#blueprint

402296 messages ยท Page 682 of 403

gentle urchin
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Try the isvalid instead

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That should ensure that it exists

sand yacht
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right after the tick?

gentle urchin
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Y

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If the bool has other functionality, you can combine them for the branch

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If physicshandleactive AND IsValid then...

sand yacht
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im not sure on how to check validity on a bool

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can only select object types

gentle urchin
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Drag of from your physics handle and search for isvalid. Should return two results

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The bool cant be validated

sand yacht
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oh right.. was confusing the bool with the actual physics handle sorry

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This is what I have now. It moved the error to another part of the code so I'll look into that now. thanks for the help :)

slender escarp
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can TOctree be implemented in blueprints?

sand yacht
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Fixed it, thanks!

proud sable
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Thanks, that's how I'm seeing it too. I'm guessing I just plug the image into "isvalid", then use that as a branch condition and ignore the false output?

*Just realized there's multiple isvalid nodes, I think I understand a bit better now actually. Thanks again!

gentle urchin
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No prob! ๐Ÿ‘Œ

runic urchin
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I am trying to move parts of an actor blueprint and keep getting cannot attach static components to movable ones. How do I get around this?

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nvm, just answered my own question

runic urchin
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If that was to me the workaround was to select moveable on the mesh

autumn plover
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Got a kill feed that removes itself after the delay. When the kill feed is triggered rapidly it interrupts the delay for removing kill feed and the kill feed just stays in place. Anyone know a work around?

autumn plover
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?

hallow sentinel
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oop im blind thank you

wet cape
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Hi all. I have a blue print (started with the old fence blueprint from the example content) where i'm using it to make walls. But I'd like to be able to specify a second wall piece, not to randomize the repetitions but to specifically alternate the wall pieces so there is a constant pattern. You can see in the ref pic, a row where every other one is a different mesh.
If anyone can point me to a good tutorial i would be greatly appreciative.

warm ermine
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Anyone familiar with blending by enums? Does anyone know how I can make two enums trigger a blendspace?

maiden wadi
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Check one, and then the other.

warm ermine
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I don't know what you mean exactly - but basically when I equip a piece of gear, the last blendspace is played instead of for example rapier + shield

maiden wadi
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What is your other enum?

warm ermine
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I have my enums set to play based on which equipment slot its in. The tricky part is I don't know how to trigger it using two different slots ๐Ÿ˜ฎ

maiden wadi
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You just need your function setting it to check that. On slot changed, check both slots and make your control paths lead where you need to set the enum correctly.

rapid gazelle
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so i was following a tutorial which had a hud in it but it doesnt work

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here is my blueprint for it

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it isnt showing

frozen shoal
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@rapid gazelle set owning player to player controller otherwise its going to no ones viewport

rapid gazelle
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?

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can you elaborate?

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oh ok

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i get it now

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is it get player controller?

stark tide
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is there anyway to get the dimension of this static mesh variable?

rapid gazelle
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Get Player Controller didnt work.... am i doing something wrong?

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top one right?

frozen shoal
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top one yes

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is the class youre creating set to visible by default in the class

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or is it hidden

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You also have to set what your default player controller is if you havent already

rapid gazelle
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this is what i got

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it is under Event Graph of ThirdPersonCharacter

stark tide
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i was able to connect to a break box node

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but how to get the exact xyz dimension

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i dont know what does min and max do

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looks like the get component bounds does give the exact xyz dimension but it wont allow me to connect the static mesh

cerulean raft
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Hi, I'm new to Unreal and blueprint, I was following a tutorial and made a small game, when I came to packaging, I came to know I need visual studio for that, after installing it and trying to make a new c++ project, I get this:

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Running C:/Program Files (x86)/UE_5.0EA/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe -projectfiles -project="E:/Unreal/MyProject4/MyProject4.uproject" -game -rocket -progress
A fatal error occurred. The required library hostfxr.dll could not be found.
If this is a self-contained application, that library should exist in [C:\Program Files (x86)\UE_5.0EA\Engine\Binaries\DotNET\UnrealBuildTool].
If this is a framework-dependent application, install the runtime in the global location [C:\Program Files\dotnet] or use the DOTNET_ROOT environment variable to specify the runtime location or register the runtime location in [HKLM\SOFTWARE\dotnet\Setup\InstalledVersions\x64\InstallLocation].

The .NET Core runtime can be found at:

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I have downloaded .netsdk 3.1.410 but I'm still getting this message

maiden wadi
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@cerulean raftYou might have better luck in #packaging And on a side note. You don't need visual studio for packaging.

tight hound
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Hi. I have a question.
Blueprint classes that inherit CPPs become as strange as pictures. So if you Reload it, it'll be fine. What's the cause?
(I'm not good at English. I'm sorry)

cerulean raft
trim matrix
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hey im so confused i have it so if the render of an image of the widget and another image of the widget gets near each other it does an action however it seems when i am trying to test the values of the coordinates of the difference there is a a bit of extra movement for no reason when the image got close to the other image at the start it was at 90 difference but when its the same thing but going down its at - 200 which makes almost a 300 difference for no reason

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the y values for an odd reason always work though

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its just the x that is acting weird

icy dragon
trim matrix
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if you all need more screen shots i can but that is the majority of it

narrow kelp
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@trim matrix It might help to clean up the graph - it will make it easier for others to read and might clarify some things for yourself too

trim matrix
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i mean what do you need clarifying?

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i took the vector of an image in a widget and compared it with the vector of the player

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if the vector for the player x is less and or the players y is less than the x and y value of the image then it inputs an action

wooden owl
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Is there a way to lock a slider within a certain range? For example i may have a slider that has (0-100) range, but want the user to only slide it between 0 and 20

trim matrix
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that action is set render translation down 200 and left 200

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@narrow kelp here you go cleaned it up

sonic pine
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Hiho I have a little problem. I'm trying to translate my game. It also works very well, the only problem is that I do the translation piece by piece. So I have different lists in different areas.

Login_menu
NPC_Quest
EQ_rings

Now I have already translated Login_menu, just like EQ_Rings.
But both lists now appear again in the third list. This shouldn't be the case.
If this continued like this, a summary of all lists would appear in list 20 and I would have translated each list x times ...

Does anyone have an idea?

narrow kelp
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@trim matrix Its very hard for me to tell whats going on there, but you could try it without the delay nodes. Maybe the values are changing between them. If you think your math is off, add break points and step through the code.

icy dragon
trim matrix
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@narrow kelp how is it hard to tell whats going on there im confused

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without the delay nodes there is no regulation at all

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and tbh theres not much math going on its basically just go down 200

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which is why its surprising to know the values keep changing despite its just a simple translation render

rapid gazelle
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what am i doing wrong?

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im making a hud

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not working

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someone halp

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plz

upbeat otter
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sorry for late response this chat moves fast, I am trying to get child class inside of a parent class. its for a reload animation apparently I cant get the child mesh to play the animation thru the parent so I decided to do this instead

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

gentle urchin
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I tried this a while ago with no luck (altho with phsyics driven cars, so no wonder it failed)

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What i did was logging the players input on tick, and replicate it for the ghost . Probably not the best method

pastel pollen
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hm yeah

narrow kelp
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Only problem with that is if something blocks the ghost, then it could get out of sync. I guess it depends on the rest of the game

pastel pollen
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yeah i would it need it to just copy the animations and movenemt without being blocked

gentle urchin
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Well nothing was blocking it , so i was sort of hoping for the same outcome, but it always missed. identical start location etc etc. It was based on Epics racecar template

pastel pollen
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is there a way to log position and animations and then play them back on a different actor?

gentle urchin
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I would think it could work in your case tho.

narrow kelp
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If you're using montages you could make a time stamp every time you start one

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along with a location

pastel pollen
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montages?

sonic pine
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in this settings?

narrow kelp
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Montages are like single-play animations for skeletal meshes

pastel pollen
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oh then i think im using them.

narrow kelp
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This must be for a class or something because I've seen several people ask about it

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the ghost following thing

pastel pollen
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o weird

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no im doing a personal project

narrow kelp
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My mistake ๐Ÿ™‚

pastel pollen
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all good

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interesting other people are doing the same

narrow kelp
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You could try just logging the location every x ticks

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or on velocity change from the player

gentle urchin
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The benefit of doing just the inputs is that the rest of the logic will remain the same,

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animations will be handled etc etc

pastel pollen
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yea thats true

gentle urchin
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So that + a verification vector for location should get you a long way

narrow kelp
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The only issue I'd have with that is I'd be worried it could get out of sync

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yeah

pastel pollen
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yeah ill look into both

gentle urchin
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Feel free to let me know if it works !

pastel pollen
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im new to a lot of this though how would i log input data for the pawn to use?

gentle urchin
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What i did was on input change, save a timestamp along with what changed

narrow kelp
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If you're using characters with momentum, especially in 3d, it might actually get kind of complicated

trim matrix
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@rapid gazelle if someone didnt answer your question you need player character not player controller

narrow kelp
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If you're worried about getting out of sync

gentle urchin
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^true that

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Im not sure if a verification vector would look very nice either but atleast you'd sync it from time to time

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then it would be about playing with how to lerp the actual location with the verification location etc

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I just cant imagine trying to sync animations and locations manually is gonna be any easier... I could be wrong tho

pastel pollen
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is there a way to delay a characters actions? ive seen people connect 2 player characters to the same inputs maybe i can just add a delay to one of them

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i know delay node

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i might test this

trim matrix
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sorry my bad Will wrong person

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now as for the 3d vector meh

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why not

gentle urchin
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sure. But then why not use the most practical node of them all? Distance

trim matrix
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wdym

gentle urchin
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Sounds a hell of a lot easier than checking all the vectors your already checking

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and dealing with small increments is just a lerp

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nothing fancy

trim matrix
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but lerp itself is a bit messy in my opinion I want to be in control of each coordinate and analyze it

gentle urchin
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So its just something along the lines of
If distance < 50 then Lerp(currentlocation + offset)

trim matrix
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do i have to do a lerp?

gentle urchin
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ofc not. You can do whatever you like

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If you wanna do it manually, you're free to do so

trim matrix
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alright and huh theres a distance node

gentle urchin
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just not sure what exactly it will achieve, but im not 100% sure what you're doing either

trim matrix
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never knew that

gentle urchin
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distance for vectors

trim matrix
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yeah

gentle urchin
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so i guess you got a benefit from using 3d vector

trim matrix
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true but isnt there also distance vector 2d?

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so both are covered

gentle urchin
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Probably now that you mention it

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yet i failed to use it when i did something similar, with 2d vector ๐Ÿ˜›

trim matrix
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oh sweet i obviously cant talk too much in detail for what it does cause idk how far the nda would allow me to say

gentle urchin
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No worries

trim matrix
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but bruh if i knew distance was a node it would make one of the blueprints i made slightly easier

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but are you sure it would fix the whole coordinates being unaligned?

gentle urchin
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It's hard for me to say for certain what issues could arise in your specific scenario

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its not obvious to me that this is a solid solution solving everything.

trim matrix
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true

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either way telling me about that node is a big help so thanks

gentle urchin
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I probably wouldnt delete the original code untill the new code is tested.

trim matrix
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yeah ofc

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its hard being the main programmer man

gentle urchin
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It comes with some challenges for sure. That's what I like about it tho.

trim matrix
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same

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i mean ive been intro programming for like close to 8 years

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hey mind if i pm you i got another question

gentle urchin
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Sure, if you think i can answer it lol

fiery lark
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I have a problem, whenever I build my lighting, the lighting from point lights I placed disappear. They're set to static

fiery lark
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Alright Ill ask there

restive dagger
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Morning everyone

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Now, they spawn randomly(which may spawn the floating floor class as the first floor)

narrow kelp
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The first element is index 0

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You can use Spawn Actor from Class

restive dagger
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Yeah that's what I'm doing

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Thing is, floating floor has an empty space in the beginning, so if it spawns as the first floor the player is gonna fall in the void

narrow kelp
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You could use a loop to add valid floors to a new array, and pick random from that

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add or remove, whichever works best for you

restive dagger
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hmm

narrow kelp
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If you only have two floors you don't really need an array tho

restive dagger
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Nah I'm gonna add more

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Loop doesn't seem to work with the current architecture of the code

narrow kelp
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You can make a function to get a random valid starting floor

restive dagger
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thing is, once I spawn the class I can't set the last index again...

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Oh thank u so much

fiery lark
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Does anyone know how to make a widget component fade out?

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Nvm, I figured it out

gaunt oyster
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hello. you guys talking about arrays: I have a question.

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to avoid spam here is original: basically trying to drag and drop multiple scene objs into array. how to? #ue5-general message

trim matrix
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Anyone knows how to get LOD on skeletal mesh work?

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mine shows up fine in the viewer but when placed in the world, the skeletal mesh always show the lowest LOD

fiery lark
restive dagger
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Place the actor in the world -> in the world outliner parent the actor to the walls

shut hinge
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how do we fix a socket problem with the parent in this engine? The parent's socket is facing the wrong way, so on the parent (the Commander) his weapon is facing all in reverse in the game even though in the 3d viewport it is facing the right way. But on the children their weapons are facing the right way. but not on the parent. And if I change the socket in the parent to try to fix the direction of the socket with the skeleton editor, then all the sockets of the children end up facing the wrong way in the game and only the parent socket be facing the right way.

wary tinsel
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any idea of why this is not working? I need to play this animation from a widget

shut hinge
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On your aninmation drag off that and type get end time and connect that into a delay node.

sand yacht
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not sure whether to ask this in animation or blueprint so I'm going to ask it in both:
I have set up my character to be animated by physics. I want only the hands to be excluded from the physics and still follow the preset animations.
How would I do this considering this blueprint?:

wary tinsel
shut hinge
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I did mine off the event construct in the widget itself in order to get a movie to play in the widget.

timid nimbus
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This is my 1st ever code in blueprint

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But it works

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so if i press jump it changes the gravity

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to what ever i want

sand yacht
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Why are you changing the gravity when jumping?

timid nimbus
sand yacht
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Dont forget to set the gravityscale back to normal when you've landed

timid nimbus
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But i want to change the gravity by clicking Ctrl

gentle urchin
trim matrix
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I have managed to somehow hide a blueprint , meaning whenever I add it to the scene it shows as hidden first. How I do change this inside of the BP? Cant seem to find it.

timid nimbus
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How can i set a key to change the scale?

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k

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How can i use the "floating pawn movement"

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??

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Like character movement

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as a target

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??

gentle urchin
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promote it to a variable

fallen glade
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how do you deal with actors ticking outside the screen area? I can know if an object is visible like this but if I stop it from ticking completely it won't trigger again

timid nimbus
timid nimbus
fallen glade
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drag click promote

restive dagger
fallen glade
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doesn't look like a baloon to me

restive dagger
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Now when I press shift( I attach the baloon to the character)

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the character doesnt fly

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why is that?

fallen glade
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welded physics volumes? not enough force?

restive dagger
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here is the attach code

fallen glade
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is you charcter simulating physics?

restive dagger
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yeah only the capsule component right?

fallen glade
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so what happens when you do that?

restive dagger
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nothing, the baloons are attached and they try to fly away but the character is holding them (fall)

fallen glade
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so do the baloons stay attached ? I don't think you can achiave floating this way but might be wrong

restive dagger
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yeah

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they float that way

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with any other static mesh actor

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but with the character they dont

gentle urchin
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Try to set a new movement mode on the char

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flying

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or test it by jumping

restive dagger
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I did that already

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nothing

timid nimbus
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@gentle urchin how do i do that?

fallen glade
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probably best for you to post in physics @restive dagger

gentle urchin
sand yacht
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is there a way to only enter the hit event when something is thrown?

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Right now im trying this but this doesnt work

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have an idea on how to check for this?

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through a sphere trace for objects

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thats where I pick up a certain object

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and with left mouse button you throw, tried making an is thrown variable and checking for that in the other blueprint, doesnt work

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ah right im seeing the problem now, for some reason its not acually retrieving the velocity of the object. It's always at zero even when falling/being thrown. any ideas why this could be?

primal smelt
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I'm working on a 'quick grab' mechanic where I have two box traces pointing from the centre of pawn to a short distance either side of it (with an overlap in the middle for now), the player has an input action for grabbing either left or right. Box traces will store a reference of the actor they overlap and are instructed to ignore what is in reference for the opposite side's box trace. This causes issues because right now I am not clearing the actor references. I can store an empty actor when box trace isn't overlapping anything just fine, i've got a print string checking each tick which prints an empty value and no errors are reported. I've seen a couple of forum posts describing this as being a bad thing without really going into much detail why. Am I correct in saying that as long as appropriate checks are placed before attempting to use that reference in any meaningful way (like getting or setting transform for example), I should be fine? Or are there other less apparent reasons for storing an empty actor value? Set object nodes don't have an empty field when a variable isn't plugged in so I guess it made me a bit paranoid that I'm in ill advised territory.

timid nimbus
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I cant find this node

eternal roost
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Hi
I am facing an issue please correct me if I am doing this wrong.
I am trying to detect collision while stay in editor mode not in PIE or simulation.
It worked in PIE and Simulation but not working in Editor mode.
thanks

pastel rivet
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Is there anyway to have an event, function or macro as a variable?

fiery swallow
pastel rivet
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@fiery swallow
I basically want to create a custom actor where you can switch functions based on key input

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Public array provided by a structure which contains the event and key input

fiery swallow
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@pastel rivet a switch wouldn't work for this?

pastel rivet
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any key would provide the key input, and each event will be changeable by an droplist

pastel rivet
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We want to have an easy remap actor

fiery swallow
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instead of storing functions in a variable why not just create a function library, and then store your functions there?

pastel rivet
fiery swallow
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Manually would depend on how you write your scripts

pastel rivet
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It would be neat if i could fetch functions from a function library as a variable. Instead of branching, i could simply change the input like a remapper.

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Like if we have multiple uses for the numpad, and then we want to change our input on those, we would need to use an extra key for changing this

primal smelt
fiery swallow
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he said a switch won't work

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But that's what I'm saying. Create a system to automatically handle switching functions so you won't have to do it manually yourself

primal smelt
primal smelt
pastel rivet
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Its hard to explain without showing visually.
Imagen this

  • Structure with two elements (key, event)
    These are public variables on a actor in editor.
    When you select the key, you can also from a list select what event the key will trigger.

Its either this, or we have to go with our master player controller with main functionality and using child player controllers per map for custom controllers

pastel rivet
gentle urchin
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Wait, why cant you fetch functions as a variable? pure functions does this afaik

primal smelt
pastel rivet
gentle urchin
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True, pure functions doesnt change stuff

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but from what i read, that wasnt needed either

olive sedge
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Hi!

I don't know where else to ask:

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I want my vehicle to always stay even to the ground, even if it twists and bends or goes in loopings
I've been at this for days now and I just can't figure it out

gentle urchin
primal smelt
gentle urchin
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^This. I agree. Its hard to know what you really mean

pastel rivet
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hmm okay lets see

gentle urchin
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Like... im using custom keybindings... ? Is that what you're after?

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Switched on enum

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makes it super easy to map keys to new events in new actors

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then again, i could totally misunderstand what you want ๐Ÿ˜›

pastel rivet
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Like this image etc

primal smelt
pastel rivet
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You see that i have an array structure with an actor and a key

olive sedge
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@primal smelt that's what I've been doing for days :/

primal smelt
pastel rivet
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Imagen the actor array isnt an actor array in the structure, but a dropdown list with references to spesific events instead

fiery swallow
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@olive sedge can you provide some context

gentle urchin
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So that you could pick actor and then event in that actor?

pastel rivet
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yes etc

gentle urchin
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Not sure what scenario you'd want to control several actors at the same time

pastel rivet
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dont think to much about actors, but an spesific actor instead

gentle urchin
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thats what this is for

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Ignore my naming convention, it's not accurate.

pastel rivet
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wow

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ehhm

gentle urchin
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Replace ThirdpersonChar with MasterPawn

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and you can easily override any input you'd like.

pastel rivet
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okok sorry i got what you meant by a switch, ive been developer for years but this totally went around my head lol

olive sedge
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@primal smelt ok cool

primal smelt
gentle urchin
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So the Playercontroller doesnt really care about which pawn you're controlling. Pawn decides what to do with the inputs

olive sedge
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@fiery swallow I want my vehicle to always stay oriented parallel to the ground and I just can't figure it out. something always breaks

primal smelt
olive sedge
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I'll try this

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how would you apply yaw to this?

pastel rivet
olive sedge
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because I think I had something like this before but could never get the steering right @primal smelt

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just combining in a yaw rotator works but only until I go downhill :/

gentle urchin
primal smelt
pastel rivet
olive sedge
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@primal smelt I don't think so.. it's not even always when downhill I think

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just in certain angles

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I'll try to show

primal smelt
primal smelt
# olive sedge I'll try to show

I would recommend keeping this video bookmarked - handy reference point which I've certainly came back to when dealing with calculating slope angles in relation to actors and things like that. https://www.youtube.com/watch?v=O9pkcjFfKNQ

Many of you have requested a way to leave me a tip so I've created a PayPal and a Patreon.
PayPal: https://paypal.me/reidschannel?locale.x=en_US Patreon: https://www.patreon.com/reidschannel
Discord: https://discord.gg/PdvudWx
Hey! In this tutorial I'll be going over some essential math operations for game developers including:

  • Vector subtract...
โ–ถ Play video
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Could help in your situation

olive sedge
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alright, I'll watch that

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thank you

pastel rivet
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I guess something like this works

dusky topaz
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So I have an ability system in which you get access to abilities through your equipment, and as you fight battles with the items equipped, you gain mastery with the abilities granted by the item. Unequipping the item before reaching maximum mastery with it means you lose access to the ability, and reequipping the item means starting off at the same point you left off at. Once mastered, the ability will always be available.

My question is how to set up the mastery system in the best way. Initially I thought of having a struct with an ability(another struct) and a mastery value, but that causes problems when putting them into multiple arrays, as each entry in an array is a unique struct. Second idea was to have a map with an Ability -> Mastery(int), but that didn't go very far as I realized you can't have structs as keys in a map. Anyone have any other ideas as to how you could do this?

gentle urchin
timid nimbus
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So this is what I'm using to fly

gentle urchin
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Exactly ! Works like a charm like that @pastel rivet ๐Ÿ‘

timid nimbus
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How do i rotate my character where i look

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and flying where I'm looking

pastel rivet
dawn gazelle
dusky topaz
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Preloading all abilities into an array and looping through them to check which ones are available sounds kinda heavy. And purely because I don't want to create an enum with potentially hundreds of entries, I don't think the enum route is how I would want to go about it.

Perhaps adding an ID to each ability and making a map that has ID as key and mastery level as value could work.

wet cape
#

sorry for the bump, but i'm really stumped here. I can't find anyone trying to do the same thing.
I have a blue print (started with the old fence blueprint from the example content) where i'm using it to make walls. But I'd like to be able to specify a second wall piece, not to randomize the repetitions but to specifically alternate the wall pieces so there is a constant pattern. You can see in the ref pic, a row where every other one is a different mesh.
If anyone can point me to a good tutorial i would be greatly appreciative.

dawn gazelle
#

You wouldn't need to loop through them nor preload them. You'd have an enumerator map or an "ID" map (either name, text, integer, whatever you want which is basically the same thing as using an enumerator but enums are usually more memory efficient while remaining easy to read while working with them), and when something grants you the ability, you add it to your map and set in the struct that it is enabled. When removing the item that grants the ability, you use the "Find" node for a map and you can gain access to the struct, set it as disabled and re-add it to the map.

warm condor
#

Level streaming performance problem: Would anyone be able to help me troubleshoot framerate hitches (game thread shoots up to 160ms and there is a significant stutter in gameplay) when loading and unloading streaming levels? I'm seeing most of the cost is in CPU stall time but I'm not sure what it's waiting for.

icy pilot
#

Just wondering, is there a way to make an enum literal node, or are you really forced to make it a variable ?

#

A no would've been enough ๐Ÿ˜„

#

I meant it more as in

#

Just for e.g. ESlateVisibility

#

xD

#

Just that it isn't a build-in thing :sadge:

peak cipher
#

Guys Im trying to save player last location and when im loading its not working player always spawns at PlayerStart

#

so the reason is because of PlayerStart right?

runic parrot
#

Just a quick question guys, i need a small brainstorm (?)
if you have 2 characters that atack every X seconds, both have the same atack speed and only one can atack at the same time.
How would you resolve wich one atacks first?
i'm thinking right now as a rule, the atacker always goes first

severe turret
#

huh?

#

if the both attack at the same time, they are both the attacker

runic parrot
runic parrot
severe turret
#

honestly there is a rare window of opportunity for them to attack at the exact same time. Milliseconds matter.

#

If it did happen, I'd flip a coin

runic parrot
#

not really in this case, if both atack every 1 second, they will both end up atacking at the same time

#

hmm flip a coin is not a bad idea

severe turret
#

the automatiion of attacks would presume that could happen more than if it was player induced so yeah I see your point

icy dragon
#

If it's something like "normal" action RPG, I'd give the player some slack by having their attack landed first.
If it's something Soulsborne-like RPG, always give the enemy the upper hand, as its design doesn't allow high pain chance for the enemy.

runic parrot
#

it's for a turn base yeah, but i want it to be as much fair as posible, since it has multiplayer on it

#

flip coin seems like a really fair option

#

don't know why i didn't tought about that one -.-

icy dragon
#

I can't make any sense of turn based multiplayer RPG.

runic parrot
#

travian

icy dragon
#

AFAIK, even Final Fantasy XI is semi action RPG.

runic parrot
#

summoner's war, and those alike, most of them are mobile

#

i think it automated turn based fits well those type of games because you can figth people even if they are offline

icy dragon
#

Granblue Fantasy is turn based, but the raids are semi real-time IIRC.

rapid gazelle
runic parrot
#

on the player controller should work just ok

#

if you are doing it in there, maybe your problem is not that.
Would you mind showing your HUD widget?

#

maybe it's being added, but you are not seeing it

rapid gazelle
#

oh the graph

#

Today we take a look at how we can set up the health and mana variables to use later on in the series.

In addition to the above, we also create UI bars for both the health & mana and get them displayed on the screen.

Unreal Engine 4 Beginner Tutorial Series:
https://www.youtube.com/playlist?list=PLL0cLF8gjBpqDdMoeid6Vl5roMl6xJQGC

Blueprints C...

โ–ถ Play video
#

i followed all the steps

#

it isnt showing

runic parrot
#

weird, try this please. create a new widget blueprint. Open it, leave it as it's and only add one button to the center of the screen.

#

than go to begin play of your player controller and add to viewport (same as you did on the first picture) and add that new widget class

#

just to check if the problem is on the widget or in the player controller

rapid gazelle
#

ok i will try that when i have time i have to something now but thanks. i will do that

#

@rapid gazelle

#

just a bookmark

runic parrot
#

if that doesn't work, run your game and check on the editor if you are actually using that same player controller.

#

good luck

rapid gazelle
runic parrot
#

no, look for PlayerController

#

GameInstance is also a good place

rapid gazelle
#

does this look right?

runic parrot
#

that is the character, you need the controller.

#

go to the content window and type "controller", you should have one already there if you are using a template

rapid gazelle
lost canyon
#

Hey all, Really big question here, Is there anyway to Re-Build Reflection captures on run-time?

burnt nest
# rapid gazelle ?

he means you should open the player controller blueprint and do what you've done there instead. you are in the third person character blueprint.

rapid gazelle
runic parrot
#

oh, are you using a template?

rapid gazelle
#

im using the third person template

runic parrot
# rapid gazelle

nvm, i just watched the tutorial. Go with what the tutorial says, use the character.

#

with that, using the character, it's not working when you run the editor?

rapid gazelle
#

ok well i gtg for now ill try that later

#

thx

runic parrot
lost canyon
#

@runic parrot we're not using UE5 for this, we're on 4.26

runic parrot
#

i'm not familiar with lighting, just asking to check : P

lost canyon
#

ah ok ๐Ÿ˜„

burnt sage
#

Hi there. A damme in distress I could call myself now ๐Ÿ˜‚.
Can't figure out how to fix this.
May I ask if anyone here got an idea about how to actually activate a camera shake from a BP via CameraShakeSource component?

CameraShakeSourceActor placed in the level works, in inspector and game.
But when I want to do it from a BP with CameraShakeSource component attached to some spawned components (ammo boxes), by feeding it to the StartCameraShake node or just Start node, it doesn't trigger/work.
Am I missing something here?
(Of course, I've used both here just for display)

runic parrot
#

i think lumen is only on shadows and not in light reflection, is that right?

sand yacht
#

how would i go about creating healthbars for a local multiplayer game?

runic parrot
# sand yacht how would i go about creating healthbars for a local multiplayer game?

i'm studying multiplayer setups for my game currently. I don't think i can fully answer that one, but maybe this can help.

I highly advice to watch this vide fully.
https://www.youtube.com/watch?v=UmJzuRO4Qjs&t=1329s

Try my C++ Survival Game Course:
http://bit.ly/unrealsurvival

Discord:
https://discord.gg/meFRZfm

Today I do my best to teach the basics of networking to you in under 30 minutes. Enjoy!
Business Email: contact@reubs.io

โ–ถ Play video
sand yacht
#

Thanks will do

#

does it cover local multiplayer as well?

#

yeah its like a singleplayer indeed

runic parrot
sand yacht
#

I have a max of four player setup on the same system

#

using 4 controllers

runic parrot
#

you can change the setups by clicking on the "down arrow" on the left of the "Play" button and check for Net Mode

sand yacht
#

I never said that though, I meant I wanted to set up health bars for a max of four players playing locally (on the same system)

runic parrot
#

Oh he said singleplayer? i tought it was multiplayer local

#

i didn't reach that part yet, but i think that StandAlone would do the work for single player.
And when playing with others, you can switch to "As client" so someone hosts the server and the others can join.

#

not sure if maybe you can go always with "As client" and UE4 handles it for you if you are alone.

sand yacht
#

Im not intending on having a server

#

as lorash says its all on one system

runic parrot
#

oh

#

just need multiple player controllers than

sand yacht
#

I just need a seperate healthbar for every player

runic parrot
#

yeah, my bad.

#

as many player controllers as you want and on the UI bind the diferent health bars to the Info of the characters on each diferent player controller

sand yacht
#

ill send the code for handling 4 players

#

then it might make some more sense

runic parrot
#

you can approach it in many diferent ways. The most simple is just add multiple HealthBars and bind the percent of the progress bar to each player character. Show/Hide if character is not setup.

sand yacht
#

isn't there something like a health component which you can bind to every player?

#

So that it updates only for the character being hit

#

instead of having 1 health variable for every character

runic parrot
#

yap

sand yacht
#

oh right

#

this is basically what im doing now, but this updates health for every player

sand yacht
runic parrot
#

Well, to do it the most simple posible.

Add a variable on your characters for "health current" and "health max".
Than go to your UI and add a progress bar, after that go to the percent box on the details of the progress bar, click the "Bind" button, than "Create Binding".

#

and in there, get your logic to reach to each diferent player

#

Get player character (INDEX X) -> Get player character -> Get Health Bar Variable (Current and max), divide Current By Max and return that for the biding of your progress bar.

#

if you want to advance it a litle bit, i would create a separate widget "HealthBar".
Add a variable of "Character" type on that so that i have it cached, than pretty much the same and would show/hide/create as many of those new widgets on your main HUD as you need.

sand yacht
#

Sorry if I'm not understanding. It's my first time making stuff with more than 1 player

runic parrot
#

that would do it for the player character 0

#

you can add multiple progress bars and setup a diferent binding for each one.

#

or create a diferent widget and control in there, like a variable "player index" and let the widget handle it

sand yacht
runic parrot
#

but you do create a new character for each new controller, right?

sand yacht
#

and then spawns another character of the same class

#

yeah

#

from the same blueprint

runic parrot
#

yeah, the blueprint is not the point, when you create each new character (from the same blueprint) you would assign them to each diferent PlayerCharacter and PlayerController.

sand yacht
#

I believe that's what I'm doing

runic parrot
#

so if you do "Get Player character (index 2) you would get back your "Third" player character

sand yacht
#

yep

#

correct

runic parrot
#

where are you stuck?

sand yacht
#

hold on let me try and record it

runic parrot
#

oh, you are adding the progress bar on each character and not on the HUD?

sand yacht
#

Yep

#

I'm using a local camera

#

not splitscreen

runic parrot
#

show me where your progress bar is

#

(on the blueprints)

sand yacht
#

I added a widget component to the character blueprint

runic parrot
#

if that is the case, i would add a "characterRef" variable on the HealthWidget, make the binding check for the health on that variable

indigo cave
#

what is controller rotation yaw

#

pitch roll and yaw

#

???

sand yacht
runic parrot
#

and than make sure you setup that ref correctly.
When player begin play, get HealthWidget and setup "CharacterRef" = self.
or a better way would be, on begin play of HealthWidget -> Get Owner -> Cast to PlayerCharacterBluePrint(to make sure the owner is a character) and setup the ref

indigo cave
sand yacht
#

Oh I now see I had already set up a reference whilst watching a tutorial

#

I think I'll be able to make it work now. Thanks for your time :) @runic parrot

runic parrot
#

No proble, reach if you get stuck

sand yacht
#

will do

icy saddle
#

what does this icon at the top left of BP nodes mean?

gusty shuttle
#

Anyone have this error before when exiting from PIE?
Pure virtual function being called while application was running (GIsRunning == 1).

burnt nest
#

unlike the "f" for "function" icon, which can have a target, but doesn't necessarily require one if the blueprint calling it is of the right type.

icy saddle
#

oh interesting, do you have an example of something like that besides the image I posted above which are input and return/output nodes?

burnt nest
#

the construction script uses the same icon. that's in every blueprint. functions like "create widget", "add component" or "create event" as well. and they're all an internal part of the BP that calls it, as far as i can gather on what they have in common

mortal isle
#

Guys I have this actor component which has this function in it and I am trying to call it from my actor's construct function but it is not working, any help?

runic parrot
#

just to check, add a "print" at the start of "Construct" and run it, maybe it's running but not doing what you expect

mortal isle
#

nah it is not priting

#

printing

sand yacht
#

Hey Mase, I got the healthbar working separately now, but the characters are damaging themselves now

runic parrot
#

that sounds funny as hell

burnt nest
sand yacht
mortal isle
#

still not working

#

when I run the game it does not spawn as well

burnt nest
#

well, did you do the other part i mentioned?

#

because you can't spawn stuff in the construction script.

mortal isle
#

event begin?

burnt nest
#

yes

mortal isle
#

event begin works

#

but I want to be able to control its parameters and see the results

runic parrot
sand yacht
#

I created a triggerbox on top of the character since it swings its head forward which becomes visible when attacking

#

this is how i got the seperate healthbars to work

#

the triggerbox is parented to the head bone*

runic parrot
sand yacht
#

both, as there is only one character blueprint

runic parrot
#

okey, so that Overlap is triggered when you "receive" damage ?

sand yacht
#

it should, but it doesnt

runic parrot
#

show where the collision box is placed on your blueprint

sand yacht
runic parrot
#

i think the problem is that you are dealing damage to yourself when triggering it instead of to "other actor"

burnt nest
#

yup

sand yacht
runic parrot
#

same as you are doing now

desert juniper
#

@sand yacht I'd recommend reworking the way your handling your health attribute

runic parrot
#

but grab the "health widget" from the "other actor"

desert juniper
#

the UI should only be responsible for visually indicating the health, not for storing the health

sand yacht
runic parrot
runic parrot
#

from third person character node, click on the blue point and type "Get Health Widget"

sand yacht
burnt nest
#

looks to me like health is being stored both in the character itself and the widget. so ๐Ÿคทโ€โ™‚๏ธ

sand yacht
desert juniper
#

so here's an easier way to think of it

#

everytime you update your player health, instead of telling widgets what to do specifically, just send out an event letting anyone listening know that the player's health changed

sand yacht
desert juniper
#

the UI widget would be listening to it, and update the displayed value. this way you decouple the UI from the player

burnt nest
#

you were changing the health values on the attacker rather than the character being "overlapped".

desert juniper
sand yacht
#

ah ok

sand yacht
#

since the blueprint of the attacker and receiver are the same

desert juniper
#

You're not using the Other actor reference

runic parrot
#

You have only one colission box on each blueprint? (show us the components on your blueprint please)

desert juniper
#

so consequently all these belong to the attacker

runic parrot
#

if you only have one colission component, when the head hits the other character head, it's gonna trigger the overlap event on both

sand yacht
runic parrot
#

okey, there is your problem

#

you are registering the atacks with the same colission box.
So one head clash with the other and both trigger that overlap event.

You need a Colission for the head "the weapon" and one colission for the body.
you make sure that head and body can collide, than you run that logic of yours to reduce the HP when the body overlap event is triggered.

#

it doesn't have to be a body, you can literally copy and paste a new "box" component.

#

but you need one for weapon and one for body

#

You can do it the other way and check on the box overlap event (the weapon) and change the values of "other actor" component . (i think that's what you are trying to do on the first picture)

sand yacht
#

alright gotcha

#

the print string now shows the correct value for each independent player

#

now i just have to link that value for every healthbar

runic parrot
#

One quick question, i'm doing something wrong with the timer handler and i don't know what it's.

This is my character blueprint, the focus is the "AtackTimer".

#

later on, i want to pause/unpause that timer.

This loop is of "character" type.

I want to either pause or unpause that atack timer, but i only get invalidate option.

#

weirdly, if i just grab the timer from the character blueprint, i can pause/unpause.

sand yacht
#

wish I could help you with this

runic parrot
#

don't worry jaja

#

I just replaced it with a "Timer by function" and later on i check on the character " Pause/unpause timer by function name" but i would really like to be able to handle it the other way

sand yacht
#

now all I gotta do is update the widget individually. Not sure on how to do this

runic parrot
#

i think it's gonna be easy to understand if you create a function "Receive damage" with an "amount" parameter.

#

inside of that function put all the logic for updating the health of that same character

#

then when your "head" collision overlap triggers, you get the "other actor" and call "Receive damage".

sand yacht
#

oh ma lawd i fixed it

runic parrot
#

nice, good work jaja

sand yacht
#

thanks a lot for the help man

icy saddle
burnt nest
icy saddle
native beacon
#

is it possible to drag and drop elements into an array?

#

I am currently making an item system and I think my wrist is about to die

orchid hare
#

Is it possible to bind a font in a widget?

icy dragon
orchid hare
#

Yes

native beacon
#

ok it looks like you can't drag and drop soft object references into an array from the content browser but normal object references are just fine

#

The trick is to drag them in under an object reference array and then switch the variable type to a soft object reference after the data has already been placed inside

runic parrot
#

interesting

peak cipher
#

How do you guys handle respawning actor after destroy? (I want enemy to respawn after 5 seconds from me killing it)

runic parrot
#

depends on how your game goes, maybe you just don't destroy it and just change a flag to "it's alive" and make the transform invisible

#

or save a copy of your character before destroying it and later add it again

#

if you are asking by the respawn time, you can (somewhere) bind an event "respawn enemy" with a delay of 5 secs, and bind it to an event distpatcher on the enemy, wich is called "OnDestroyed" event

peak cipher
#

@runic parrot I like the invisible idea ill give it a shot thanks a lot

orchid hare
fleet cedar
#

Hey smart people, can somebody help me to understand what this would be used for?

narrow kelp
#

that is checking if Velocity is mostly going the opposite direction from the characters move component acceleration

fleet cedar
#

Hmm. So if I ignore the "<", what does the dot product of those two mean exactly? Sorry this is new to me (animator)

#

That is to say, what does it tell me?

fiery glen
#

see the green number in that link?

sand yacht
#

is it possible to: -get all actors from class- > -for each loop- > -check if in any of the instances a certain boolean is set to true- ?

fleet cedar
#

Argh my brain

#

I need to go back to high school

fiery glen
#

so in that example they are probably trying to see if the character is accelerating backwards? that's my guess

#

also sorry if that page doesn't work on modern browsers, it's a little old

#

DOT 1 = both directions are the same way

#

DOT 0 = perpendicular

#

DOT -1 = opposite direction

fleet cedar
#

I think that's exactly what it's doing... where did you learn this?

fiery glen
#

I had to use this for some UI code and googled it

fiery glen
desert juniper
fiery glen
#

you are right

torpid blade
#

So I have this BP that I dragged into my level so I could interact with it to start another level. The thing is, when I strat the game directly to the level this BP spawns, but when I go ttought the play button and go trought my menu it doesnt spawn anymore. Does anyone know what Im doing wrong? im kinda new

#

Idk if blueprints even work like this

stark tide
#

i have a simple question, what are the difference between these2, how should they be used

#

my understanding is one makes instance and the other makes full copy?

sand yacht
slim vector
#

aye bois, i've got a question for you shader geeks

#

how would i reproduce an effect like this? take the alpha information of text so that I can change it at runtime and then use that as a mask or inverted mask

little garden
#

ask in the graphics section for a better chance of a helpful answer probably

#

since that would be a material question instead of a blueprint one

icy saddle
#

how do you disable a node? FOr example, I accidentally enabled BeginPlay but I want it to go back to being disabled like the ones below it

dawn gazelle
obsidian meteor
#

I'm getting an error, just wondering if anyone's familiar with this:

LogScript: Warning: Switch statement failed to match case for index property Temp_int_Variable_73
PC_[controllerClass]C /Game/Levels/MoonLandscape/Maps/Overview/UEDPIE_0_Moon.Moon:PersistentLevel.PC[controllerclass]C_0
Function /Game/Framework/PC
[controllerClass].PC_[controllerClass]C:ExecuteUbergraph_PC[controllerClass]:61B70

I seem to get this warning many multiple times per frame, immediately, and without fail, and consistently. is there anything I can glean from the code at the end of the Ubergraph portion of the warning?

I have a bunch of switches and I have no idea what Temp_int_Variable_XX might be (the number changes)

rapid gazelle
fiery swallow
#

Just slapping mana in there isn't gonna work assuming you didn't already convert it

rapid gazelle
fiery swallow
#

@rapid gazelle you need to divide your mana by 100 in your function

rapid gazelle
#

how would i do that?

fiery swallow
#

In the get mana percent 0 function you have

#

Drag off mana and type in /

#

That's the division symbol

rapid gazelle
#

remove the bind?

fiery swallow
#

No

#

Edit it

#

Divide mana here

#

Or health,

rapid gazelle
#

i feel so stupid

#

i have no clue how to do anything

#

even the simplest things

#

How do i divide it?

#

I feel I am asking the stupidest questions

dawn gazelle
#

Click and hold on the green dot where it says mana (or health), drag off from it and let go, you'll get a prompt asking you what you want to do. Type "/" and you should see float / float.

icy saddle
rapid gazelle
#

that correct?

#

that seem better

#

?

fiery swallow
fiery swallow
rapid gazelle
#

like that?

fiery swallow
#

you gotta plug the end result of the division into the return value my guy

rapid gazelle
#

return value or node?

#

oh in the node

fiery swallow
#

yes where it says return value

rapid gazelle
#

that seem good?

fiery swallow
#

-.-

rapid gazelle
#

im new to this

#

sorry if i seem really dumb

fiery swallow
#

ctrl z

#

go back

rapid gazelle
#

ok

fiery swallow
#

replace the mana pin -> return value with division pin -> return value

eager agate
#

anyone know why box collision component doesnt work on my player? nothing happens when i go through it FeelsWeirdMan

rapid gazelle
#

so that should in theory work?

fiery swallow
#

yes there you go

rapid gazelle
#

and this is what i have in ThirdPersonCharacter

fiery swallow
rapid gazelle
#

aaaand it still isnt showing

fiery swallow
eager agate
rapid gazelle
#

the entire bar isnt showing

fiery swallow
rapid gazelle
fiery swallow
# eager agate nope

check to make sure whatever it's suppose to overlap generates overlap events

eager agate
#

it was turned off kekw

#

what am i doing

#

lmao

rapid gazelle
#

the progress bar is centered

fiery swallow
rapid gazelle
#

kk

icy dragon
rapid gazelle
#

that was it

#

it was there

#

but wasnt

fiery swallow
#

I literally said

rapid gazelle
#

i had to full screen it

icy dragon
#

Change the anchor.

fiery swallow
#

bruh

rapid gazelle
#

i had to change the anchor

#

i am so glad that i have people to help me

#

tysm everyone

obsidian meteor
#

does anyone know if there's a way to narrow down 'Ubergraph' errors and warnings in the output log?

autumn plover
#

spectator pawn currently blocking my players.. how to make it overlap?

open crypt
#

Is there anyway to copy the DEFAULT values of a variable to another blueprint, natively, or am I using something like the property transfer tool

fiery swallow
autumn plover
#

do i have to do this in c++?

fiery swallow
#

or overlap whatever you want it to overlap

#

no the editor has a built in system for collision

autumn plover
#

cant open spectator pawn in editor

#

hmm guess ill make my player its own collision type then

fiery swallow
open crypt
#

I have an array that has like 40 asset references in it

#

and I don't want to have to recreate them

narrow kelp
#

There is a node called Get Class Defaults

#

might be able to use that

dark crow
#

Copy and Paste of the variable literally transfers over Default Values too

fiery swallow
#

option 3, if applicable, would be to make that a parent of the desired blueprint

open crypt
#

copied over and it didn't do that

dark crow
#

Not in the graph

#

But in the variable bar

#

so here

narrow kelp
#

Could be worth considering using a data table for that kind of thing

rapid gazelle
#

so

#

is this the correct place to ask a question about an error message i got while importing a character

open crypt
#

Nope, this hero is a goddamn hero

open crypt
#

Important question - those two pins are both different values right? or is each one coming off the same random value?

dapper kiln
#

@open crypt It's the same value but you can always use a print string to confirm it. I'm not sure how you have the rest of your logic setup.

I'm having a strange issue. So I made a new variable and set it to type "actor" then made it an array. I then made it instance editable and expose on spawn, but when I go into the level editor and try and add actors to my array it won't let me select anything. ๐Ÿ˜ฆ I don't get why? I've done this a million times before but now it won't let me. https://i.gyazo.com/2edad08b56c434eb89d1c003f11f047e.gif

#

Now I can create a new blueprint actor and make a new variable just like above and it doesn't let me still. ๐Ÿ˜ฆ

narrow kelp
#

I dont think it actually is the same value.. I believe pure functions get called every time they're used

#

You can assign to a var first tho, then it will be the same

open crypt
narrow kelp
#

@dapper kiln Just a wild guess, but maybe whatever is constructing the pickup is overriding the array with none during constuction

open crypt
dapper kiln
#

No it's not the construction stuff, that's what I thought but It's not the case. I even made a new actor with nothing inside and it isn't working. There is nothing but a variable of type actor. I'm not understanding what's going on. I tried restarting the engine but nothing changed

open crypt
#

put exposer on spawn, it shouldn't matter

#

but try it

dapper kiln
#

I just figured it out. ๐Ÿคฆโ€โ™‚๏ธ So if an actor is inside a sublevel you can't reference it, even if it's loaded all the time.

open crypt
#

yep, active level can be a bitch

#

it makes sense but it's not immediately obvious

dapper kiln
#

You can if both actors are in the same level but not different ones. Oh at least i'm not going crazy. I was so confused for a sec

open crypt
#

not blueprint but while i got people here, why is my animation not playing on this?

#

I first when to the mesh, and then found it's skeleton, then I found an animation that uses it, and I am first setting in to the mesh, then playing it with looping set on - no errors

narrow kelp
#

Maybe you need to set up your animation blueprints

open crypt
#

i'm trying to just loop a sequence (walking in this case)

narrow kelp
#

You probably still need an anim blueprint

open crypt
dapper kiln
#

Double check that it's playing the animation in the viewport of your character blueprint. The animation might be referencing a different mannequin and skeleton.

peak goblet
#

Not sure if I should ask this in #plugin-dev or here, but anyone who has experience with Epic's Enhanced Input plugin who can give me a pointer? I have a player controller and I have a player pawn. If I try to add a mapping context in the pawn by doing Begin Play->Get Controller->Cast as Player Controller->Get Enhanced Input Subsystem->Add Mapping Context this works perfectly fine. If I go to the player controller instead and do Begin Play->Get Enhanced Input Subsystem->Add Mapping Context it doesn't seem to work. Is there a reason for this?

I would have thought that it would work when added directly to the controller, considering what the pawn does is call it on the controller anyway. Unless my understanding is backwards of course.

icy saddle
wicked magnet
#

Would anyone have any idea what could cause me being unable to play an animation or animation montage from within my character blueprint? When I try to play an animation using Play Animation, my character just turns into a T pose. If I try to play a montage, nothing happens.
I went back to an older version of the same template I'm using and I was able to get animation and montage playback working fine there, so I'm now back tracking to figure out what has led to the current issue. My montage is setup correctly with a default state, and the animations look fine in preview.
Animations triggered via the animation blueprint also work fine - it's just calling Play Animation or Play Montage within the player blueprint.

After some poking around I determined I am able to use Play Animation to play my montage, but Play Montage using the same montage doesn't work. I need Play Montage's more sophisticated play controls so that is necessary.

fiery lark
#

Okay guys, I have an AI, but it won't alter it's navigation once I delete an object. How can I make it recalculate its navigation once the object is deleted?

icy dragon
fiery lark
#

I've never even heard of that, what is it?

zinc wasp
dusky harness
#

How can i make a timeline to be not affected by global time dilation?

#

Oh, sorry, found it

#

And it's also in timeline settings as well

timid nimbus
#

Hey

#

How can i make an object disappear on collision

#

??

fiery swallow
#

@timid nimbus set visibility and on overlapped

timid nimbus
timid nimbus
fiery swallow
timid nimbus
fiery swallow
#

@timid nimbus

#

or you can add a box collision

golden fiber
#

Guys, any idea where are screenshots and saved files are stored for packed builds?
Can't find them lol

#

Oh, gotta check it, thanks!

lime karma
#

running into a minor issue that I'm sure I'm just missing something. I'm building a rudimentary turret that basically just always looks at the player and shoots bullets at them. I'm using the "Find Look At Rotation" node to rotate it towards the player, and it seems to be working as I want at first. But I realized it only seems to rotate the Yaw (Z-axis rotation) correctly

#

if the player is above the turret, instead of looking up at the player as I would have expected, it rotates sideways for some reason

#

and doesn't look up at all

#

this is what I've done so far

#

to demonstrate what I'm saying, it normally looks like this, rotating towards the player as expected (programmer test art pls forgive lol)

#

but then if I jump like this, the gun turns sideways

#

and I wanna have it rotate to look up at the player

#

I know I can split up the rotator so that I could say only rotate in the Z-Axis, which at least makes it so that it doesn't rotate weirdly, but that makes it so that it can only look horizontally

trim matrix
#

Hey real quick question I already have a combat system that is not completely done but the youtube I was following quit yt I found someone named code like me do you think it will be easy to branch off to his tuts??

icy dragon
trim matrix
#

Ok well do you have any good reccomendation?I need a whole series I can follow

fiery swallow
#

Ryan laley makes great tutorial content. they are straight to the point and barebones. It's really up to you to build on what he presents and make it better. He explains the core concept and doesn't spend an extra 20 minutes making the end result look pretty

trim matrix
#

Ok thank you @fiery swallow

restive dagger
#

Any reason for that?

#

Oh

#

So I

#

Theres only this playerstart in the whole map

#

theres nothing

#

everything is normal

#

I checked the cpp, nothing related to spawning

#

it was normal before I change the character to pawn

#

Yeah I cant change the names since its in cpp

#

I figured something out watch

#

the problem is with inheritance I guess

#

Yeah, fixed

#

Thank u Lorash

fallen glade
#

can someone explain the difference between these 2 please?

fallen glade
#

๐Ÿคจ i didn't get any of that. I've only used stencil value with default write mask. Is there any practical use to change that ? @trim matrix

#

thank you for the links by the way

tough coyote
#

Does anyone have an attack BluePrint or tutorial? type Press the mouse button so that the character attacks and similar...
I have animations and everything but the code dksadka

lime karma
#

I think I figured out some of my rotation woes

#

I think it has to do with the fact that the gun spawns in sideways for whatever reason, and if I don't modify the rotation to make it face the player on the ground, then the rotation makes sense, it's rotating the side of the gun to always face the player, so when I corrected the rotation by just adding 90 degrees, that fixed one axis, but not the others

#

so to actually correct it I'd have to apply a rotation to the gun, relative to where the player is I guess

#

but that requires real vector math and I don't know how to do that lol

icy dragon
#

In this video we add combo attacks and setup the animation blueprint for handling animation montages.
If you have any questions or comments please let us know. If you like the video and want to see more, go ahead and subscribe. Or consider supporting us on patreon https://www.patreon.com/titanicgames for more great tutorials and games to come!

โ–ถ Play video
trim matrix
#

I am not able to launch my project and am getting the error "The following modules are missing or built with a different engine version: FPS Would you like to rebuild them now" and when I click yes I get "FPS could not be compiled try rebuilding from source" I looked online and every one having this issue was using C++ but I am using blueprint and everything was working fine before I shut down the project. This is only affecting one project non others.

surreal peak
#

Did you change the Engine version?

#

You can try to rightclick your uproject file and click the switch unreal engine version button and select the original one

trim matrix
#

I updated the version to 4.26.2 but this was happenign before

#

I will try that

#

I just did that and it failed "Running E:/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/max_000/Documents/Unreal Projects/FPS/FPS.uproject" -game -rocket -progress -log="C:\Users\max_000\Documents\Unreal Projects\FPS/Saved/Logs/UnrealVersionSelector-2021.06.16-07.15.36.log"
Discovering modules, targets and source code for project...
WARNING: Visual Studio 2019 is installed, but is missing the C++ toolchain. Please verify that the "VC++ 2019 toolset" component is selected in the Visual Studio 2019 installation options.
ERROR: Visual Studio 2019 must be installed in order to build this target."

surreal peak
#

Chandler, please use the Job Board. It's not allowed to search outside of it.

#

@fleet quest

fleet quest
#

Fineeee

surreal peak
#

The Crossposting was also not allowed. Keep in mind that 3 Strikes are a ban, so try to stick to the #rules (:

astral estuary
#

I am away from my unreal and can't find the docs for the ++ and -- node.
Are they post increment or pre increment? (AKA What do they return?)

#

i++ returns the value before incrementing.
++i returns the incremented value.

I know it writes the i variable but I am curious on what the return value of the node is

#

so, it returns the incremented value ๐Ÿ˜„

#

thx

spring magnet
#

hey, i'm looking for some info on this Generate Const Class option, anyone know what this is?

#

I found through trial-and-error that i need this enabled for this UObject to show up in Structs

gritty plover
#

Hey, stupid question but... How do i add a delay to a ForLoop node? So that it does it all in order, rather than all at once.

obtuse herald
brittle plinth
#

I'm trying to add a timeline node to a function in an actor but Unreal doesn't let me. What is a nice way to increment a value from for example 0 to 1 (float).

gritty plover
#

I... Don't know what you mean by that.

errant snow
gritty plover
#

Lemme grab a picture

#

Essentially, I'm trying to make a spline actor that spawns an explosion at each point along the spline

#

When I execute it on that "ForLoop" just raw like that, it spawns all the explosions at once.

#

Whereas I want it to go 1 by 1, with a short delay between each explosion.

errant snow
#

I would suggest a timer or a manual loop (one that creates a physical exec line that goes back to the start of your "loop" body). Either way you'd need to track the spline point index with a member variable.

gritty plover
#

I am realizing that I'm stupid

#

And don't know what most of that means

errant snow
#

It's alright... one second

#

The top one is the manual loop. The lower one is with a timer. The Delay value in the first example would be equivalent to the Time value of the Timer node.

gritty plover
#

Ooooh alright

#

Thank you. I'll try that right now.

#

The Index there is a new variable, right? In the "Set Index" at the start?

#

As well as Max Index?

errant snow
#

Yes

rough blade
#

In my actors, I have alot of components that tick. Does this affect performance?

unkempt valley
#

could someone help me make a blueprint that makes my ALS character go into first person when they enter a building, and back to third once they leave it

rough blade
#

@unkempt valley I can help - dm me what you are hoping to achieve. Most likely you will want a trigger (collision box would be easiest) to tell your character to adjust a spring arm length

burnt nest
rough blade
#

@burnt nest Say I have a character with a static mesh component (helmet) that doesnt do anything but sit pretty. If component tick is enabled, this will cause extra ms?

burnt nest
dreamy mulch
#

Howdy all, working on a turn based strategy game. When I click the turn button a series of blueprints runs to process the AI moves and processes the data for the turn. Sometimes a turn can take a second or 2 to process.

I am noticing that if I hit the turn button several times very quickly that the code will mess up and jump a turn, etc, likely because it is still processing the last turn.

I have attempted to add a bool check for when the turn button is pressed to set a processing bool to true and not proceed with processing a turn. However I am still getting weird outputs when I hit the turn button in rapid succession.

Any thoughts on how to address this?

Thanks!

burnt nest
rough blade
#

@burnt nest Thank you!

dreamy mulch
#

@burnt nest I have tried this but will try it again and see if I can get it work this. It just seemed almost like UE4 just ran an execute for blueprints and set the end bool to complete even though there was stuff running.

burnt nest
maiden wadi
#

Things ran on the GameThread run in order. That cannot happen unless your logic is out of order or you've managed to cause your check to run outside of the GameThread , which is unlikely in default blueprint.

dreamy mulch
#

I will give this a go and report back if I run into anything. Thank you all again.

proud sable
#

How could I set a boolean to true if any number of X input booleans are true? E.G. I have "Is Casting Ability 1", "Is Casting Ability 2" etc. variables and want a general "Is Casting" variable to be true if any of the previous ones are. I know I could go through and do it manually but is there a simple way of doing it?

dawn gazelle
#

Use an "OR" node.

proud sable
#

Thanks, I forgot which logic gate would apply here ๐Ÿ˜… Gotta brush up on them again I guess

dreamy mulch
#

I tried disabling the button and seeing if I could ever get a failed turn, i.e. the button is disabled and can't process a turn. I slammed the turn button down many times and I am still having the issue. My initial code for the turn looks like this.

#

Oh and the failed print string never files which to me says that the button never disables.

tight schooner
brittle plinth
#

I'm using this logic to detect whether or not the player is moving and the player is not mid-air. I'm doing this so that when the player is not mid-air it plays footstep sounds. But it seems like this method is flawed and provides unreliable results. Is there a better way to tackle this?

burnt nest
brittle plinth
torpid blade
#

This Game User Settings returns the settings definied before the game lauches right?

#

Cause I change them ingame and then when I want to get the settings again later on the game they return something else

exotic jasper
maiden wadi
#

@torpid bladeNo. That getter will return the current setting that the user has applied to their ini files. If you want defaults of those, there should be a getter for it somewhere, but I'm not sure if it's blueprint exposed.

torpid blade
#

Cause I change them in main menu and then when ingame they return something else

maiden wadi
#

Are you calling Apply or Save after altering them?

torpid blade
#

This is the onyl thing im doung

#

doing*

#

I thought when I execute sg.ShadowQuality it would change it permantly and later on when need, the Get Game User Settings would return the value I used in sg.ShadowQuality

#

But it doesnt

#

It just get's the ini options

maiden wadi
#

Uncertain. Not used to changing them that way. Try to get the game user settings and apply or save them. May work.

gritty plover
torpid blade
#

I guess it works right hahahahha

#

its working atleast

dense citrus
#

hey, just a short question, i'm working on a game with multiple characters, and i'm just wondering if there's a better way to do this, or if the way i'm doing this seems right (note, im making multiple characters, and it doesn't need to be perfectly efficient as the character will be selected before the player loads into a level, but i do want to make sure i'm doing this the best i can before i get crazy with it and waste too much time)?

#

(also, ik this is only 1 variable rn, but i plan to have like 15+ so i just wanna check)

narrow kelp
#

You could consider using a data table instead

raven pilot
#

any ideas on how to add the impulse effect to a chaos destruction object?

dense citrus
#

@narrow kelp thanks for making me aware of those, can i change the variables in it akin to standard variables that are in the "my blueprint" tab?

narrow kelp
#

You can set the initial values, but not during gameplay

#

At least I dont think you can..

#

I use them for character and item stats

dense citrus
#

yeh, i just looked it up and apparently it isn't, so i think i'm probably going to avoid using a data table for this as i don't feel like it'll flexable enough for what i'm planning to do

#

worst case scencerio, i can just make one after, and use this to keep the variables flexable enough for me to work with without a headache, to thx heh

narrow kelp
#

You would only use them to set initial values. It can also be nice to separate that stuff so designers don't need to manipulate actor assets

soft scaffold
#

Hi! Can I set the Lock Rotation via blueprints?

maiden wadi
#

@dense citrusSubclasses are also a good way to handle this. Create a base class with the handling, create child classes with different values that the default handling uses.

dense citrus
dense citrus
#

here's how i did it with mine, hopefully it works with you

soft scaffold
dense citrus
#

mb, other then abusing an event tick, i'm sorry i wouldn't know

soft scaffold
torpid blade
#

I supposed this resolution in stored in a .ini file right? If so, what's the node to change it?

#

ok idk why it doesnt preview

rapid gazelle
rapid gazelle
#

what did i do wrong?

narrow kelp
#

How could anyone possibly know that

rapid gazelle
#

forgot about that

narrow kelp
#

Well if you did it exactly like that tutorial, the collision was supposed to be on the Box collider, rather than the Cube mesh

#

so you could change that

rapid gazelle
#

how do i change that?

narrow kelp
#

I'm just guessing based on the names btw

rapid gazelle
#

ik but how do i change it from the cube mesh to the box collider

narrow kelp
#

go into your blueprint, click on the box collision, then click the green + under Events called On Component Begin Overlap

#

you probably did that, but with the Cube selected instead

#

Then move that stuff over there instead

rapid gazelle
narrow kelp
#

Yeah

rapid gazelle
#

thx

#

that was it

jaunty solstice
#

I am instancing several hundred static meshes for a crowd and I need to some how change the properties of thes meshes before or immeditely after they are instanced.

If I drag a single Static Mesh to the stage these are the properties in Details panel I needs to change

1 Mobility set to Movable
2 Cast Shadow enabled
3 Distance Field Indirect Shadow enabled
4 Dynamic Shadow enabled
5 Affect Distance Field Lighting enabled.

How can this be done from the Blueprint when all of my static meshes are defined inside arrays?

flat raft
#

Howdy! Is there a way to set all variables in a Bp class to be private by default?

#

@jaunty solstice change them before you place them on stage.

shut hinge
#

Does anyone know why the parent BP Player when attaching a child actor weapon then causes all the children BP weapons to be all oversized.

dawn gazelle
mortal cradle
#

Is it better to get a reference from an existing reference or cast? ie. Let's say that I'm in a "BP_Test" and I already have a reference to BP_AI_Character and in that BP_AI_Character I have a reference to BP_AI_Controller, if I want to communicate with a BP_AI_Controller wihin BP_Test, should I cast to BP_AI_Controller or take the already existing reference BP_AI_Character and from this get the reference to the BP_AI_Controller without casting?

mossy bronze
#

so i have this

#

I also have a binding to a variable within that widget

#

how would I go about assigning the variable within this blueprint?

#

Let me show what I've tried so far

#

it's literally working now

#

what

mossy bronze
#

nvm sorry lol, i just tried the same thing and its working apparently. ue4 is strange

sand shore
#

otherwise you can get a controller that is no longer associated with the pawn (which may or may not happen or be important)

#

Also the difference is not sufficiently great that you should bother - you're technically asking whether resolving an indirect member is cheaper than performing a cast, and I don't know off the top of my head but you're writing BP and maybe it's just worth continuing to write the game however you feel most comfortable (so long as it isn't objectively bad)