#blueprint

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burnt nest
#

Or you could just use your player character's forward axis for starters.

sick sapphire
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this is a bit of blueprint that controls how much my character aim up/down animation
right now, the aim up/down animation
when the server does it, it does not show in the clients
when a client does it, it shows on the server and that specific client but other clients do not see it

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i think its not copying something from the server to the clients
AimPitch is just a variable inside the event graph of the animblueprint it is not changed anywhere else

native creek
zenith rose
#

@burnt nest ok thank you ill try it

sick sapphire
native creek
#

I'm not sure how AimPitch is applied in your code to actual camera pitch. So maybe just setting the variable to replicate will be enough. Go to variable settings where you can set the type, name etc. and set it as Replicated.

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The character itself has to be set to Replicate as well of course.

sick sapphire
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this is how it is applied to animation its an aim offset

native creek
sick sapphire
native creek
sick sapphire
#

ok i will do that

sick sapphire
woven kelp
#

How do you conditionally consume input? I have two things listening to mouse wheel, but only one is active at a time. But the event node doesn't seem to support conditionally consuming it

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Do I have to spawn/despawn an actor just to turn the consumption on/off?

native creek
sick sapphire
#

aim pitch is also replicated here

native creek
sick sapphire
native creek
#

There are multiple ways to do this, but you could just use HasAuthority node in this case. Only server will have authority over the characters if it spawned them originally.

lime karma
#

Okay I feel like I'm really close to what I'm trying to do and I just don't quite know the last few steps I think, unless I'm just way off target. I'm making a basic FPS just to sorta explore all the systems and such and get hands-on with the engine and this BP system. I'm working on a system to swap between the various weapons the player can have. I've got it so that I have a master parent blueprint for weapons in general, and then children of that for each type of weapon individually (no real code in them yet just sorta structuring everything for now). Then I'm storing those classes in an array and setting a child actor attached to my player to whatever class I want in that array on the fly. So far all that seems to do what I want with at least visually swapping out the guns and everything.

My question though is uh, how do I then access the actual functions within whatever my currently loaded class is? Like if I wanna take my Fire Input and then pass that on to whatever arbitrary weapon class is currently stored within the child actor, so that I can then put the logic on the guns themselves to make the projectiles come out after receiving the input. It'd also be nice if I could access other variables and such for manipulating the ammo counts but one step at a time. Is there some relatively straightforwards way that I can just like, take the input, and other potential variables, check what class is currently the active weapon, and then just pass it along? Or should I maybe just call for input within the gun classes themselves? Or am I just way off target here.

twilit heath
#

your character can be prevented from firing by effects weapon doesn't need to know about

#

like being dead

native creek
twilit heath
#

so your input should go through the character there, and it should have a CanFire() function that it checks before forwarding the fire call to the weapon itself

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you should have an active weapon reference at all times

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so simple version of characters CanFire becomes

sick sapphire
twilit heath
#
bool AMyCharacter::CanFire() const
{
  return ActiveWeapon && !IsIncapacitated():
}
void AMyCharacter::Fire()
{
  if (CanFire())
  {
    ActiveWeapon->Fire();
  }
}
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then your weapon does its own checks, not jammed, destroyed, has amo in mag... etc

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before it actually goes to shoot

lime karma
#

I'm lost on the 'pass it on' step

restive dagger
#

What I'm wondering is, if the first boolean is false will it execute the second branch?

native creek
native creek
tiny meteor
#

anyone know why two physics meshes wont trigger overlap events one each other?

sick sapphire
lime karma
maiden wadi
#

@sick sapphireDon't use GetControlRotation. That is for local use only. When using replicated rotations meant to be used for the direction that the pawn's owning controller is looking in, use GetBaseAimRotation.

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It's a first person function to get the control rotation via the character's Z orientation, and a replicated pitch value.

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@lime karmaIn blueprint, one of those is a function, the other is an event. The top one is a function because it returns a value. Make a function that has no inputs and returns a bool and name it CanFire and mark it as pure. The other one should probably go in the graph as an event which has a branch that checks CanFire, and calls fire on the weapon if true.

lime karma
#

I understand the logic, I don't know what the blueprint syntax is to do it. Like what nodes do I need to call the fire event on the weapon from the player

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like I can't seem to find any good examples or anything of this sort of thing that are easily accessible, so i'm totally lost on how to actually implement it

worldly mist
#

anyone know why the rocket isn't mainting the physics linear velocity that it was set at? This was all working in UE4, but when I ported it into UE5 it just decided to stop working

maiden wadi
#

@lime karmaWith what he wrote, it would directly translate to this in blueprint.

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Both of those in the character.

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And then this in the weapon.

lime karma
#

okay, the part where I'm getting stuck, is the Fire Weapon node

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I can't get that node

haughty crypt
#

hey guys, is it possible to add new names to an enum table through construction scripts?

maiden wadi
#

Your ActiveWeapon's class would need it, like in my last screenshot. There's two classes. The top two pictures are the character. The third is a weapon class.

lime karma
#

yeah I have a parent BP for my weapons that looks like this, but this is just the parent, I have a child of this for each weapon

maiden wadi
#

If that's your weapon, you'd replace my "FireWeapon" with your "Fire"

lime karma
#

yeah yeah of course, but the weapon is a child of this, I think I might not have the children set up right or something

maiden wadi
#

Should still be able to call the Fire function if it's a child. Children inherit their parent functions.

lime karma
#

that's what I was thinking, but something is clearly going wrong

maiden wadi
#

Open the child blueprint, look up at the top right. Does it have the parent's correct name there?

lime karma
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yeah it's up there, though when I try to add the Fire Function to it, it looks like this now

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which is clearly wrong I imagine

maiden wadi
#

Ah, sec. There's two ways to do that.

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Yeah, the blue is a call not a declaration.

lime karma
#

yeah it looks like the event graph, if I'm reading it right, isn't being carried over for some reason

haughty crypt
#

how would one list how many members are in a struct, or better yet, putting each member in a struct into an array

maiden wadi
#

If you right click in the graph, the top is to override the event in the child. Sorry for the small screenshot. Work project. ๐Ÿ˜„

lime karma
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no worries

maiden wadi
#

You can also go to the left side and click here.

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The override button. Anything marked as Gunthing is inherrited from the parent class. So the FireWeapon there. Would add the same thing as the highlighted screenshot above.

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It just overrides the parent's functions.

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If this is in the parent.

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That will be added to the child if you select one of those.

lime karma
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ah so like this

maiden wadi
#

Yep. And if you still want to retain functionality from the parent. Also right click the red event and "Add Call To Parent Function" or whatever it is.

lime karma
#

right, I don't think I'll need that yet but I'll keep it in mind

maiden wadi
haughty crypt
#

I'm really just looking to add each element's name into an array to create an enum of each one

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so when I add an element to said struct, it adds an element to an enum, that could be selected in a blueprint

maiden wadi
#

That's an unorthodox way of handling things. I would just do it by hand if you add an element to the struct. I doubt you'll find an easy way to accomplish that.

lime karma
#

okay so moving back a step to actually calling those functions within the child blueprints

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I still can't figure out how to pull up the relevant node

maiden wadi
#

From the character?

lime karma
#

yeah

maiden wadi
#

Do you have a blue pointer type variable of the weapon's parent class type?

restive dagger
#

can anyone tell me what is causing infinite loop here ? v

lime karma
#

I'm going to go out on a limb and say nooo? Even though I thought I did

restive dagger
maiden wadi
#

@restive dagger Nothing. What does AddSkyObstacle do?

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You have an overlap event. That spawns an actor, that causes the overlap event, that spawns an actor, that causes an overlap event that spawns an actor that...

restive dagger
#

ohhhh

haughty crypt
#

so just to add on to the last question as well, is there any way of adding an element to an enum in a construction script?

maiden wadi
#

Not likely. They're two very separate things. Construction Scripts run when the class is instantiated into the game. Enums need to be created long before that.

restive dagger
#

Do u know how to fix that? I highly depend on the overlap event to spawn the actor

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On actor hit?

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or thats the same hmm

maiden wadi
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Actually on second glance I'm technically incorrect. What are these objects you're spawning?

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Are these Sky objects the same thing with the Overlap event?

restive dagger
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I'm spawning the sky object that has the spheres^

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which cause the overlap event

young cradle
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guys how do i make it so my nodes arent disabled?

restive dagger
maiden wadi
#

Hmm. For some reason they seem to believe they're already overlapping the character at spawn.

restive dagger
restive dagger
young cradle
#

im trying to spawn nodes i forgot the control what is the button

restive dagger
maiden wadi
young cradle
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it isnt doing anything

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im right clicking

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nothing is happening

restive dagger
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@young cradle you must right click on the blueprint empty space

lime karma
#

I am very unbrushed on pointers and blueprint references

young cradle
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i think

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im clicking on a blank area

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with right click

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it aint working

restive dagger
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hmm

olive sedge
#

Is it possible to switch on arbitrary things like Material Interface Object Reference?

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Don't want to create a whole tree of branches

maiden wadi
#

@lime karma Haha. In short. A pointer is just a small variable type that points to a specific object. Or more appropriately, that object's memory location. Unreal marks these as nullptr by default, and uses that to check if they're valid or not. Which is what the IsValid node is for. If it isn't pointing to a weapon it'll be nullptr and invalid. You'll no doubt run into the error warnings soon. To use these, you have to populate them from a valid reference. You most often get these from the place the object is instantiated.

young cradle
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and once i right click again

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it disapears

maiden wadi
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@lime karmaSo for instance. If we spawn a weapon on beginplay in that character like this and set the ActiveWeapon.

restive dagger
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@maiden wadi Am I teaching him wrong? whats wrong with his blueprint

maiden wadi
#

Then after Beginplay, that reference will be valid until the weapon is destroyed, or that variable is Set again.

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@young cradleDrag and left go. The menu should show up.

young cradle
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no menu

maiden wadi
#

Try to right click to bring it up. Add a PrintString node and connect it.

young cradle
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nope rightclick made it dissapear

maiden wadi
#

The menu, not the line.

lime karma
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this is how I'm starting things out with instantiating my child actor from my array of weapons. Equipped Weapon is the child actor, so do I just set another actor variable equal to that?

maiden wadi
#

@young cradle

young cradle
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but right clicking only makes me drag and move

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around the blueprint map

maiden wadi
#

Click, don't hold.

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What Unreal Engine version are you using?

young cradle
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how do i check

maiden wadi
#

Help->About Unreal Editor

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Should display a popup with a Version on it. Like Version: 4.25.4

young cradle
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clicking on it does nothing

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is it just not responding or wat

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4.13.2 is my version

maiden wadi
#

Modding editor, or?

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@lime karma Ah. Child Actor Component. Not a fan of them, but that's a different discussion. To get the same pointer, you have to take the child actor component's pointer, and getchildactor.

restive dagger
#

OH FINALLY I think I found the problem

lime karma
restive dagger
maiden wadi
#

@lime karma Yep. But I would change Current Weapon to the parent gun type. Which will require you to cast ChildActor to that type too to set it.

restive dagger
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So how do I fix this?

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I want (in the sky sphere) when u reach a certain point another sky sphere appears either up/down/right

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just like an endless runner

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but the system is not working properly

lime karma
maiden wadi
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If your childactor in the component is of any type of the parent or it's inheriting classes, you just cast to the parent type.

young cradle
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guys does anyone know how to place nodes in 4.13.2

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right click is drag and move for me

lime karma
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ah so now is when casting comes into play

maiden wadi
#

You're going to hear a lot of really stupid explanations about casting. To save you some trouble and severe confusion there, casting simply tries to change a pointer type. It does not modify the object in any way, and more importantly it does not "get" anything.

lime karma
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yeah that's what was really messing me up on my first attempt at this

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so now I think I'm on the same page

maiden wadi
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All casting does is literally.. You have an object that is in a pointer that is a parent type. In this case, you have a childclass of your gun. Your gun likely inherits from Actor. Actor inherits from Object. So your inheritance chain is Object->Actor->GunParent->GunChild. This means that a Gunchild can be stored in any pointer type of any of those four.

lime karma
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so we're using the cast to go up a level from the child to the parent

maiden wadi
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In this case, you have an actor pointer. It's still a GunChild, but it's stored in an Actor pointer. So you change the pointer type to GunParent to get access to that Fire function.

twilit heath
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best not use child actors though, especially if you're going to be swapping weapons or doing any networking in the future

maiden wadi
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Yeah. Child Actor Components were a failed experiment at trying to make the designer side of things more friendly. They're terrible in their handling though.

twilit heath
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dropping them would also be... interesting

maiden wadi
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One of the many things that should be deprecated or overhauled.

lime karma
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I was trying to use it as I thought it would help generalize these function calls, but it's becoming increasingly clear that it's just a middleman not really doing anything I think

maiden wadi
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Realistically, you'll get the same functionality out of just spawning it on Beginplay.

twilit heath
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you only need a pointer to active weapon

maiden wadi
#

With less problems.

twilit heath
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nothing else

lime karma
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I was about to ask if it would be better to just spawn the weapon

twilit heath
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and attach it to a socket on skeletin, yes

maiden wadi
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You're not into multiplayer stuff yet, so abuse the shit out of Beginplay. ๐Ÿ˜„

lime karma
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lol

young cradle
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i think unreal engine is broken for me i can place nodes

maiden wadi
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@young cradleAre you using a modding version of the engine for some game?

young cradle
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how do i chek

maiden wadi
#

Ask yourself if you're trying to mod an existing game?

young cradle
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no

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im not

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im planning on making a game myself

maiden wadi
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I would seriously consider updating. You're working on a nearly four year old engine version.

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Try 4.26.2 or 4.25.4

young cradle
maiden wadi
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How did you download the engine in the first place?

young cradle
rough bear
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can someone tell me why this wont work

gusty shuttle
#

OKay, my build is failing, any clue how to fix malformed tags?

maiden wadi
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@young cradle Check out downloading the launcher, you should have this screen in Library.

severe turret
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@rough bear what is happening? Perhaps it's just jittering at the start of the timeline as you are using it OnPressed which will repeat when held?

young cradle
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lets hope it works

rough bear
# severe turret <@!774997372979773502> what is happening? Perhaps it's just jittering at the st...

i am making an endless running game https://www.youtube.com/watch?v=KdkDqk_YBS4&t=181s

followed this video ^^

In this video we take a look at how we can get the character to switch between the three lanes. We setup blueprints that will get the character blueprint to fade between the 3 potential lanes using the lerp node.

โ–บResources: https://virtushub.co.uk/runner-course/

โ–บRecommended Playlists
UE4 Level Design
http://bit.ly/UE4LevelDesignEsssentials

...

โ–ถ Play video
lime karma
#

I think my brain wants to do a nap so I might have to return to this later

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I think something is still going wrong because after casting it's still not letting me pull up the function

restive dagger
lime karma
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I'll try take out the child actor and return to this later

restive dagger
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this function is not returning the attach point which makes sense

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are there any other approaches to get what I want? other than this function

maiden wadi
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@lime karmaMake sure your ActiveWeapon variable pointer is of the correct type. You likely have the VariableType here set as Actor, or Object.

rough bear
maiden wadi
#

@rough bearEndless Runner code?

rough bear
maiden wadi
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Not really a PM person. But I can say that you're over complicating this. You should really just be doing this on tick with some simple math instead of trying to keep a timeline running correctly.

lime karma
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oh wait that's how that works?

maiden wadi
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Yep. Your pointer type will be what gives you access to the correct functions.

lime karma
#

ooooooooh

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yup now it shows up

rough bear
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can someone help?

lime karma
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though if I'm not gonna use child actors anymore, for the weapon switching should I just despawn the old weapon and spawn in a new one?

maiden wadi
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Unfortunately that's actually a rather design oriented question that isn't simple to answer. It really depends on what kind of handling you want. Are we talking basic FPS with weapon swapping? Possibly. Though it can be cheaper on runtime resources to just spawn them all and allow a "dormant" mode which hides them elsewhere. But that's premature optimization stuff.

lime karma
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I was wondering if that was an option as well, just like hide inactive guns behind the player or something

green bluff
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Oh sorry man, so many notifications I didn't see your message!
Delete vertices/polygons in LOD0 specifically, for example when you touch the model, you delete its vertices.
I wonder if its possible in realtime

maiden wadi
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You may also want a system that shows secondary weapons on the character when they're not equipped. They'd still need to exist.

lime karma
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well it's first person so you can't really see yourself much

maiden wadi
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Which is true. Was considering more third person or multiplayer.

lime karma
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mhm for now my scope is a bit smaller lol

maiden wadi
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But yeah. There are other factors too. UI is a consideration.

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If you have a system where character stats may affect the weapon's stats.. Like.. Maybe some mix of strength and agility or some perks like SteadyAim affect weapon aim or recoil. You would need to consider if it's easier to leave the weapon spawned and simply pull that directly, or have a system in place to do those calculations same as the weapon does.

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Most times, you're going to find it a lot easier to just have the weapon spawned and use the same calls the weapon does for it's own use.

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Like.. Say you have three weapons. SniperRifle, AssaultRifle, and Handgun. If you have the AssaultRifle out, but still want to tab and see the stats of all weapons at a glance, you'd need those spawned, or that other system there to get those stats based on the character or player who plans to equip them.

lime karma
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yeah I remember seeing an issue someone else was running into during my initial research where they were despawning the guns when not in use but that caused them to loose their ammo counts

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since they'd be reinitialized with full clips

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well at least now that I can make functional guns, I can finally start to experiment with systems like that and see what I can come up with

maiden wadi
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Realistically, spawning is expensive. Keeping something spawned usually isn't if you correctly disable it.

lime karma
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I may or may not return shortly to learn what "correctly disabling it" means

maiden wadi
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Having stuff spawned is very cheap. It's a miniscule amount of RAM. Spawning requires CPU time.

lime karma
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and you can always download more ram

maiden wadi
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Haha. Mostly it's just disabling tick and removing collisions.

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Few other things. But those will cover a lot.

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Vsibility and such.

lime karma
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I'll look into it in a bit

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I believe you're looking for child blueprints not actors

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I am far from an expert but from what little I currently understand, you can make a single master blueprint for the elements that are shared between your characters, such as basic movement or whatever, and then create child blueprints for each character that will inherit all of that and house the individual logic for each hero such as unique abilities and such

loud cipher
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Hey all i have a third person template project and i have set up a system with a camera in the corner of the world, when the player overlaps a box it switches from tp camera to the world camera

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however when im in that world camera seperated from player camera

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the controls of the character are inverted

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how can i counter act the inverted controls?

gentle urchin
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Possibly using cameramanagers forward vector as reference

rose girder
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how do i increase the thickness or radius of my trace sphere?

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it's barely visible

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i increased the radius but nothing happened

smoky bluff
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i think i discovered one of the mysterious macro issues with nativization, custom macros with delays in functions don't nativize properly, to be fair I should probably test this further before making that claim, but still weird. or probably already widely known..

icy dragon
smoky bluff
tiny plinth
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does anyone know if timelines can be threaded? Like if I have a method that's called 5 times at once that uses a timeline, will that make 5 different instances of the timeline running or will it just try and all use the same one?

raven pilot
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is it possible to check how many blueprints you have, like how to can see how many line of code you have

celest pilot
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@indigo bough oh wow I just noticed the ping from 16/04 ๐Ÿ˜… were you able to make something similar now? Talking about this : #blueprint message

indigo bough
celest pilot
#

Awesome, it's a bit out of my league but I'm sharing it with some people I know who also have interest in it

trim matrix
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Is there a way to get the player ping through blueprint?

wind sequoia
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they have a variable

trim matrix
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ty

wind sequoia
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just make sure to multiply it by 4

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@trim matrix

smoky bluff
clear osprey
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Why I have these yellow dots in the blend space?

proud sable
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I have 3 characters using the same blueprint, they all have different variables set. When I start the game they all begin with the default values but if I do an action that updates them they change to the values I set. How would I make sure they begin at the proper values? Sorry if this is explained poorly, I don't really know UE terminology too well ๐Ÿ˜…

As an example my default "mana" value is 100, one of my characters' mana is set to 500. If he uses an ability that costs <100 his max mana jumps to 500. Can I get it to start on 500 instead?

Edit: Realized I had to go back and set the "current" values to match the "max" first

drowsy vigil
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So I've been scratching my head on how to make a procedural first person walk animation for a weapon, I know i could just use anim blueprints but I wanted to try this instead, I'm not all that knowledgeable of UE, started using it about 2 weeks ago, but I assume it would use lerps and get/setting relative locations of the viewmodel, etc. Any help or advice would be appreciated :)

high ocean
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Can anyone please tell me what the math equasion(s) are behind "Map Range Unclamped Node"? I just need the math behind it ๐Ÿ˜ I need to make an excell formula out of it ๐Ÿ˜…

gentle urchin
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Basically you find the % in range of the input value and multiply it by output range + output min

high ocean
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so... "find the % in range". I don't get that part - sry

gentle urchin
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Input range 0-100
Input = 50
50/(100-0) = 0.5

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In / (InMax - InMin)

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Remapping it then means applying the value to the output range

OutMin = 100
Outmax = 200

In% * (outmax-outmin) + outmin

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(0.5 * 100) + 100 = 150

high ocean
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@gentle urchin returns another value... One case I have is this:
min: 1
max: 10
outMin: 4
outMax: 10
Value: 3.85

If I got this right, in this particular case it would be:
(3.85/4)=0.42
0.42*6=2.56
2.56+4=6.56

The unreal remap node prints 5.9

gentle urchin
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Closez had a feeling i was missing one bit

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Gotta remove the input min range :)

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(In - Inmin / (Inmax-Inmin) , possibly + in min

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On the phone so cant double check it

high ocean
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Besides, which one of these is it? inresult*(outmax-outmin) + outmin; or (inresult**outmax) + outmin the text reads one, the example another ๐Ÿ˜…

gentle urchin
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(Inresult*(outmax-outmin))+outmin

high ocean
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will try again ๐Ÿ˜„

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Heh... it's not, and I can't figure out where those weird differences are... In my fiddling around with the calculator trying to "rediscover" the equation, I came clos(er) to your result - which makes me wonder how ue does it under the hood...

gentle urchin
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Not sure i see the problem

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I get 5.9000002 aswell.

high ocean
#

๐Ÿ˜ฎ

gentle urchin
#

Ignore language lol

high ocean
#

Oooooohhhhh THERE you remove the min ๐Ÿคฆโ€โ™‚๏ธ sry, I'm retarded ๐Ÿ˜„

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thought you meant to remove it at the end so i just ended up ignorin that last bit ๐Ÿ˜…

gentle urchin
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Ah ๐Ÿ˜…

high ocean
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Ok... It's weird how the math itself kind of even makes sense now ๐Ÿ™‚ miles of thanks man, you saved me! ๐Ÿฅณ

gentle urchin
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Glad it gave you clarity,

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Even when I failed to describe it properly

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Not sure if my approximation to it even describes it, but it made sense in my head

high ocean
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Heh, yea, that part where you have to remove the min is odd and doesn't make much sense, but, it is what it is! thank you! ๐Ÿ˜„

gentle urchin
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But it does ! You need to normalize the input so that you can directly divide on the input range

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Subtracting min is normalizing it, making its value become a direct relative value to the inout range !

#

I feel like im rowing this boat in the qrong direction but oh well

lime karma
#

I just wanna say that I managed to get my weapon system completely working as I wanted it to now and I even removed the child actor nonsense

high ocean
#

For all the math they've pumped into me in high-school (come from ex-soviet country, we did a fekload of math) we never understood how to actually use it, and now I'm rediscovering terms and concepts I had to know superficially to pass the national exam ๐Ÿ˜ Sad man...smh. 5hrs of math/week, learning polinominals, log equations and diff equations, integrals and whatnot, only to be unable to do simple arithmetic...

gentle urchin
#

Well tbh schools never did a good job explaining why we had to do certain stuff during alot of the formulas... it was just dumping the formula onto people, forcing you to memorize shit (which is harder when you dont understand the why)

high ocean
#

exactly! but then again, if you go out of math/programming/sciences where you learn/have to actually use it, and go into humanities like me, you forget all formulas because they never made any sense/had no use to stay in memory... But it would be so much fun to actually teach math's usefulness.

#

and those endless trigonometry tables with apparently random numbers with a radical and pi thrown in every now and then we just memorized lol...๐Ÿคฆโ€โ™‚๏ธ ๐Ÿ˜‚

#

Aaaanyway, thanks for the help, don't wanna clog the channel with my rumbling. ๐Ÿ™‚

gentle urchin
#

No prob !

tidal lava
#

Hi Guys .
Im Struggling with my weapon modification system.
i want to use the when begin cursor over over event to highlight a object eg the scope . but it is extremely in accurate .
Im using the the simple collision ,
If somone is willing to help , i will screen share and we can chat about it there

wooden field
#

Hi

obtuse herald
#

hi

tidal lava
#

hi

wooden field
#

How one would aproach taking the light of a specific object when under a light,

#

but becoming visible, when in shadows?

#

Via post processing

high ocean
#

@wooden fieldbetter ask in #graphics about this

open crypt
#

Ugh, why is my camera actor not possessing the pawn correctly

#

I'm trying to switch to a camera actor so I can record some camera movement but it's not working even though references are good

smoky bluff
open crypt
#

before I was doing this and it worked fine

#

I'm not trying to look at a target, I'm trying to switch to a different camera

#

this is super basic stuff, what am I forgetting

spare wyvern
#

I tried retargeting the anim bp and it turned all the animations to T_Poses. I don't think this ever happened to me, and I don't think i did anything different. Is this some kind of bug?

stark tide
#

how do i animate a blueprint component in sequencer

sullen oar
#

Im doing a spline system for a power line, is there any way i can select based off a Blueprint or does it have to be a static mesh?
On a Blueprint, is there no way to have a Socket?

dawn gazelle
# sullen oar Im doing a spline system for a power line, is there any way i can select based o...

Sockets are something that are defined on meshes. You could add a scene component for positioning if that's what you're trying to figure out by having a socket in a blueprint. To retrieve the scene component "socket" you can do a get component by class or tag but by tag would probably be better if you're going to have multiple scene component "sockets" so you can name them using the tag.

sullen oar
#

and i have iton this blueprint

#

if that makes sense

dawn gazelle
# sullen oar Hmm, So for example, i have this Wire Support,

Not sure what you're getting at then for needing a socket on a blueprint. The mesh itself has those two sockets defined (Cable1 and Cable2). So you should be able to get a reference to the sockets directly from the mesh, including their position or their full transform.

sullen oar
open crypt
#

@dawn gazelle can you see my screenshot and advise why my possess isn't working? I was using a level sequencer before and it was switching but now it's not (really shouldn't matter because I'm just using the camera actor, i probably hooked it up wrong)

dawn gazelle
trim matrix
#

can a function in a blueprint class be made static like in c++

open crypt
sullen oar
#

I solved my issue above,
Just wondering this now

  1. Setting the texture on the spline, (Auto populate with material)
  2. being able to select the mesh rather than it random select, so say point 1, 2, 4, 5 do mesh 1, and point 2 do mesh 2 for example.
#

if that makes sense

prisma stag
#

Hello, I'm trying some code I did and have been having some problems. What I want to happen is for it to control the pitch and roll of a cube and when you move the mouse it will rotate the cube in that respective direction.

However, what is happening is it seems it is setting the rotation to the axis value from the mouse so based on how fast I move the mouse, the higher the rotation, then when I stop moving the cube goes back flat.

runic parrot
#

Hi! does anyone know if it's posible to detect drag on a button?

open crypt
#

You probably want to try "add relative offset" instead of setting the rotation, play with that and see if it works for you

open crypt
runic parrot
prisma stag
open crypt
prisma stag
sand shore
warm ermine
#

Would anyone know anything about blend spaces by enums?

pine trellis
#

Can someone help? I keep getting an infinite loop on this code here but if I remove the true it wont work anymore, what else can I do to keep the code the same without getting t he infinite loop?

dawn gazelle
pine trellis
fiery lark
#

Okay guys, I have a child blueprint that I have set so that when an event is called, it increases the damage. However, everytime it is spawned it uses the same damage as it originally was, why is this?

dawn gazelle
fiery lark
#

Ohhh okay, thank you

#

@dawn gazelle bro u just saved my life, thank you so much

proud sable
#

I've been trying to figure out how this works for a while now but I'm just not getting it. When casting to a blueprint, what determines the object I should use as the input? Especially when it's not obvious. I'm trying to get the wind speed from a weather blueprint but I have absolutely no idea what object it would inherit(?) from to get the value.

severe turret
#

the weather blueprint object with the wind value inside it.

proud sable
#

I'm definitely misunderstanding, sorry. If I place the blueprint in my scene, and I want to cast to that blueprint which has the value I want, I use that same blueprint as the object input?

dawn gazelle
# proud sable I've been trying to figure out how this works for a while now but I'm just not g...

Casting is only a means of taking a less specific reference and making it a more specific reference of the desired class so that you can access the more specific class' variables and functions.

For example, you place a Character in the editor - it can be considered an "Actor", a "Pawn" or a "Character" or even "Your Specific Character Blueprint". The latter being the most specific.

If you can get a reference to that actor, say by doing an OnOverlap event where you get a reference to "Other Actor" all that is giving you is an "Actor" reference, so you can't reference any values or access any functions from say "Your Specific Character Blueprint", so then you attempt to cast to "Your Specific Character Blueprint" and if the cast succeeds, you can then reference the variables and access the functions of that particular instance of "Your Specific Character Blueprint".

tiny meteor
#

hi, is there a multi-cast node in blueprint

#

for example, you can specify a bunch of classes and branch depending on which class it is

#

or do I need to chain them together

dawn gazelle
# tiny meteor for example, you can specify a bunch of classes and branch depending on which cl...

No at least not in a syntactically good way. To do it the clean way, you have to work VIA Inheritance. Using the example I gave just above your post, you could theoretically get a reference and cast to "Character" which any character including "Your Specific Character Blueprint" would be valid, but you can only access variables that would available at the "Character" level.

To make it a bit more clear...
Say you created a master "Character" class called "MyFighterClass" you then create child classes of this class, like "Kickboxer", "Swordsman", "KungFuMan". Then you could also create another class based on character called "MyEnemyClasses" then child those to things like "Zombie", "Bigfoot" and "Skelebones"

If you have a reference to an object which is a "Swordsman" but it is only an "Actor" reference, (again say from an Overlap event) you can cast to "MyFighterClass" and you would get a valid cast, but if you tried to cast that same reference to "MyEnemyClasses" it would fail.

proud sable
# dawn gazelle Casting is only a means of taking a less specific reference and making it a more...

I think I see, casting for some reason has been the steepest learning curve for me so far in UE4 so I'm sorry if I'm way off here.

So far I've only used casting to get values from within a hierarchy (e.g. an instanced character needs a variable from the parent character blueprint. Every tutorial I've seen uses "get player character" as the input so I've been struggling when that doesn't fit).

If I wanted something from a completely unrelated blueprint, say that character needs the wind speed from the weather blueprint, should I still be casting for that value and using another method like GetAllActorsOfClass or is there another method of communicating values between blueprints that wouldn't normally interact?

dawn gazelle
# proud sable I think I see, casting for some reason has been the steepest learning curve for ...

There are very many ways of getting references to objects, and it all depends on the scenario which is the best way to use.

If they're both objects that you place within the world before game start, then you can create a variable that stores a reference of the specific object that you can set as "Instance Editable". Then you select the object in the world in the editor that needs the reference and you'll have the ability to select a reference which should then be selectable so long as you've placed it in the world as well.

If it's something you're spawning in, you can feed in a reference by setting the "Owner" variable to the thing that is spawning it (usually by way of a reference to "Self") and selecting "Get Owner" on the object was spawned, or, you can again create a variable reference of the specific object type on the newly spawning object, setting it to "Instance Editable" and "Exposed on Spawn" which will then give you a pin on the spawn actor node for that variable that again, you could feed in a reference to "Self" into.

If you have no other options, using "Get Actor of Class" is fine, so long as you're not doing it all the time - especially if it's something that could be done on begin play and saved in a reference as it doesn't really get removed and recreated, so then you can just use that reference you've saved.

dawn gazelle
# tiny meteor hi, is there a multi-cast node in blueprint

I take this back somewhat - you do have the option of creating a Blueprint Interface, which allows you to pass through any reference, and so long as that class implements that interface, it can execute what it needs to on its end or return any values as you define in the interface.

proud sable
hybrid ether
#

Quick question. If i create blueprint interface for player I can call those functions by using get player character. But if I have child component in player character how can I call those interface functions? For example get player character -> get child actors -> get that child to target pin where that interface is used?

tiny meteor
#

okay, one other question

#

if I have a float between 0-1, I need to return a series of ints depending on the float value

#

for example if it's between 1-0.7, return 1, 0.7-0.5, reutrn 2 etc

#

which is the best way to do that?

hybrid ether
#

Thanks! is that better than this?

dawn gazelle
tiny meteor
#

trying something like this for now, but not sure if there is a better way

#

also I kinda need to make non-linear lerp values

#

100%, 75%, 25%

analog ridge
#

every time I create a new function the one before it in the my blueprint tab just does the same edits. So if I duplicate it and make something from .05 to .1 the first one will go to .1 Or when I create a blank function the one before becomes blank until i delete it, then it comes back

dawn gazelle
knotty ore
#

Hey guys, I've been googling for a while now but can't find an answer outside of C++ stuff (looking for BP).
Is there an easy way I can figure out if one sphere /circle (don't care about Z) is completely inside another circle?
Think the overlapping actors function, but the object needs to be completely inside, rather than just touching.

gentle urchin
#

Is one smaller than the other ?

#

So inside means 100% inside of a bigger one ?

knotty ore
#

Yep, varying size. I'm just playing around with prototyping one of those Hole.io type games

gentle urchin
#

Use the overlap check, normalize locations, then do a manual check of bounds in the direction(s) that is furthest from center of the bigger one

#

F.ex a small sphere of bounds 20 (10 in each direction) must be more than 10 away from the big spheres (location - bounds)

#

Horrible explanation but.. yeah ๐Ÿค”๐Ÿ˜…

knotty ore
#

Haha, its all good, I'm just completely retarded ๐Ÿ˜‚

gentle urchin
#

Found another method here a few comments down

#

Compariong location+bound on each of them. If result is negative, its completely inside

knotty ore
#

If you want to check with boxes, or spheres you can get the world location and then add the dimensions to the location for both objects. Then substract the result from the object from the result from the reference object. If the result is negative it is inside if it is positive it is not inside.
Yeah, that's the closest I've gotten to an answer, but I can't figure out how to dump that into BP

#

Like, I can get distance from object to another easily, but including the radius of each object in that equation is ๐Ÿคทโ€โ™‚๏ธ

gentle urchin
#

Distance can maximum be bigspheres bound minus smallspheres bound

#

Do ease the function, you probably can ditch the entire sphere.

#

Go for 2d location math instead

knotty ore
#

how do i get the bounds of a sphere though? A square is easier because its minX/minY maxX/maxY
Add the sphere radius to the center location and also subtract it from the center location?

gentle urchin
#

Bounds of a sphere is just its radius

knotty ore
#

so like this, right? but then I've got two vector values I dunno what to do with

sand shore
#

First just get the distance between them. Then, subtract each radius

#

if the result is <= 0 they are touching or overlapping

knotty ore
#

That gives me -70

#

Player sphere radius is 50, object sphere radius is 20

sand shore
#

Right

#

cause you're on top of it

#

You can actually use this to determine how close to the center you are as well - I don't know what you're solving for, but I'd you have the radii touch you can get that to print 0

knotty ore
#

oh yes, ok, i think i understand what's happening with this now ๐Ÿ˜„ thank you guys!

vernal parcel
#

Hello! I'm new to Unreal engine, I have imported a character from Mixamo to Unreal (after adding root bone with blender). i wanted to do a dodge animation for my character but, even after enabling he root motion the character keep snapping back to its original location. any advice guys? should i do these kind of actions using Anim montage or in the state machine?

teal dove
#

Hey guys, does anyone know what this error means?

LogStats: Display: There is no thread with id: 12036. Please add thread metadata for this thread.

I get it in the log after using "stat Quick" or "stat SceneRendering", and I get multiple of it with different IDs. And it's in a new empty level as well.

grave apex
#

yo, how can I make a sceneCaptureComponent ignore certain actors?

teal dove
#

What does it mean then?

#

Ah okay, so it's no problem at all?

tight schooner
#

the former hides the whole actor while the latter hides a specific component

grave apex
#

aah

#

i can use this in an actor right? not just a level BP?

ashen basin
#

i still don't understand how i can get interfaces to send information between blueprints can someone send an example please

tight schooner
grave apex
#

aah, cool cool

tight schooner
#

I never tried using it in a level BP

ashen basin
#

watched the first one

#

will watch next one

maiden wadi
#

@ashen basinOne thing to keep in mind that all an interface is is simply a different way to call functions on something besides casting to it. It's like giving something a second class in a way. But you still have to obtain a reference to it somehow and that has nothing to do with interfaces. If that's where you're having trouble, you need to consider things like SphereOverlapsActors, LineTrace, ShapeTraces, CollisionEvents, OverlapEvents, Saving references to things when you spawn them, learning how to get most native references to major game actors, etc.

ashen basin
#

all i wanna do is send a value from gamestate to client/actor

maiden wadi
#

That is replication/RPC territory. Networking is different.

ashen basin
#

from one bp to another

#

probably explains why im not getting any where

maiden wadi
#

To clarify, are you talking about using networking or no?

ashen basin
#

not at the moment but i dare say it will in future

#

i want to share gamestate event tick with clients

maiden wadi
#

If not. Then your Gamestate simply needs a reference to the actor. What is the other actor?

ashen basin
#

not the event tick but game time which will be server side gamestate

#

mad

hexed cloak
#

Is there a solution similar to "Random Point in Bounding Box" that would work for a 45 degree rotated rectangle? Using a box collision to set the origin and box extent.

maiden wadi
#

@ashen basinWrong function name, that was internal. GetGameState and GetServerWorldTimeSeconds Those are native.

ashen basin
#

yeah found them trying them out now thanks

hybrid ether
#

Hi. What is best way to debug these errors?

maiden wadi
#

@hexed cloakNot sure I am following correctly? The box extent should be rotate-able.

#

@hybrid ether Have you changed any C++ classes lately that have Blueprint childclasses?

hexed cloak
#

@maiden wadi I just can't figure out how to do that I guess. I have a 300x100 rectangle that I want to rotate 45degrees and then get a random point that is inside that rectangle.

hybrid ether
#

@hybrid ether No I haven't This is full blueprint project.

maiden wadi
#

@swift pewterConsider using their PlayerState instead, and create a delegate that broadcasts when the Playerstate's pawn changes. AI can update itself with that binding.

#

Controller would work too, even in multiplayer since AI is done serverside mostly. Pointer could be replicated, either way.

#

Brain melt.. what are those in BP?

#

Event Dispatcher

#

@hexed cloakThe Box Extent is what dictates your rectangle's facing from the origin. If memory serves, the exent will always be towards the upper right of the rectangle's forward facing. So technically.. Since Extent is already in local space, all you should have to do is rotate it by your 45degrees, and the use that in the function with the same Origin.

#

You're trying to rotate the rectangle 45Degrees left or right? On the Yaw Axis?

hexed cloak
#

Yaw

maiden wadi
#

Do you already have an origin and an extent from your rectangle?

hexed cloak
#

Yes

maiden wadi
#

Unless I'm mistaken, it should be as easy as this then.

tight schooner
trim matrix
#

please anyone can tell me how to make in-game update option using blueprint

teal dove
#

@trim matrix Thanks for the answer ๐Ÿ™‚

grave apex
#

how can I detect if an input is pressed while another input is currently being held down?

shy trellis
#

Hey I created a For Each SYNC Macro on Standard Macros. Whenever I try to use it I get "Canโ€™t save because graph is linked to external object?" error. Is adding a macro to standard macros a bad idea?

maiden wadi
#

@swift pewterPersonally. I'm lazy. If you want the AI to always go after a player character then I'd write a simple function that just returns the non AI playerstates from Gamestate, get the best player for the AI to go after with a filtering function and go with that mostly. Less reliance on keeping a binding correct.

#

@grave apexYou check if the other key is held down during the input of the one currently being pressed.

#

Controller has a IsInputKeyDown function for that.

tight schooner
grave apex
#

ah

#

ty

trim matrix
#

please someone tell me how to integrate in game update option

grave apex
maiden wadi
#

@swift pewterPossibly. But Gamestate already has a list of all players via their PlayerStates.

trim matrix
#

please some help meeeeeeeee

maiden wadi
#

In that case, just GetPlayerController0.

shy trellis
grave apex
#

no

#

since I wasnt changing any of the default ones directly, there was no problem

shy trellis
#

well that's weird

grave apex
#

I was only changing a duplicate

#

I think I made a while loop with a delay

hexed cloak
#

@maiden wadi I think the issue is that the box I'm using to do the rotation is a child of a parent actor. The parent gets rotated.

shy trellis
#

When I duplicate and edit It just causes the problem that I talked about

trim matrix
#

please someone tell me how to integrate in game update option

olive sedge
#

hi! Does one of you know how to get a vector that is plane to a normal? like the horizontal bar on top of the T, no matter how the T is rotated in 3D?

grave apex
#

what do you mean by "in game update option"?

#

like, if an update gets released, it would notify a player that a new update is out?

#

for the whole game?

maiden wadi
#

@olive sedgeIs LinePlaneIntersection(Origin&Normal) what you're looking for?

olive sedge
#

@maiden wadi sounds exactly like what I'm looking for, I'll check it out

trim matrix
# grave apex ?

i want to add option inside the game to update it like epic games launcher

hexed cloak
#

@maiden wadi Looks like rotating the box extent changes its size, rather than just rotating the rectangle 45degrees

maiden wadi
#

That's odd. Extents should be in local space already.

olive sedge
#

@maiden wadi I don't think that's it. It returns where a plane crosses a line I think?
I basically need a plane that sits on top of a vector or more like the rotation of that plane (I want my vehicle to always be even with the ground)

#

but it falls apart with the roll of the track for some reason

hexed cloak
maiden wadi
#

@olive sedgeAh. So you'd need to trace, hit the ground, get the normal, and make that the vehicle's new up vector while probably setting the forward vector to the closes thing you can get to the car's current facing based on the normal's rotation.

olive sedge
maiden wadi
#

@hexed cloakSec opening a non work project to test that. Been working with UI for far too long.

hexed cloak
#

Fair lol

maiden wadi
#

What are purple?@olive sedge

olive sedge
#

@maiden wadi my probably overly convoluted way of calculating the plane vector

trim matrix
#

can some one help me

#

please

maiden wadi
#

@trim matrix You're asking for things that have no bearing on Blueprints, in the blueprint channel. If you want your game to be updatable, consider releasing on Steam. Makes it very easy to handle that.

trim matrix
#

is it not possible to use blueprints to update it

#

without going to any external website

#

you can simply tell me yes or no

icy dragon
trim matrix
#

thanks

olive sedge
#

@maiden wadi do you know a better way of setting the up vector?

grave apex
#

How come when I try to use input events in a child blueprint attatched to a character, nothing shows up? its like it doesnt even recognize im pressing anything in the child actor

maiden wadi
#

@hexed cloakAh. There we go. I don't know why I assumed that with BoxExtent. Just needs a couple of extra steps to work.

hexed cloak
#

Will try that right now

#

Thank you โค๏ธ

#

Never would have figured that out lol

maiden wadi
#

@olive sedgeQuestion about that. How do the cars handle on the track? Do they always face the direction of the track along the spline?

#

@hexed cloakIt's pretty simple in the end. It just uses the extent's local space to find a point around that world origin vector. The minus converts the newly found random point back into the local space of the origin, then it's rotated around that origin since it's in local space. Added back to the origin to put it back in world space.

#

@olive sedgeMakeRotFromZX may be enough. I'm uncertain. Hard to test that without a setup. Z would be the normal from the trace, X would be the directional along the spline, or the vehicle's velocity, or the vehicle's current forward vector,.

ashen basin
#

how do i print string on gamestate bp

#

i know how to print string but doesnt show

#

is there a console or something will be in

dawn gazelle
dawn gazelle
#

Is event tick firing?

ashen basin
#

why wouldnt it be

dawn gazelle
#

You have disabled tick. You haven't defined the appropriate gamestate in your game mode. You're not using the right game state class for your game mode.

#

Could be any of these.

ashen basin
#

ok thanks

clear osprey
#

Guys I have created the following function for character movement but the problem is that I have to prone first to make it work walk forward/right which is not what I want.
What can be the problem here?

#

this is moving on the ground function

chilly jetty
#

hi question

#

how can i view a box collision in game?

trim matrix
#

Help. Why do 3d models ship without materials. I don't want to lose 50 hours of working on models.

#

Please help me ๐Ÿ˜ญ

sand thicket
#

@chilly jetty Components have a "visible in game" check box.

#

@chilly jetty Sorry. "Hidden In Game"

chilly jetty
#

oh its set to hidden in game

#

my bad

gentle urchin
#

Sounds like adding 4 distamce between two vectors should work just fine

#

For each point do distance to last point

#

Add them together

#

A to b + b to c + c to d

#

Not necessarily related to circumference , just a path distance

trim matrix
#

I dont know

#

Sorry

#

Bay ๐Ÿ˜ฉ

devout geyser
#

How can I detect collision of static mesh? I have a collision box, and I want to generate on overlap event, but the event isn't shooting. How to detect collision of a static mesh?

clear osprey
olive sedge
#

@maiden wadi tinkered with it but couldn't figure it. Out.. Have to go now.. I get back to you later if that's ok

trim matrix
#

I want to be able to create spline point based on itยดs lenght ๐Ÿ™‚ . The goal is to be able to drag out smoth curv spline in runtime for Paths๐Ÿ™‚

blissful cosmos
#

Hey guys. I have an issue with Mouse events "double-firing".

I have a UI which generates mouse down events when the player clicks a border (maybe better to use a button here?). It works great. I also have a mouse event when the player clicks a mesh in the world, which also works great.

However, if the widget is directly above the mesh, clicking the widget will execute the UI mouse down event first, then the mesh event. How can I prevent this from happening? I only ever want it to fire the UI mouse events, I NEVER want the mouse events to go "though" the UI

low lava
#

Just a overall question regarding Actors, overlapping and the likes.

What is the best practices regarding storing variables , overlapping events and actor spawning ?|

Do I put the overlapping code in the AIControlelr: Example Chicken looking for corn. Corn spawns randomly in level. chicken eats corn , corn respawns

sick sapphire
#

how do it make it so that a component does not block/affect a spring arm

#

what is the option to do that

twilit heath
#

@blissful cosmos make the widget return handled for mouse events you want blocked

#

@sick sapphire on the springarm

proud sable
#

Is it possible that moving my folder containing my HUD blueprint and widgets would break functionality somehow? I had everything set up and working and organized things into new folders. As far as I can see everything is still referenced properly but the HUD no longer shows up when the game starts and I can't figure out why. Any idea how I can figure out what's wrong?

sick sapphire
pastel geyser
#

can someone come to the unreal hangout vc i need some help with my bp

proud sable
#

Yeah, that's what I did. I moved from the default ThirdPersonGameMode folder into a more permanent folder within the content browser and haven't been able to get the HUD back since. The widgets look the same in the designer and the HUD class is set properly in the game mode blueprint but I still can't get it to show up. Tried recreating any nodes that reference the HUD/Widget blueprints but it's still missing :/

#

Ah damn. I don't remember the exact paths I had before so I'm not sure how to fully revert it. Things were pretty messy so this was all just to clean up the folder structures

blissful cosmos
rigid tartan
#

Is there a way to keep the current instance of my player character when opening a level instead of making a new one? I have a login page in an initial level and I open a new level (by name) once the user signs in, but this seems to replace them with a new character object and thus loses some important user information that I need.

proud sable
#

This put me on the right track, thanks! Noticed in the recent levels I had two, I had accidentally moved the level+game mode blueprints. Moved the "new" ones to their old location according to the path in the recent levels tooltip and the HUD appeared again properly

icy dragon
rigid tartan
#

Ah I see, didn't know something like that existed

icy dragon
#

Game Instance persist through level "travels", and only destroyed when the player quits the game.

rigid tartan
#

Alright I'll use that then, thanks!

proud sable
#

I'll look into it thanks, I've been meaning to be more careful but kept putting it off. This is a good wake up call

earnest swan
#

Hey everyone, I'm trying to set up a way to have a thin collision box that stretches between two positions in the world. I'm having a bit of trouble figuring out how to do that. Any suggestions on the setup in order to make it happen?

#

to visualize it, imagine two points, and a really long and thin collision capsule being stretched out so that one end is around one point, and the other end is around the other point.

warm ermine
#

Anyone know how I can play a specific blendspace by using two different weapon enums?

clear osprey
#

Problem in Move Forward function.
Guys why Do I need to prone at least one time to move forward/right?

#

walking on ground

#

speed smoothing

west sapphire
#

Anyone know why physics simulation breaks if I increase world scale 3d for a skeletal mesh actor in blueprints?

blissful cosmos
#

Hey guys. I have an issue with Mouse events "double-firing".

I have a UI which generates mouse down events when the player clicks a border (maybe better to use a button here?). It works great. I also have a mouse event when the player clicks a mesh in the world, which also works great.

However, if the widget is directly above the mesh, clicking the widget will execute the UI mouse down event first, then the mesh event. How can I prevent this from happening? I only ever want it to fire the UI mouse events, I NEVER want the mouse events to go "though" the UI

hallow pond
maiden wadi
#

@blissful cosmos Most likely cause of this is usually because you're not replying the event as Handled in the widget. Which allows it to follow through the widget tree until it hits the viewport canvas, which then tries to click on the actors in the world.

blissful cosmos
#

@maiden wadi Do I need to do more?

maiden wadi
#

Don't use MakeEventReply. Disconnect that, drag backwards from ReturnValue, and type Handled

blissful cosmos
#

This was the issue. Thanks a ton - saved me a ton of headache and workarounds

maiden wadi
#

What happens is that the reply from that will determine if you want to allow the mouse click to run further up the widget hierarchy. this allows UI to stop mouse clicks from getting to the game viewport and causing in game selection while in widgets. Alternatively, you can have multiple widgets do things on click by returning unhandled in them. but eventually if you don't handle the click events, they'll reach the game viewport and that is where PlayerControllers do their onClick events and such.

clear osprey
#

By default a boolean is true right which is created using BP?

maiden wadi
#

@clear ospreyNot usually. Booleans will generally default to false. But if you're adding variables to something, you should check it's state anyhow.

green eagle
#

@The_Nikso#8355 theres a better channel on the server to ask that. But google up or search youtube for "importing model to ue4" lots of "how to"'s on that all over the place. Might even find specific ones to your 3d modelling software. I know if the file type isn't correct. Or if I forget to set something to be a geometry in Houdini that ill get issues trying to import.

Good luck

clear osprey
green eagle
#

oh he left Unreal Slackers all together it looks like..

formal dagger
#

ok so i'm stuck (again). So basically, i want my character to plant a seed which gonna turn into a vegetable. I don't know how to say to ue that "this" seed = "this" vegetable. (automaticly if possible). I'm stuck at the spawn actor of the vegetable

clear osprey
#

and in UE 4.25 this is true by default while I am not using it with along NOT

green eagle
clear osprey
#

but still after performing prone why this is changing its state to true this is a mystery of UE

formal dagger
green eagle
#

so when player "uses seed" the interface checks if "tilled land" is overlaping "seed actor" then adds "plant actor" to "tilled land" it takes the "seed actor - type" and applies it to "plant actor" then deletes seed

green eagle
formal dagger
green eagle
#

crappy example but it was on hand

#

So the first image you have the interact relay pulling the "scene component" data from the "characterBP" and it sends that info to the "Resource BP" letting it know where on actor 1(character) to put component from actor b(resource)

#

You could have an input for the variable "type of seed" go into the message and when it decides to spawn the actor "crop" in the Tilled land or crop actor BPs you have it pull "type of crop" from that input.

#

Does that make any sense? I can try to put together something for better clarity

#

@formal dagger so in the interact function you would want it to check the string through an array, have it match it to a "seed" listed and then it would automatically populate the right plant.

fleet cedar
#

What's the use of the parent function in this?

limber seal
#

Hello, really hoping someone can help with this. Trying to make a projectile in Unreal 4 fly towards the center of my screen. When I try to do it like this, the projectile spawns and never moves. Ive also tried adding a node immediately after the spawn to Set the Velocity of the projectiles projectile movement componenet equal to the sum that I drag into the target rotation. When I do that, it flies but in random directions and not straight

fleet cedar
#

@trim matrix

#

So On Jumped is a built in function in "Character" Class?

olive sedge
#

Any ideas?

olive sedge
#

Or anyone else?

clear osprey
#

Guys is UE support getting the character input speed values through character stats using real time BP arrays on server side to avoid cheats?

#

and the replication of those arrays will be another task

#

This is the Plan but not sure it will work or not

sand shore
#

that could work in principle but that's a lot of data authoring

maiden wadi
#

Maps and gameplaytags are going to simplify and speed that up by a fuckton.

sand shore
#

Yeah you'd be able to tag stuff like "Heavy" "cumbersome" and get different modifiers.

It's a wholly different approach

#

If you need precision though what you're blocking out is going to be more straightforward

clear osprey
#

later the vehicle support will be added

sharp sigil
#

I have VS open but double clicking or pressing "Goto definition" on a node doesn't do anything for me. Any fix?

icy dragon
sharp sigil
#

Yup, specifically this:

icy dragon
#

Are you using the editor from the launcher, and not built from source code?

sharp sigil
#

yes

icy dragon
#

That's why.
It doesn't open VS to look at the function definitions provided by the engine, as it's already precompiled.

sharp sigil
#

Ahh I see. Well, if I ever have time I guess I will build my own lol

#

Thanks for the help

subtle valve
#

Hi I wonder if anyone can help me, I'm trying to set a parameter in a material in a widget (this is for a custom progress bar). The debug text proves that the number is what I think it is, but the material still uses the default value. Am I doing something wrong here?

storm dove
#

hi guys, i have a base button widget i use in all my widgets, can i set one public variable to defaults on all buttons?

icy dragon
storm dove
#

i already did

#

i have a variable "opacity"

#

i set it to 1 in my master widget

#

but all other buttons in my project are still 0.5

#

i want to set them all to default 1

#

i guess i can delete old variable and create a new one but thats barbaric

novel phoenix
#

Hey guys!
Shouldn't this change the location of WeaponMesh only for Y and Z and make the X stay the same? Am I doing something wrong here? I know this is a harder way to do it, I just wanted to see if it is right.

storm dove
#

why would x stay the same?

novel phoenix
#

(1, 0, 0) * Old Weapon Position + (0, 1, 1) * New Weapon Position

dawn gazelle
novel phoenix
#
  • (0, New Weapon Position.Y, New Weapon Position.Z)
subtle valve
#

@dawn gazelle Yes, in fact I have hooked up debug text to the material instance itself to get the parameter I'm changing, the parameter itself is actually updating. It's just not affecting the image.

novel phoenix
#

the X doesn't change

#

only Y and Z

#

am I right?

subtle valve
#

@dawn gazelle

#

Manually updating the value either in the material instance or in the material itself DOES affect the final image. So this is either a very strange bug or I'm missing something fundamental.

analog ridge
#

so every time I create a new function the one before it just has the same edits. So if I duplicate the first function and make something from .05 to .1 the first one will go to .1 Or when I create a blank function the one before becomes blank until I delete it, then it comes back. I'm following a tutorial and I've done exactly what he is doing. Is this a version issue? I'm using 4.26.2

subtle valve
#

Actually, let me correct that, manually updating the value in the material instance doesnt affect the final image. It seems to only care about what is set as the default value in the material.

dawn gazelle
#

I added just a user interface material with a parameter exposed and it changed over time as expected.

subtle valve
#

Yep the material domain for this is set to user interface too

#

I mean here's the whole material if it helps, the Progress param is what I'm changing

frank nest
#

I have this sphere where I apply force and it moves when I posses it, I want a saddle on it but as you can see the saddle that is parented to it the sphere will move with it. I am hoping to have it stay on top but if I dont have it parented it just stays in world space. Any ideas? ๐Ÿ™‚

subtle valve
#

@frank nest I believe you'll need to store the relative location on beginplay, then set the relative location every tick

#

same with rotation, though you can set a component to always use world rotation

subtle valve
#

@dawn gazelle Ah I found my problem! In the object that has my radial progress bar as a component, I had set the material as well as the widget reference. I cleared the material and it works now.

#

This bit was set. Looks like it was overriding what the widget was updating.

#

Thanks for the help!

pallid iris
#

Guys how can I change a animation by pressing a key on my keyboard?
A documentation or video would be nice

subtle valve
#

@pallid iris If its just a one time thing and you're using montages, you can do it like this. You can find the keyboard events by right clicking and typing in the name of the key you want

pallid iris
#

@subtle valve thx

frank nest
trim matrix
#

does anyone have a few mintues to provide some direction on this issue?

icy dragon
trim matrix
#

its Take Commands

#

im a complete noob

icy dragon
#

Is this "Take Command" class inherited / child of "BP_TriggaTrey_UseThisOne" class?

Because you're using Self as the cast input, which is referring to the BP itself.

trim matrix
#

oooo lol its not related at all

#

that make sense

#

i'm trying to connect to another blueprint entirely

icy dragon
#

Also, you don't need casting from Self, as the functions from the parent class can be called right away.

trim matrix
#

okay that makes sense

#

so what im trying to is from TakeCommands blueprint i want to toggle visibility of a hat in my character blueprint

icy dragon
#

In that case, you can use either Event Dispatchers (which is cross BP event execution, and more specific execution) or Blueprint Interface (which is cross BP function execution, and it's "one for all" execution)

trim matrix
#

Yeah that makes sense I'll look it up. Thanks Homie! I'll be back if i scuff again ๐Ÿ™‚

nova ledge
#

My "DestroyActor" node isn't working. It's hooked up, but it doesn't actually delete the actor when it's called. I heard about the Garbage Collector thing in project settings could be the problem, but I couldn't find an easy explanation on how to set it up where it destroys the actor almost immediately yet doesn't make the game lag. Can anyone explain it to me, please?

tight schooner
#

@nova ledge Destroying the actor should take it out of play immediately so idk why you're not seeing that happen. Try not to run any nodes on it after DestroyActor is called.

#

Fwiw you can call GC manually. I think the node is called Collect Garbage

visual dune
#

Im creating a custom Spline Algorithm and im wondering how to duplicate meshes and place them at specific points.

#

Ive found "Add Static Mesh Component" node, just don't know if that's the most efficient way to do so.

#

Ah thanks will do

sleek pecan
#

Hi all. How can I add a Gameplay Tag to an actor? I'm finding it weirdly difficult to suss out how to do this. My intention is to be able to run an EQS query for Actors with certain gameplay tags.

dawn gazelle
prisma stag
#

Hello, I dont really understand why this isnt working.

I have a main menu widget that when I hit play is supposed to remove the widget then set the input mode to game only, but the widget is never removed.

cyan vigil
#

how can I make this random integer not open the same level if someone post pics on how to do so will be much appreciated

long schooner
#

Guys I have an issue with a structure

#

the condition does not update after I press the button

#

can you help me with it?

trim matrix
#

How can I add this type of input to a enum variable

dawn gazelle
trim matrix
#

@dawn gazelle Thanks that solved it!

dense citrus
#

(the sorta physics movement code based off movement input pressed)

rough blade
#

is there a good way to have a widget position a crosshair in 2d screen space so that it always covers a point in the game world. IE - I have a tank, I run a quick formula to find where its turret is aiming. Assuming the player is looking at where the tank turret is aiming, could I have a widget place a crosshair over that position and update it as the tanks turret changes where it is facing.

sleek pecan
sleek pecan
prisma stag
dense citrus
#

any idea why these aren't firing?

#

(ik they aren't "plugged in" but neither will function when plugged in)

gentle urchin
#

Is the event starting them firing at all

surreal delta
#

Hey if anyone might be able to help me out I'm trying to repurpose a "ledge grab" functionality into an activation event for the player.

In short, we have a ledge grab mechanic as part of the player's core functions. Part of this group project is not to add or edit any of these mechanics directly inside of the player blueprint.

I need to reference that the player is in this animation state after overlapping with the handlebar. I already have the zipline animation setup, I just need a way to limit some of the parent functionality:

  • Remove the tooltip text, as is unrelated.
  • Prevent the player from climbing up / dropping down, but still can control the camera
  • Have the player automatically drop down after the timeline is complete.

TLDR; I need a way to reference the ledge grab mechanic as an event without editing the player's core blueprint. Everything functions in BP_Zipline.

I'm sure it would be easier to show how everything is setup in a voice call / screenshare. Help would be very appreciated thank you ๐Ÿ˜„

vocal elm
#

is there a BP equivalent for FQuat::FindBetweenNormals?

surreal peak
#

Hm, do we have Quats in BPs by now?

gentle urchin
#

What you could and probably should do is simply doing an isvalid check of the variable, and get player pawn cast to yourpawnclass and save it again

#

Most of the time the isvalid will return valid so

#

I dont imagine it giving you any issues

#

Either that or you can create a global reset player event (unless one can already bind to gamemodes event)

#

One time. Then its valid untill the next death of the player

#

Other option is to not destroy playerpawn

#

Just play death, then hide the body

#

Reusing it could mean less work setting up references and such

#

Not sure how thats potentially better than when needed but sure

#

Restartplayer event could make sense in several ways

#

How are you restarting the player anyways

#

But how is that handled? And where?

#

Its fine, got it ^^

#

guess one cant bind to the default gamemode , so would need custom gamemode (which you probably have) and have a dispatcher for the player restart there

#

If you'd wanna go with that method.

#

Event driven is surely the best way to go in most cases

#

what you do ofc, could be pretty simple aswell !

#

When you gather the original reference to the player,

#

bind to event destroyed

#

then on destroyed start a looping timer with like 1-2 sec timer, and try to reset the variable . If it fails, continue to check. if it succeds, stop checking, and rebind to destroyed

sand shore
gentle urchin
#

something like this -ish

#

not sure if you must unbind from a destroyed actor

#

wouldnt think so

#

yeah

#

you must have matching signature

#

so going from delegate auto fixes that

fiery swallow
gentle urchin
#

you messed up for sure

#

ignore the input pin

#

and just let it use the get player character to pick up the reference

fiery swallow
#

You should probably use an event dispatcher for when dead and when respawned

gentle urchin
#

target on bind should be the character , sorry, forgot to connect

#

the newest ref (seeing as the cast returns is valid) will always be valid when set

#

my way felt pretty hacky

#

i'd say this looks cleaner ๐Ÿ˜›

trim matrix
#

how do i find where a blueprint event is called in the whole project?

#

Thank you!

dense citrus
# fiery swallow it needs to be higher than 0.0 to fire buddy

just responding for your knowledge,
i actually figured it out a bit ago, the issue is it was using an axis input, so i guess the constant stream of triggers caused it to wig it, so i had to figure out a circuit with a "do once" node and some other stuff

#

but ty for the reply

dense citrus
#

yep, it just defaults to every frame or something

fiery swallow
dense citrus
#

yep, either way i had one hooked up to a veriable that was changed and neither fired. but now they are so yay lel

#

ue4 party

candid nest
#

hey i add a sliding parkour to my player but when my player slide it can passes through wall i have set all the collisions off for the wall but nothing works for me can anyone help me plz

amber rock
#

I changed this Area Class in Runtime, but my navigation still "see" old class, is there any way to tell navigation is my NavLink Area Class changed ?

ashen basin
#

gamestate bp wont print to screen?

dawn gazelle
ashen basin
#

why cant i see on my project

dense bone
#

Hello, have you idea how to load game from save?

#

I always end with server save values

#

This event exectutes on Gamemode

#

Character ID variable is always the same as server

ashen basin
#

i cant set interger as text prints nothing

dawn gazelle
ashen basin
#

yes printing on tick

dawn gazelle
#

And you've set your game state in your game mode like this?

ashen basin
#

yeah its set

#

have print string executing on tick no other functions

dawn gazelle
#

Check your output log when running. See if you have this line.

ashen basin
#

nah i dont

dawn gazelle
#

Try putting the print string on Begin Play, see if it prints there.

ashen basin
#

nah nothing again

dawn gazelle
#

What is your parent class for both your game mode and game state? Can be seen at top right.

ashen basin
#

no child class they are the parents at this stage

#

this is early on

dawn gazelle
#

If you're trying to print from game state, you must have made a gamestate, and it has to have a parent class. Same with game mode. What are their parent classes (this is actually important)

ashen basin
#

i am working in the parent class

#

actually unless im missing something

dawn gazelle
#

Can you please read me what it says at the top for both of them?

ashen basin
#

gamestate

#

gamemode

dawn gazelle
#

not gamestate base?

ashen basin
#

no

dawn gazelle
#

ok

#

and not game mode base either, yea?

ashen basin
#

nope

full wind
#

Anyone encountered an issue that a packaged ue4 game turns into a zombie if you try to close it,i.e. you exit but it keeps itself alive as a background task

dawn gazelle
# ashen basin nope

Ok, are you able to provide a screenshot of the game mode settings here in the editor view?

ashen basin
#

in world settings its all none

dawn gazelle
#

That's the issue.

#

You need to create a game mode.

ashen basin
#

ok thanks

dawn gazelle
#

Then you can populate those values, including your custom game state.

ashen basin
#

thanks

violet wagon
#

do blueprint errors cause lag in a packaged game? In editor they make a big difference in frame rate once they stack up, but is it like this when the games packaged?

icy dragon
sly shuttle
#

if i have a blueprint and there are two separate instances in game are the states of the variables the same in both or do they have their own sets

lament fox
#

Hello evryone Please I need your help. In Long range attack logic print screen returns as "side scroller" but inside the LongRangeFunction printscreen returns empty. This is so wierd am i missing something?

clear osprey
#

what does that mean?

icy dragon
azure bolt
#

Does anyone know why my spline is breaking like this?

icy dragon
# azure bolt

Likely your vertices of the spline mesh isn't merged properly.

icy dragon
# clear osprey yes

Because that's your object going beyond the world composition limit, which is 20 km in length and width.

#

You probably misplaced an object somewhere far away and you forgot it existed.

azure bolt
clear osprey
sage cargo
#

does someone know why
i got more drawcalls if there is less foliage visible

#

is there any clustering or something like that ?

#

ah sry more drawcalls ^^

trim matrix
#

Can I add new splinepoints based on lenght ?:) . Trying to create smoth curvs at runtime ๐Ÿ˜‹ .

#

Something like this ๐Ÿ™‚

gentle urchin
#

Wasn't there issues with saving structs for a while ?

#

And also, are you sure the data is actually updated in the struct in the first place?

#

Verifying with prints f.ex

#

originally, or after load ?

#

show how you update them

#

and the leveling part

#

guess i miss-read this part then

#

PrimaryWeapon is a valid variable aswell? no errors ?

#

could be, its hard to say from what you've shown

#

So, are you updating two set of structs for the same variables? one in the component, and one in the playerchar?

timid nimbus
#

Hey, I'm new to UE and I'm making a game in which you can fly

#

But the thing is I dont really know how to do that

#

(With blueprints)

#

So is there a good tutorial or something on that topic?

#

I'm using UE5

#

I think they removed it

#

Do u have any other idea?

#

Oh, ok

#

BTW I ment any idea on how i can do the flying thing

#

Thanks

upbeat otter
#

how do you cast to an child ai bp?

#

i cant use "get all actors" because its gets every single actor in my scene

#

unless can I use a for loop or something?

#

here's what I currently have

faint pasture
#

@upbeat otter What are you trying to do? Which actor are you trying to get?

burnt nest
#

Noob question incoming! Let's use a strategy game as an example; let's say I have 100 resources when I put down a Save Game, which of course I want to restore when loading later on.
Can I just keep that variable in the player, or would that be in the Game State?

gentle urchin
#

Isnt playerstate replicated?

novel ice
#

Hey there, I have a problem with For Loop...
I am activating a notify in anim montage, which does this

gentle urchin
#

Meaning you could be open for cheating if you let this data replicate?

novel ice
#

For some reason, For Loop just doesn't work! I mean, it makes the thing only one time and after that prints string

obtuse herald
novel ice
#

There is a delay

gentle urchin
#

Was more thinking that other players could find out about other players resources

novel ice
#

And after a delay there is another projectile spawn

gentle urchin
#

Since the data will be avaliable for all players on all clients

burnt nest
#

thanks captain! โค๏ธ

gentle urchin
primal smelt
#

Out of curiosity, is there a way to change the object type for collision of a line or box trace in blueprints? I assume you could edit the engine source code if not.

gentle urchin
primal smelt
gentle urchin
#

Correct. You can add up to 15 or so custom channels

primal smelt
#

(or a box trace in this instance)

proud sable
#

Is there a way to set the color of an image widget to grayscale with a binding? I want to set an ability icon to grayscale when the character doesn't have enough mana to use it. I have this so far which darkens it but it's not exactly the effect I'm going for

nova ledge
#

Okay, I'm using UE5 so I don't know if this needs to be reported to Epic Games to fix or not as of yet, so I'm just gonna ask about UE4 here real quick. So I'm using a blueprint interface to call a function. When a certain event is fired, I want the game to collect the garbage. I figured it would be best to put that in the Level Blueprint. However, when I put the event in the level blueprint and compile it, I get an error saying that it already exists in '[map name]', and that another one cannot be generated from that one. The only time I put that in any blueprint was in the level blueprint and a character blueprint to call the event... am I misusing it? Or is it just a bug in UE5 that I should report?

pale tulip
#

Hi, you know how to display a rewarded ad (admob) in ue4 without plugin?

sand shore
nova ledge
trim matrix
#

How to get structure variable name?

#

I don't want the value only i need name as well.

novel ice
#

Huh... it prints 10 times!

#

So what can I do?

fleet vessel
#

How do I make my animation into a variable?

sand shore
#

It's a special case class, maybe the interface isn't your issue

#

but to not try it out of hand? /shrug

#

but also show me you using the interface on a level BP from outside that level BP

fleet vessel
#

Hello Someone please help me

#

I can't find my basic anhimation as a variable

#

Please help

tight schooner
#

I've heard of people using components as pseudo-interfaces in this channel before. I want to dabble in it. Is this the gist of how it works? Checking if an actor has a component, and then getting variables / calling functions on it?

burnt nest
tight schooner
#

Thanks. I'm trying to unwind a web of BPIs I've spun in my current project; gradually replacing functionality with proper base classes, and I was thinking components could handle the "blueprint communication" that cuts across class hierarchies.

flint lion
#

Hi guys, I'm having an issue where adding an ActorComponent by using AddOwnedComponent in C++ but after creating a blueprint, that AC details doesn't show anything, I tried reopening the engine, recreating the blueprint but didn't work. Anyone know how to fix this?

last abyss
# fleet vessel Please help

you can't find your animation because you have a user widget reference, not a 'Widgets_Controls' reference

fleet vessel
flint lion
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SetupAttachment only works for SceneComponent, isn't it?

last abyss
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cast to it, then u get a reference

flint lion
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InventoryComp = CreateDefaultSubobject<UInventoryComponent (TEXT("InventoryComp"));
    AddOwnedComponent(InventoryComp);
last abyss
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and make object in the cast the user widget ref u have

fleet vessel
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sorry, im new

last abyss
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cast to widgets_controls in your case

flint lion
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I got the component added as inherited in the blueprint, but it doesn't show anything in Details panel

fleet vessel
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means the base classs might be different

last abyss
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user widget is a parent of your 'widgets_controls' reference. The parent doesn't know the functions, like your animation, on the child (widgets_controls). But the child knows the functions on the parent (user widget)

fleet vessel
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hmmm

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ok i trie

last abyss
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if you're following a tutorial, try see if you did something different or read/listen through the entire thing if you haven't already. sometimes they explain it later on, not while they're doing it.

fleet vessel
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yeah, for that I'll have to go 2 vedios back

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but that looks like the only option

sand yacht
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I really cant seem to figure out how to fix these

fleet vessel
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Can I reparent the class in some way possible?

last abyss
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you can change the reference type from user widget to widgets controls, or instead you can cast to widgets controls from the user widget reference you have

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if you need to reparent the class, you can go in the class settings (in the ui graph toolbar) and reparent it there.

fleet vessel
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is this how it's supposed to happen? Still can't find the animation 'OpenClose'

sonic pine
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Hiho, I have a few questions about the translation function in UE4.
Unfortunately I have a little problem with that. Is anyone familiar with it?

Unfortunately, I don't know which topic this would fit exactly, so I'll post it here ^^

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i have 3 defferent lists

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The problem is i have transleted this part in the Equipment_Ring list but now i have to translate all again in the new list... why?

last abyss
fleet vessel
last abyss
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'supposed to be' is a rough statement because there's many ways to do it. but in this case, it should work.

fleet vessel
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oooh found it

fleet vessel
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But thanks found it

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thank you

last abyss
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don't have to apologize, we're here to help fivus_closeup

fleet vessel
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I just hope this different class widget doesn't give me any problems derp

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And it worked completely fine

gentle urchin
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Meaning, it's not set to any specific object/actor

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A variable reference is by default empty and must be set by one means or another

cinder shell
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Guys, I having a strange problem with opacity of translucent materials, what caused by PostProcess. So sky is appears like fully transparent on those materials... I can't figure out what I did wrong. It's a simple depth fog.

sand yacht
proud sable
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Trying to streamline my HUD blueprint a bit. In the event graph I set variables for the active party member as well as the uncontrolled AI party members. My functions use these to get attributes/icons for each character. Doing it this way is giving me errors though since the functions seem to call before the variables are set. Is this something I should ignore or try to troubleshoot? As far as I can see it's not causing any perceivable issues and only happen in the first frames of running the game.

gentle urchin
gentle urchin
gentle urchin
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It appears to be a set of bindings aswell, based on the amount of errors

gentle urchin
# sand yacht

Its updated there. Question then is, are you calling it somewhere before its set, or are you somehow emptying it again before using it

sand yacht
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let me check

gentle urchin
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Right

sand yacht
gentle urchin
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On tick id block the code if the handle isnt valid

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No reason to run if you're missing key actor references

sand yacht
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How would you do this exactly? Is there a node of some sort?

gentle urchin
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Yes

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The node is named "Is Valid"

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Comes in two types. One bool. And one macro with is valid and is not valid

sand yacht
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So in screenshot 2 I should add an is valid bool after releasing right mouse button setting it to false?

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And on pressing rmb setting it to true

gentle urchin
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On tick, id add it before updating the vector

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Either as its own nodez or combine it for the branch

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Hmm wait ..

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Seems i didnt check all your code

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Ah.

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Yeah the problem is that you avtivate the bool before you know the code executed

sand yacht
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the screenshot i sent at 9:49 is an extent of the last screenshot

gentle urchin
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If tou move the "physics handle active" bool to AFTER adsing the component , i believe you should be fine

sand yacht
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alright let me try

gentle urchin
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Im ofc assuming that you turn the bool false if you ever destroy the handle

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I believe you could direvtly replace it with checking if the physics handle is valid but i may be reading to fast.
/not grasping it properly

sand yacht
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its too much code to send it entirely

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but moving it after adding the component still gives me the error, but 10 times less

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if that makes sense