#blueprint
402296 messages Β· Page 679 of 403
Alright, thanks for all the help. It feels like a weight was lifted now that i understand it better
Spline meshes are deformable meshes, so I don't think there's a way to make the fracture shapes in less than 1/60th of a second.
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
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
4.26
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?
okay, that explain it, it is a bug with 5.0, guess I get to report it =)
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
Other portal - Do not teleport adds a null value. Not sure if that is intended, just a heads up.
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
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
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?
ah, it isn't an issue with 5.0, it is an issue with raytracing
Gj finding that out atleast!
guess i will be disabling ray tracing for the time being
especially since the issue isn't directly related to lighting
i guess in a way it is, but its not π
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?
it does the same thing if i try to rotate a box
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
yup, already reported, spent the better part of a day troubleshooting that, lol
but your tick value was much lower
i could replicate it on 4.26 without ray tracing with like .0005 or smaller increments
with ray tracing on it is .07 limit
Almost sounds like a rounding issue
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
float being ... floaty, they're not flawless
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
is there a way to focus on a object in the viewport, I mean not with the key F rather from blueprint
If you go via a variable, it'll probably solve your issue now that im thinking about it. Maybe you already realized x) But then you'd accumulate whatever is added, so even if its ignored for a while, it'll at some point reach enough delta to move on
i tried some variation with variable, but i don't remember, what, will mess around a bit more
Thats probably why my set rotation works aswell... Time&Date has accuracy down to ms ..
@trim matrix Yeah for sure whats the issue?
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
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
Does it select correctly?
As far as your mouse is concerned, nevermind whats drawn on the screen
well, it does not. The white square is what my mouse is actually selecting, and the gray one is what is being selected
the white one is drawn by the widget, the gray one by HUD
You misunderstand
oh sorry
The grey box is only what your widget is drawing to the screen
get actors in selection rectangle is what is actually selecting them
i know, you see i just connected an additional draw rect to the 'get actors in selection rectangle'
The question is, are you just drawing the selection box wrong, or are you actually incorrectly getting selection co-ordinates
Stop right there
oop okay
The graphics have nothing do to with the logic
I dont care about whats on the screen
okay
im asking if, where you actually drag your mouse, do those objects get selected
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?
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
well, i get my mouse position from 'get mouse position on viewport'. is that wrong?
well, my game is 2d
I cant remember, does that output as a percentage or pixel?
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
Do you have the same side effect with Get Screen Space Position?
hm, didnt try
I was just about to say that
Many thanks for that! Works as expected and much cleaner than using the previous workaround. No idea why it needs to be so complicated & abstract to setup though. Not sure why you canβt retrieve this information from the default Drag and Drop blueprint object. Like some sort of Dragging event binding? Anyway great that it is working now in a re...
This thread solved it using screen space position for umg widgets
An alternative method there also, apparently
Accidentally figured out about that node when trying to make comic book bubble system lol
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
easiest would probably be while loop doing contents to string
or if you want to print it as one string maybe
Ah , i miss that feeling.
π¦ sad moment for our fellow struggling devs
np
This is more of a #multiplayer question. Not really sure how LevelBP is handled in multiplayer scenarios
I assume server is owner etc
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
Oh yeah sorry, I thought wrote it in #multiplayer :) My mistake sorry. (Moved there :))
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 #...
Listview is optimized by default tho, scrollbox is not? Atleast, i dont think it is... dont actually know
And how does the scrollbox and custom widget work?
add custom widget to the scrollbox as a child of scrollbox
Listview mockup
Vs scrollbox mockup
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?
ah my apologies
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.
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.
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?
@gentle urchin @daring sorrel Thanks guys, you are the MVPs it kinda works, it gives me this effect π
I have a work to do at the moment, but if you wait a little I can send you full bp for listing arrays :)
Take your time, I can wait! It's absolutely awesome that somebody take the time and help me out π Thanks @daring sorrel!
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 π
The object ref is avaliable through the list container,
Theres an event for on entry selected
yep, but they are only texts, not selectable items
Depends on the method you added them to the list i'd think?
yep I used the custom widget + scrollbox method
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
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.
umm ok i guessπ
Hey, have anyone know how can I rotate the level(All actor in the level) ?
any1 know why i cant use execute console commands Ghost/Walk or use the cheat manager in shipping build?
"Add actor world rotation" can have multiple targets, not sure that would do everything you want.
Console is disabled in shipping
UGameViewportClient* Viewport = WorldContextObject->GetWorld()->GetGameViewport();
if(Viewport->ViewportConsole == nullptr)
{
Viewport->ViewportConsole = NewObject<UConsole>(Viewport, GEngine->ConsoleClass);
}
This enables it
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
If you don't get any answers here your best bet is probably to contact the author of the plugin
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)
Is there an easy way to restrict physics rotation so that the player angular velocity won't rotate them past a given rotation
?
The way I'm doing it in my boomer shooter is to have each gun as an actor, and they're just hidden when not in use
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
Yep
The main issue I guess is how to set current weapon as the weapon called
have a variable like CurrentWeapon on your character
just assign whichever should be active into it
i do. i also created an enumeration list to call from. is that a good way to go about storing those variables?
Could be one way to do it yeah, you could also just have them in an array and call by number
that was my other thought. and then just do a switch on int using that array
Thank you!
Coming back to this issue again. Anyone have any ideas why this is happening?
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 π€
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)
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
Ah didn't think of that. Thank you. Ill see where that gets me.
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?
Not with the builtin looping macros
You can make your own which uses a delay though if you want
Oh sorry - you said after?
@earnest tangle BoxTraceForObjects ended up being what I needed. Thank you.
If you want it after the entire loop, then just stick it out of the Finished pin
I want after each index
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
Hi guys, do you know if it's possible to write inside a texture from a BP class?
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
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)
That's fantastic. thank you very much! @gentle urchin
how can i add extra verts to a procedural mesh with in a certian radius of actors location
why this doesnt work? im feeling dumb i cant figure it out
i want it to be 0 when its 300 or less
Select might be easier there.
right, that would work, however, i need a transition
damn its hard to explain
select range
i want to select range
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
Is the max value you want out 600?
but it will flicker
Flicker? Why?
Well. I suppose with the little info we have, it can be doing whatever so... i suppose it could flicker
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
hmm
Should it move linearly towards the right?
not nacesarrily
As in, from start width, to min width(300)
This will output 0 at 300, but going above 300 it'd be lower than the value input. Eg: 400 will output 200
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
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
alright
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
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
ok i am try
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?
yup
So here's a thought, does that also apply to AddMovementInput?
no
Or is it just because I'm rotation using a delta rotation
Right.. answered my own question when I thought about it
AddActorWorldRotation uses a DeltaRotation to do the rotating, so it's over a tick or whatever
The video showed snapping, but glad you figured it out
wrong video
Smooooooth
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
did you try print hello on wheen mouse down or up?
just to see if youre getting input
also make sure you camera is parent under the spring arm
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.
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
@nimble schooner You have no value in your mouse wheel up.
Current blueprint?
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
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
and so the spring arm is at a value of 0
so it might be messing with it, I am not sure
It would have to be because you're using the X axis as the starting point - you can have it generate the exact same values but add more rows on top of what is already there. By changing the size of Y or Z, you're effectively changing the rest of the generation, including the X axis as you're making the X have to generate more in the Y and Z planes, not just simply adding on top of them.
If that makes any sense.
That makes sense
It's not a huge deal because i can reproduce the results, i just wanted to understand why it was happening.
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
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?
@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 )
Yes you can do, on overlap, you can get component from overlap actor
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
@nimble schooner answer to your issue : https://forums.unrealengine.com/t/how-to-simple-camera-zoom-w-mouse-wheel/1834/2 and : https://youtu.be/trvoFrW4NWg?t=133
Nice. Here is an alternate way. By the wayβ¦you can get smooth transitions using Event Tick + FInterpTo node.
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
__________________________________________________________________...
thanks! would combine rotators work?
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
Which event should I use for Projectile, overlap or hit?
I really don't think it matters though I've personally never seen anyone use hit in the 4 years I've done bp
Thanks!
@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.
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 deathπ
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...
Around 0:35 you're creating a Blueprint Interface which creates that node. Around 1:25 it's telling you how to add that interface to your blueprint. Once you've done that, you may need to hit compile, but then the node should be available if you've created the interface, and added it to your blueprint.
you're right I just didn't hit compile lol. Why is it always so simple? Thanks for the help
Hey, question about ForEachLoopWithBreak - Is the complete node always called regardless of if break was called or not?
all that work and it doesnt even do it
Yes, the complete path is executed when the loop finishes, or is broken.
Ok, so if I break early, I need a way to pass that in on the complete node like a bool or something
Yep. Just set a bool in your loop before you break and then branch on your complete checking the state of the bool.
Thanks
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
Which plugin are you looking at? VaRest?
Theres one just called JSON Blueprint, should I be using VaRest? I haven't heard of it
With JSON Blueprint, you have to structure together your values. VaRest is similar, but it can also read/write to files and make GET/POST requests to the internet with the JSON you're working with and since you're looking for reading/writing it, that's why I mentioned it.
JSON Blueprint it sort of shows you what to do here:
At least in terms of constructing some JSON.
Ah that sounds significantly better, thank you!
Example of reading/writing using VARest
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
Yes. Axis are fired every tick.
Okay so making a control setup in Event Tick isn't that bad?
Not particularly, but depends on how much you're attempting to calculate.
You may also want to just create more input axis bindings in your control settings rather than using tick directly.
Good idea, thanks π
anyone available to help me figure out where I went wrong on this equipping a sword?
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.
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
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".
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.
@prime radish It probably depends on what you get, but likely you'll need to do some blueprint programming.
@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?
Are you just getting started in unreal?
I am
There are lots of tutorials and videos on youtube, there is a lot to learn depending on your goals
I dont really know my goals just wanting to learn, But thanks ill do some more searching
Right on, good luck π
I want all actor that may more than 2000 actors
That's a bold estimation.
Are you sure you want to rotate ALL 2000+ actors with For Each loop?
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.
*computer explodes
2k rotating actors
quite the performance hit
Doing it with ISM would save some performance, but sitll a relatively large hit π
Hey guys, brand new here, can I ask for help here?
I know but I need to change their rotation to match the rotation of Liv. Otherwise, Liv start from wrong angle.
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?
can anyone help me at this?
Put a print string on your event hit.... is it firing?
here's some context for what I'm trying to do, in the blueprint I can't figure out how to get it to work though
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
How come?
Normally for spawning, one doesnt need a world reference
its handled internally i suppose
because in this blueprint I don't have access to the spawn actor node
So I was trying to get a reference to the world to call an event in the world to spawn it
Not sure if you can get world ref without c++
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
I'm not really sure you're supposed to spawn a data asset like that , but im not that familiar with it
I'm trying to spawn an actor from a blueprint which will inherit the data from a data asset
So in the BP you'd initialize the data with the asset data
as i see it, that's a totally different thing
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
Even if it's a different thing, I still have the problem of spawning an actor from this blueprint, no?
the asset action util most likely isnt ment to be spawning things
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
You should be able to spawn actors in an asset action utility
if thats what you're doing
that is
Not directly as far as i can tell at least
there's no node to do it, so I have to work with another blueprint from what I see
Yeah, not sure what to tell you
I agree, not sure what to tell myself
erh, horrible screen.. nothing is listed, even without context
do the ol' close and open again
Could I get some more context? That's what I'm looking for and can't find, maybe you're doing something right that I'm doing wrong
try a new asset utility file
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
same. New bp, restarted editor
there's probably something you're doing slightly differently, not sure what it is
I just made a new Asset Action Utility via Blueprint -> Pick class -> AssetActionUtility
Weird.
and have that node in the event graph and functions
yea
try an editor utility widget
Spawn actor from class is avaliable there
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
It would be the same except you'd press a button
nope
I need the asset action utility so the function is available in the right click pop up menu
hm
i have made sure i have a capsule collision
Whats the use-case for such a pop up menu ?
Right click a data asset to spawn a blueprint with the given data
it's a requirement for this thing so it is possible
does the data asset contain the class its relevant to?
You could get selected assets in the widget, but its a teeny bit more work
it contains a parent data asset, nothing about the blueprint, just a couple variables and a static mesh
Consider rotating your hero actor instead.
would this still create a right-click option in the menu?
No, it would create a dockable panel that you can put buttons and text on
So how would it know which class to spawn, and which variables to alter ? Not very relevant to your issue, ignore freely
But you can still do things like gather selected assets
sad, I do need it to be in the right click pop-up menu, so it needs to be using the asset action utility
I would theoretically set it to spawn the blueprint class, the data would then be taken from the input variables and set to the blueprint
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 ?
yeah, it will be for 'creatures' specifically, the asset utility would only work on the their data assets
Could you send me a screenshot of your UE4 engine? I would like to try to find what's different from yours compared to mine and why you have the option and I don't
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
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
same release
I was wondering if your utility was somehow different than mine
while testing I found there were two versions
could it be plugin related?
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
from what i understood, you just went to blueprint and then asset action utility correct?
the colors are different between the two, the one that works is the lighter color
I did create basic asset -> Blueprint -> Asset Action Utility
TBH im not sure of the difference
I created a quick function using one I made that way and the option doesn't appear on assets when I click on them
Just tried it the way you showed, still have access to the spawn node
your for loop isnt connected
Are you sure that you don't have a Plugin enabled, John?
Try making a custom event, and clicking Call In Editor enabled
I think I recall that the Editor Utility stuff has a Plugin.
Just throwing it out here in case that might be the issue.
would that be something i would need to download? how do i check if i have/dont have it
Yeah someone must have installed something
This one I guess
I'm starting to think its me
Yeah, EditorScriptingUtilities is what I recall
You can just enable that in your Plugin settings
Should be part of your UE4
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
it's all good man, thanks for trying
really thought we were on to something lol
I'm going to try adding it
see how it goes
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
okay, let me try lol
thank you for chiming in
I appreciate it
Now I have it available
thank you!!
hopefully it is fine
Damn plugins π
I will try it~ thx
thank you for your help too!
No worries
Anyone know why I have to move my actors once they've been created for their settings to be applied?
How are the settings applied?
I've setting the blueprint data setting to the selected asset's data
And then ?
was easier than i thought
Updating on construct?
yeah on construct is when that data gets applied
right
maybe that's the problem?
yepp
stick it into a function, and call it from the utility
after setting the data
so make a function like UpdateData which does basically the same thing as the construction script?
Yeap
thank you again! lol
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
You can get an object in the map with Get Actor of Class node, or through other means like collision detection.
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
I seee
only actors, btw?
Also, to clear the future confusion
Objects doesn't necessarily exist in a map, but Actors can exist in a map.
yes i got that
Actors are the only things that can exist in the world
i remember reading about more types and stuff
other than actors
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
alr got it
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.
Use On Component Hit instead for static meshes collisions.
but the collision itself works. For example, if I add begin overlap play sund after on component it works. What doesn't work is interacting with another actor. I don't know if cast to testActro is connected correctly.
Have you tried On Component Hit event?
On Component Hit works better for static mesh collisions, in my experience.
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
I can't use it in this case, I also need to have an on component end overlap.
The Display name didn't show up.
That would be a failed cast.
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 π
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
Thank you all for help me with this. I solved it by use GetAllActor of Class instead of Cast to
Sounds like a questionable solution but oh well
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
Think you'd need to know the actor it belongs to, then fetch the component by tag from there
Oh thank you, I didn't know that was a node
It could be (pardon) foolish solutions, because I'm thinking that he put Get All Actor of Class node in collision event, and we all know that collision events can fire every frame, which is not good for the node.
Hence the "quesitonable" in the comment. I agree, it's not a good method at all. But at the end of the day, not my project, not my problem π
If he don't wanna troubleshoot it anymore that's his choice^^
Hmm I think I'm approaching this wrong. I wanted to use the component as an AI MoveTo location but since it's not an actor I can't see how I'd plug it into the node. Is this something that's possible?
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
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
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 π
Ooh, so I can just grab that and use it as the location for AIMoveTo?
Awesome, thank you! I'll give this a shot :)
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 ^^
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?
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?
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?
Never been in such situation, so cant say π 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
With picking up I mean, you can pick them up and move them around
Grabbing them basically
Ah, more of a VR scenario ?
Yea exactly
To be more specific, it's a cable with two plugs which are obviously static mesh components inside the same BP_Cable
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...
Why do you need it?
Afaik a plain FString or FText would be more appropriate?
Are we talking about the Name of the Variable or whatever you set it to?
And yeah, a String would probably be better
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
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.
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
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 ^^
I think I'd rather have the player be able to fully control it, thanks for the suggestions tho π
Then im not sure you'd manage without custom movement , never really tried, so i could be wrong
https://www.unrealengine.com/marketplace/en-US/product/ninja-character-plugin Free Plugin that could probably do it.
Yea I've tried using this plugin but then I ran into the problem of it just centering the gravity to the loop, so I couldn't get the character only be able to go through it at a certain speed
Are you using the FName to show to the player?
@surreal peakyes
Uff
yep π
Idk then, actually
if i only knew, u can imagine π
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
I know, I don't want to translate the game ever, it's English and that's kind of the point π
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
@surreal peakI know now that it was a poor choice, back then I didn't even think about it π learned quite alot in this year while making the game π
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 π
The only post I can find is from 2014, saying something about 4.5 introducing case preserving and allowing renaming etc.
@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 π
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)
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.
Probably not that difficult, but never tried. The gravity can be adjusted to reduce airtime, along with jump height
To quicker transition to a not jumping state you'd need to check the animation graph to figure out what you must alter to get out of the jumping state faster
full picture
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?
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?
I have a material parameter. I would like to be able to change this parameter for actors in a volume.
Hey, whatβs 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?
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?
Something along those lines yes
Theres a few nodes for getting stuff from a data table
Rows and stuff
I tried this it work fine but how to make the gun follow the hook Point like in the video
sorry for the shitty tutorial, if you would like to see the entire system, or follow a text tutorial, click one of these links:
Text tut - https://www.reddit.com/r/unrealengine/comments/emb5pb/grappling_hook_text_tutorial/
reddit post - https://www.reddit.com/r/unrealengine/comments/elxm5h/made_a_grapplinghook_tutorial_coming_soon/
more infor...
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?
this is what i did @zenith pond
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)
physical materials should handle it. https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Physics/PhysicalMaterials/
Assets applied to physically simulated primitives, directly or via materials, used to configure and control physical properties used by the simulation.
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
what is the different between these 2?
Hey my projectile collision isn't working pls help
oh wow it worked i just added a capsule component π
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
is there something like ResetLocalOffset after I AddLocalOffset several times?
You can right click on the vector node and use "Split struct pin" or use break vector
how do i reference any object in the explorer? (the objects explorer im not sure what you all call it
)
for references you can use casting https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Blueprints/UserGuide/CastNodes/
Examples of different Casting Nodes and usage cases.
Nope. Casting is, to put it simply, attempting to treat an object as a class.
im reading about it and it looks more like using events to reference
is there something i could do add a static mesh as a variable
you can create static mesh object reference variable and put anything you need inside it
how do i create the variable π
np
its my first day srry
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
Many people opted to use Unreal's own saving system instead, so I have no idea about VAREST stuff for saving game.
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
help please
How can i append an integer to an array after a for loop?
If you need to do it after the array, use the Completed node to append whatever integer
Just use Add
it will add the integer onto the end of the array
not the finest terminology I know
It's a little more complicated
Instead of appending your random integer, you can simply add it
that avoids creating a temporary array for no reason
Like this?
Yes, it should have exactly the same result, but just a bit cleaner looking
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
You have to clear the graph first
Clear the array rather
You're adding every time you move the actor
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
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
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
Are you clearing your array now?
Do i still have to clear the array if i execute the script only once on play?
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
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
Like I said before, the construction script changed the initial values
Press the trash can button to clear the array in editor
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
Is there a way to call an event on all blueprints in an interface
@fiery lark Not without keeping track of them, but you can do something like use an Event Dispatcher on the game instance
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
Thank you
i know how to make ai follow the player but im not sure about an exact copy of animations and movement
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?
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
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
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.
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?
Event Dispatchers might be what you're looking for.
Oh You can add inputs...
Ah Ill look into that, thank you
IMO needing an interface is actually pretty rare vs what people expect
would i only want to load them once per game then? rn i have it loading in every time i run an event that needs it
how so?
I've been in the habit of creating actor variables, and EventBegin setting all of those with casting, then referencing those throughout the game
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
that wouldnt defeat the purpose of a soft object? loading it onto a normal object variable?
@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
Makes sense. Particularly instances where you've got a handful of possible actors and don't want to cast to a whole list individually.
@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
Ah okay. Currently I'm setting up an interface for a projectile to contextually talk to objects and I'm setting up an interface for that. Do you think that's an okay use case or am I using it wrong?
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
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
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.
@tiny plinth I probably don't understand your problem, but maybe you're looking for Project Vector to Plane?
@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.
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
Is there a smarter way to do this or is this dumb method just as good as something more complex and math heavy? https://forums.unrealengine.com/t/spline-point-help-for-procedural-fences/234297/12
@zenith pondIs this supposed to be an in-editor tool or used at runtime by the player?
In editor
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?
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
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
@zenith pondhere's a very simple one w/o spline
https://blueprintue.com/blueprint/h73ekkjt/
Aaand, lemme check for a spline one
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
@zenith pondthis is the spline-based one (it's a bit more complex since i needed some more features, but you'll see the methods used:
https://blueprintue.com/blueprint/h_33g672/
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 :(
@carmine cypress interpolate over time/use a timeline depending on usage case
@high ocean how would I do that?
That was exactly what I needed! Can't believe I took a linear algebra class last year and already forgot about projection lol
@carmine cypresshttps://www.youtube.com/watch?v=DsgnAtvzZHg&ab_channel=MathewWadstein
Awesome, glad that helped π
thanks dude
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)?
A popup notice perhaps? Or an old big visible red text does the trick too :DD
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?
flip flop ?
ok, so I guess I have to do this in the construction event and still handle the nullpointer during runtime, correct? hoped there is a mechanism that woudln't let the developer run the game if its not set π
I'm not sure, maybe there is. Hopefully someone here can follow up on that.
yeah that could work as well. Thanks
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.
@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.
The answer is this lovely node π
@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
Huh. Didn't know about that actually. Would have saved me a blueprint function on a test project once.
Lol I know man...I know. Always have to dig to the depths of hell to find these nodes though
@shrewd marten Not in BP but you could do it in C++
Hey, may i ask, why do your blueprints look like that? looks really neat!
oh, ue5?
https://www.unrealengine.com/marketplace/en-US/product/darker-nodes
https://www.unrealengine.com/marketplace/en-US/product/electronic-nodes
They aren't free, but after 5 years of UE I wish I would of known about this sooner lol
oh my god, so it's just a thing in the marketplace? thank you, i will surely check it out! it seems amazing
@trim matrix example from my own project:
That's awesome. Yeah it certainly helps with the blueprint spaghetti a bit.
@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]}
]
}```
That looks to be the correct format. If you're asking how you do that with VARest / blueprint nodes or anything like that, I couldn't really answer you - You'd need to figure out how to construct and deconstruct your JSON format using the nodes it has available.
Yes unfortunately that was what I was wondering. Do you know of anyone I can ask?
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
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
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 π£
How would I pass a variable I want to change within a function to said function?
thanks
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.
Is there a way to delete vertices/polygons in realtime? I havent seen this mentioned anywhere
As in LODs?
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"
Promote the return value of the create node to a variable.
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
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
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.
Thanks. I'm not sure what else I would do beyond setting the anim instance class, but in terms of casting, I didn't see get component of type, but are you referring to this? I tried and it seemed to put my player in a static T pose, so guessing not. Was trying to look in the documentation further but no luck.
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:
oh youre correct. didnt catch that
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?
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
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?
A couple of options I can think of:
A) Keep track of the selected index and do a set of selected array once you're done manipulating.
B) Create a function that takes the input Array as a by-reference variable, then you can manipulate the array within the function itself.
Example of A:
Example of B:
Thanks Datura. I had considered B and I think that might be the best way to go for me.
Is there a way to remove an instanced mesh, if it exists, at certain coordinates?
Or at relative coordinates inside a collision box
how can I call a function in another blueprint class from a current blueprint class?
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"
got it, thanks
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?
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?
Comments
exactly, just select the part of the code you prefer and click "C"
- 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
You can also use functions, collapse nodes into a single node
And keep the nodes clean using reroutes, which can be commented
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?
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
i am doing but i cant find rewarded ads system
Comments should serve as a last resort imo. Good code should be more or less self explaining
Ok thank you @elfin abyss ill rewatch the tut and see if I can do what you said
now can anyone help me out
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)
Is it like this?
yes exactly
I don't know why, i just made that and it works for me
there might be some issue in your hunger event may be
now is working Idk why, basically my idea is to subtract 0.2 percent to the HungerBar every second
that should work
i think your print sting setting are messed up may be like duration or etc
now it's working fine! every second my HungerBar subract 0.2 percent!
is there anyway to make GetVelocity work with world velocity and not relative?
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.
async delay, sounds ... extra
kk
I have something very weird happening
The collision on the level doesn't work in positive Y axis
What could be the issue?
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? π
Please keep in mind, that the Delay will not Delay the next execution of the For Loop.
oh
how do i make it delay then
Basically the same that Beriol fights with
so is there no way at all to use it within a sequence, or to implement a sort of "delayable sequence" node?
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
Well
Cut your code into more events and functions
Utilize Timers instead of Delays
Would this potentially work? XD
I have a Widget but when i use mousepointerevent it doesnt seems to get the mouse click can some body help me with that
there are a lot of ways of doing this
Well you are making a new pointer event
From nothing
That's just an empty struct at that point
thanks for the tips guys, I'll see if I manage!
You need to use the pointer even that the function gives you
uhm, not sure I understand the benefit of this
this looks interesting, but I'm afraid it will happen the same as with a 'sequence'
That is basically a looping timer with extra steps haha
sorry thats make pointer event
The Multigate is a good solution i guess
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?
uhm sort of! I'll see if I can make it work with my event π π
Yeah was badly written. I meant a Timer with additional logic
so you're saying that with a multigate I wouldn't run into "early ending" like in the sequence?
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
thanks guys, makes sense!
The trick is that you are calling the event again via "Next".
Isn't there a simple StopMovement or so call?
Also #gameplay-ai
oh sorry
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
Yes
And the Execution Pin from my "Timer" will only activate when i cancel the timer?
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
Ok thx
Is it possible to make like a plane that you can form with a ramp on 3 lines?
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
I would probably not tie this to the Spline being dragged, but some Vector Widget.
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
im trying to make a ground that i can form in game with a ramp
Runtime Mesh I guess
Sounds to me like a mesh generated runtime based on triangle data
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?
hey can anyone tell how to make a pubg like sprint button
can i use on hovered instead of on pressed
plz tell
Hi there
Why do you talking about "hovered"? π€
I have an animation montage that is facing the wrong direction
is there a way i can rotate it to the correct direction?
when u go in buttons in widget u will understand