing in the marketplace? thank you, i will surely check it out! it seems amazing

snow harness
#

@trim matrix example from my own project:

trim matrix
#

omg omg omg

#

as a pcb designer, i love that look lol

snow harness
trim matrix
#

the blueprint spaghetti is a real struggle sometime indeed haha

#

anyways, thank you!

crimson saddle
#

@dawn gazelle Hey I know you were helping me yesterday with JSONs. Do you know how I can make nested arrays and json objects in a single file?
such as:

"Objects":[
{"Name":"Object1","Transform":[0,0,0,0,0,0,1,1,1]},
{"Name":"Object1","Transform":[0,0,0,0,0,0,1,1,1]}
]
}```
dawn gazelle
crimson saddle
silent zodiac
#

For delegates, if there might be more parameters in the future, should I return a single struct that has all the fields, or should I do OneParam->TwoParam->ThreeParam, etc, as the fields evolve?

#

Which is the most robust way in the longterm?

#

I'm leaning towards the struct that just holds the data

trim matrix
#

Hellooo! Can anyone here help me with some issues i have with spring arms? It has weird bug that it didn't have 2 months ago and i don't know what to do

trim matrix
#

So there's really no way to make spline mesh events work ?

#

Like, I've been trying for hours now to make the spline mesh events work like "on clicked" or "on mouse cursor overlap" work
I've already been told in #ue4-general that it doesn't work but I can't give up 😣

sonic raft
#

How would I pass a variable I want to change within a function to said function?

#

thanks

crimson saddle
#

Hey does anyone have knowledge on the VaRest plugin, or on reading/writing to JSON files in UE in general? I am trying to use it for my basic saves and configs for my game but I can't find documentation anywhere to help me.

green bluff
#

Is there a way to delete vertices/polygons in realtime? I havent seen this mentioned anywhere

violet wagon
#

How can i convert my return value of "Add child to wrap box" to a widget reference so I can call functions from my "Vote player icon" that i created? "Add child to wrap box" returns a "Wrap box slot object reference"

dawn gazelle
wicked magnet
#

Hi, I'm looking for the best way to have a Blueprint in my level change the animation state of my third person player character.
Right now, I have a script that changes the animation state of an assigned actor (using the "Actor" variable), but I realize I don't know how to cast to my player blueprint to get its Skeletal Mesh Component in the same way as I can with a regular actor in the level.

#

current blueprint that works with actors in level

narrow kelp
#

You probably don't need to SET the anim instance class

#

But to answer your question, you can cast the actor to your player class, or get component of type

violet wagon
#

I asked some questions about soft references today and wanted to see if I'm using them correctly. This script works but its a lot of nodes. is there a better way I could do this? Im using 2 soft refs to pass info into the function at the end.

wicked magnet
narrow kelp
#

Normally what I'd do is change a value inside the anim instance

#

Rather than trying to change its type

#

TBH I'm not sure when you'd actually want to set the class ever

#

You probably want to have your anim blueprint assigned to the actor to begin with, then assign it values as the state needs to change

#

@violet wagon Not sure what the code does, but this might be mixed up:

violet wagon
#

oh youre correct. didnt catch that

wicked magnet
# narrow kelp You probably want to have your anim blueprint assigned to the actor to begin wit...

Yeah, I admit it is a bit odd, now that I think about it. My foundation is starting with an existing script where you set the actor's animation like so in this screenshot.
I'm poking around with modifying this existing script further, and am starting to think it might be better to just start from scratch. Its default mannequin is also using a different animation blueprint for the mannequin that I'm not 100% sure about migrating to my mannequin. I wanted to use its existing animations with blueprints, but am a bit iffy on how its setup.

Would you happen to recommend any good resources on this topic to read on?

narrow kelp
#

None that I know in specifically, but there are lots of good resources for animation BP on youtube.

#

Anim BPs like skeletal meshes that have the same skeleton, so it might be worth starting a new file and copying the functions and variables

halcyon hill
#

Ok this is a question that blurs the lines between the CPP channel and the Blueprint channel, but I use BP so I'll ask here... I'm having trouble with figuring out how to do a reference var or a pointer or something... Here's what I'm trying to do.
say I have a switch node that takes 1 of 3 paths. Each of those paths will set a holder variable to an array I want to edit.

Switch1: HolderVariable = Array1.
Switch2: HolderVariable = Array2.
Switch3: HolderVariable = Array3.

Then after that, I want to change HolderVariable and have it affect the assigned array. When I try to do it in BP's, HolderVariable gets updated, but the Array1/2/3 does not. I understand why, but I don't know how to fix it. Can anyone help?

dawn gazelle
#

Example of B:

halcyon hill
#

Thanks Datura. I had considered B and I think that might be the best way to go for me.

elfin abyss
#

Is there a way to remove an instanced mesh, if it exists, at certain coordinates?

#

Or at relative coordinates inside a collision box

brittle plinth
#

how can I call a function in another blueprint class from a current blueprint class?

elfin abyss
#

You need to have a reference to that blueprint. You can use the "Get actor of Class" node to get a reference to the blueprint or you can create a new variable and where you select the type of variable you can write the name of your blueprint and select "Object reference"

brittle plinth
#

got it, thanks

azure sparrow
#

Can anyone tell me how can i cancel an ai move to when it has already locked in on an actor

#

what i am doing is i want the ai to follow the player on a certain distance

#

so when the player comes too near to the ai it starts following it

#

but when following if the player goes too far the ai doenst stop

#

i think its because the ai already locked his location to the location of the player

#

can i somhow cancel it midways?

trim matrix
#

Hey I have a question I am working on making a Fighting system im currently on the combos and I noticed the way im following the tutorial I can only atttack when my sword is out but there is gonna be some hand to hand combat combos as well what do I do?

elfin abyss
#

Comments

quick grove
#

exactly, just select the part of the code you prefer and click "C"

surreal peak
#
  • Name your Variables properly
  • Name your Functions properly
  • Use Functions to keep your Code small and reusable
  • You can use ToolTips on Functions, Events and Variables
  • Use Comments
#

If that doesn't help, then idk. Use C++ :P

elfin abyss
#

You can also use functions, collapse nodes into a single node

#

And keep the nodes clean using reroutes, which can be commented

trim matrix
#

Hey I have a question I am working on making a Fighting system im currently on the combos and I noticed the way im following the tutorial I can only atttack when my sword is out but there is gonna be some hand to hand combat combos as well what do I do?

candid nest
#

hey does anyone know how to add a rewarded ads system

#

for android

elfin abyss
#

Following a tutorial is only part of the work, you're going to have to understand why it works the way it works because tutorials are never a full solution to making you own game. Go back through the tutorial and see where the attack is being set up, see how it works and try to replicate it for hand to hand combat. The best guess is that the reason you can only attack when the sword is out is because of the animation state. @trim matrix

candid nest
#

i am doing but i cant find rewarded ads system

gentle urchin
#

Comments should serve as a last resort imo. Good code should be more or less self explaining

trim matrix
candid nest
#

now can anyone help me out

quick grove
#

I've a question... do you know why this code is not working? (ThirdPersonCharacter)

#

every second that should print "Hello" ("Set Timer by Event" is linked to "Event BeginPlay)

elfin abyss
#

Is it like this?

quick grove
#

yes exactly

elfin abyss
#

I don't know why, i just made that and it works for me

candid nest
#

there might be some issue in your hunger event may be

quick grove
#

now is working Idk why, basically my idea is to subtract 0.2 percent to the HungerBar every second

#

that should work

candid nest
#

i think your print sting setting are messed up may be like duration or etc

quick grove
#

now it's working fine! every second my HungerBar subract 0.2 percent!

lost solstice
#

is there anyway to make GetVelocity work with world velocity and not relative?

surreal peak
#

GetVelocity of what?

#

Pretty sure CharacterMovementVelocity is world

safe scroll
#

im trying to set a light on and off

#

it gives me error

mental swallow
#

did you read what the error is?

#

you can also use a sequence node and use the simple Delay node instead of the GameplayTask WaitDelay one.

gentle urchin
#

async delay, sounds ... extra

frozen needle
#

I have something very weird happening

#

The collision on the level doesn't work in positive Y axis

#

What could be the issue?

pulsar valley
#

Hey guys, I'm getting crazy, I beg anyone to help me... is there a way to use a DELAY within a SEQUENCE node without the node simply ignoring the delay?!

#

yeah exactly

#

how do I achieve what I want to do? πŸ˜„

surreal peak
safe scroll
#

oh

surreal peak
#

Basically the same that Beriol fights with

pulsar valley
#

so is there no way at all to use it within a sequence, or to implement a sort of "delayable sequence" node?

surreal peak
#

Not sure if you actually can

#

Best is to simply put the code behind each other

pulsar valley
#

because right now I've got a very complex blueprint event, and if I remove all the sequence nodes that are in there it will be a nightmare to read...

#

I tried making a macro, but there is simply no way to trick it: if used within a 'sequence' node, it will go ahead anyway

surreal peak
#

Well

#

Cut your code into more events and functions

#

Utilize Timers instead of Delays

dawn gazelle
#

Would this potentially work? XD

robust shore
#

I have a Widget but when i use mousepointerevent it doesnt seems to get the mouse click can some body help me with that

surreal peak
#

there are a lot of ways of doing this

robust shore
surreal peak
#

Well you are making a new pointer event

#

From nothing

#

That's just an empty struct at that point

pulsar valley
#

thanks for the tips guys, I'll see if I manage!

surreal peak
#

You need to use the pointer even that the function gives you

pulsar valley
#

uhm, not sure I understand the benefit of this

pulsar valley
surreal peak
#

That is basically a looping timer with extra steps haha

robust shore
#

sorry thats make pointer event

surreal peak
#

The Multigate is a good solution i guess

azure sparrow
#

Can anyone tell me how can i cancel an ai move to when it has already locked in on an actor
what i am doing is i want the ai to follow the player on a certain distance
so when the player comes too near to the ai it starts following it
but when following if the player goes too far the ai doenst stop
i think its because the ai already locked his location to the location of the player
can i somhow cancel it midways?

pulsar valley
#

uhm sort of! I'll see if I can make it work with my event πŸ˜…πŸ˜…

surreal peak
#

Yeah was badly written. I meant a Timer with additional logic

pulsar valley
surreal peak
#

Yes

#

The trick is to perform your action and then call the delay for the next action

#

The sequence will call all delays at once basically

pulsar valley
#

thanks guys, makes sense!

surreal peak
#

The trick is that you are calling the event again via "Next".

surreal peak
azure sparrow
violet flax
#

Hi, if i use "Set Timer by Event" and set "Time" to something like 1 Second, should that event not get called every second?

#

Is i set Looping True

lyric urchin
#

Yes

violet flax
#

And the Execution Pin from my "Timer" will only activate when i cancel the timer?

surreal peak
#

The Event you set will be called after 1 second

#

The execute pin that goes out of the SetTimer node will call the same frame

violet flax
#

Ok thx

robust shore
#

Is it possible to make like a plane that you can form with a ramp on 3 lines?

manic vessel
#

Quick question , say I had a spline BP and wanted to automatically add spline points every 200cm that I drag it out. How could I do that, because I have been failing to do it so far

robust shore
#

like this like only with ranp and 3 lines

#

to make something like this

surreal peak
#

You can mark Vectors as InstanceEditable and then as "Widgets"

#

Not the UMG Widget though

#

Then you can calculate the distance between root and that vector and update your spline

robust shore
#

im trying to make a ground that i can form in game with a ramp

surreal peak
#

Runtime Mesh I guess

robust shore
#

yea or form it

#

the ground on some lines

surreal peak
#

Sounds to me like a mesh generated runtime based on triangle data

robust shore
#

because i can make it in houdini but you cant change te parameters in game thats the downpart:S ( i did hear that)

#

should i look on something like make terrain in game or something?

candid nest
#

hey can anyone tell how to make a pubg like sprint button

#

can i use on hovered instead of on pressed

#

plz tell

chilly jetty
#

Hi there

icy dragon
chilly jetty
#

I have an animation montage that is facing the wrong direction

#

is there a way i can rotate it to the correct direction?

candid nest
#

when u go in buttons in widget u will understand