#blueprint

402296 messages · Page 683 of 403

sand shore
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Eg - going from a widget to a pawn to a controller is bad (because the widget already has a path to get the controller that owns it); going from a random actor to the pawn that just overlapped it to the controller is good (because you can't really get the controller any other way); Using Get Player Controller (0) is always bad because there's just better ways to do it

flat raft
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Safer to just cast. Why keep BP_Ai from being garbage collected if there is no AI

sand shore
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that isn't how it works most of the time because you have to call Destroy on actors or they'll persist with the world

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And if you do call that, the underlying UPROPERTY won't keep it alive anyway due to MPK

flat raft
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I assume the AI character will be destroyed

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well, I don't know what kinda game is being made..so never mind

sand shore
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I'd be quite curious how you arrive at it being safer to never store a reference?

flat raft
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lol

sand shore
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Like I cover a thing here?

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That's a case where you have to watch your references, but it isn't really unsafe?

flat raft
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No no... I mean just get it directly, not go through another Bp

mortal cradle
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Thank you for helping out

surreal delta
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Is there a more efficient way to do this?

So I'm setting up some box collisions that will activate after the player steps in the trigger volume.

Need a relatively tight invisible wall here. Basically, the player will step up onto the boat and it will start an event where they will move on the boat in realmtime but cant jump off.

Wondering how to combine all of these collisions together as one variable for reference to pass in HiddenInGame to false

Sorry for any incorrect terminologies will be happy to further explain if I used the wrong phrasing or event. I dont think I actually need HiddenInGame, I believe I need the equivalent of just spawning and despawning that can be toggled as a bool, not sure which function/event that would be

TLDR: Player gets on boat. Walls spawn in to prevent jumping out. Boat moves from A to B. When timeline is finished, walls will despawn.. Q: Is my setup a good method for this? If so, How do combine all of these collision components as 1 variable? What function do I need to spawn/despawn these collision areas?

Thank you for reading and helping out 😄

fiery swallow
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@surreal delta create a box trigger and place it where the player must eventually step to get on the boat

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When the trigger is activated have the blueprint level cast to the boat and call the appropriate events

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The boat doesn't need to know anything about the player, who's on it, and, or where they all. All it needs to know is to lift invisible walls when it's called, and to drive off

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You can have the blocking volume walls already spawned in but inactive, and then just activate them once it's time

mossy bronze
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Should I use different widgets for different "sub-menus" within my pause menu?

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For example,

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Should I create a new widget for my options page within my pause menu? or should I just make it all in the same widget and hide everything when I click the "settings" button?

fiery swallow
mossy bronze
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thanks @fiery swallow

fiery swallow
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You could do it all in one place if you wanted to, but it'd be much less design friendly and probably chaotic

mossy bronze
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that's what I was thinking

fiery lark
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I made a building mesh using the geometry place actors, but there's no collision for it. When I add collision, it won't let me walk through the door way. How can I fix this?

fallen gazelle
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Hi, I wrote this question in the physics channel yesterday but it was perhaps overlooked or people didn't know the answer but I guess it might be a question to blueprint too from a given perspective. Hope someone here knows. This is my question:

I have an instance of a DefaultPawn (BP), which comes automatically with a Collision Component and a nested Mesh Component that are welded together. Now when I simulate physics on my Collision Component only and give it a mass of 70.0, then when I print the mass:
UE_LOG(LogTemp, Warning, TEXT("mass: %f"), Actor->FindComponentByClass<UPrimitiveComponent>()->GetMass());

It shows consistently to be 119.059105 instead of 70.0. So where did the +49.059 come from?
Well, if I now simulate physics only for the MeshComponent instead, it will now tell me the weight is 49.059105 instead of 70.0 (note that at no point did I tick the box to give it weight on the MeshComponent)
The two of them combined seem to at least explain why I'm seeing 119.059105. But what is happening here?

It seems the mesh component influences the weight but I don't understand why. I found two solutions but they don't make sense to me.

  1. Enable physics on both the CollisionComponent as well as the MeshComponent. This will correctly show a weight of 70.0. Why shouldn't it be enough on the Collision Component only?
  2. Set the Mass Scale from 1.0 to 0.0 on the meshComponent. Now I get 70.000999, likely a bit of a rounding error.

Can anyone explain the difference in weight? And what is the correct way of setting my components to get a mass of 70.0?

tired chasm
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Hello epic people! x) Can anyone point my in the right direction? I'm trying to figure out how to make gradable ledges on moving platforms. I've seen someone on YouTube parented their character to the platform, but I also wanna account for the platform rotating. I wanna make sure my character is safe from any scaling or rotating. (I might not ever scale a platform but I just wanna be safe). Anyone know how this is done in games?

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trying to get something like this

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Or this

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Is parenting my character to the object my best option?

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I'd also like to move along side the edge of the object I'm hanging on.

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but you know, one thing at a time xD

gentle urchin
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I think the ALS includes this part

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you could check it out

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Hmm, guess it never made it into the actual system

tired chasm
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holy cow that looks really cool!!!

gentle urchin
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I agree

tired chasm
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It never made it into the actual system? : (

gentle urchin
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looks smooth as hell

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There's also the stuff I think we got for free, "Custom Movement" its called

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doesnt seem to handle rotating ledges

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Rotating ledges would probably be calculating the angles of the ledge possibly with friction involved (slipp cubes would give a lower angle than .. a rock or whatever)

tired chasm
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aaah yeah, I was looking into custom movement before and couldn't figure out how I could make my own custom movement.

obtuse herald
gentle urchin
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weird how if its not valid, you cant check if it is valid?

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or rather, weird that it throws an error

tired chasm
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ooooh, when I vault over a moving object in the ALS project, he stays on that object!!!

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Now I just need to figure how how this is done I think

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aaah yeah vaulting over something that's rotating will rotate him...... that's a little weird I think. it doesn't affect his scale but it effects his rotation. hmmm

sick sapphire
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does projectile motion destroy an actor automatically?
i have a multiplayer project (dont know if this is related) and i am trying to make shell casings
if I add in projectile motion the shells seem to despawn
if i remove it they are permanent again

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i need to know this because i am using projectile motion for my regular bullets and dont want anything weird happening

gentle urchin
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In anycase, setting Lifetime might be easier/better/more controllable ?

sick sapphire
tired chasm
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alright. I wasn't sure if attaching was the right way to go, but if I do go the attaching route, is there a way to override the parent's scale and rotation?

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I know I could just fix the rotation after detaching, but I just wanted to be safe I guess.

primal smelt
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I'm getting an instance of a static mesh (which has no blueprint) and applying an AttachActorToComponent

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oops, that somehow sent mid-message when I moved my window to another screen, bare with

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I'm getting an instance of a static mesh (which has no blueprint) and applying an AttachActorToComponent to a pawn bp and setting location and rotation. I also want to change the collision object type of the static mesh, however I cannot do that with an actor reference (I can only set collision enabled). I'm curious, any idea if it would be worse perfomance-wise if I got just a component reference and applied transform and change object type to that or would it be worse getting both an actor and component reference from the same line trace?

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The reason I'm unsure about getting just the component reference is because the actor transform coordinates will not match up to the component coordinates. I could forsee this being an issue if there's a large distance between the two perhaps.

maiden wadi
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@primal smeltIf you know you're dealing with a Static Mesh Actor, you can just use the actor reference and cast it and get it's static mesh component. Alternatively, you can just use the uncasted actor reference and use Component getters.

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As far as performance goes. You won't notice either of these. Not unless you're running a simulation of this happening a few thousand times a cycle on tick.

primal smelt
# maiden wadi As far as performance goes. You won't notice either of these. Not unless you're ...

Thank you, uncasted I could only get root component which I guess because it's an instanced actor it didn't recognise that as being the primitive component? Change object type and most other collision profile related nodes wouldn't accept it. My next step was to cast it which I may still do but for now I'll stick with getting the actor and component refs separately. Fortunately it's something that'll only fire off on one tick!

maiden wadi
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Nah. You use component getters. If you know is a SMA, or any actor with one static mesh component you want to affect, you can just use GetComponentByClass

trim matrix
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the input action is tied to the T key already....

primal smelt
torpid blade
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What's the way to execute a piece of code on a widget trought a blueprint?

errant snow
torpid blade
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I have made it possible for the object to be pressed by E and I can do stuff like killing the actor when I click in it

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But I dont know how to execute the widget code

chilly jetty
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do macros copy to child actors?

errant snow
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Ah, well you'd have to get a reference to the widget that you want to call the function on. It's hard to say exactly how you would do that since it depends a lot on how your game is architected. But if I had to guess, you'd have to get your AHUD, get the widget it's using and then find your widget. I don't really recommend this strategy though, it leads to lots of bad dependencies.
The alternative is to move that functionality out of your widget into a blueprint function library. Then you'd have a function that you can call from both the widget and the level actor without creating that dependency.

errant snow
errant snow
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They're just a slightly different implementation of a function, so yes. But you'll also have the same dependency and finding problems you'd have from a function. Blueprint function libraries don't support them, which I guess would be a problem if you're trying to do anything latent.

torpid blade
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But I can call a widget custom event trough a blueprint right?

errant snow
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Yes. From the caller's perspective they look the same as any other function

torpid blade
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Great, Im gonna try that way else I probably just make it so the actor just displays the lobby widget

trim matrix
flat laurel
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how if click esc resume the game

trim matrix
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@blissful glen but the mesh is not a player controller in my case ...

flat laurel
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how click esc close the pause ?

blissful glen
trim matrix
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pmed you for better explanation @blissful glen

blissful glen
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i also have a quesion:

Is it possible to completely lock off the default player camera? Every camera movement i want to handle program wise. At the moment i click play and the mouse turns the camera, that i don't want

burnt nest
kindred marsh
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Hello guys. I need your help with a problem that i have. I am working on a vr project. i create a widget and i put it on an actor. i want this widget's rotation to follow player's location (find and look). i made a BP but it doesn't work. could you tell me what am i doing wrong?? thanks for your time.

burnt nest
# kindred marsh

I am not sure about the "Get last update location" node. You might try to just Get player pawn, and then get actor world location, see if that helps.

kindred marsh
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thanks my friend it works fine

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thanks for your time

blissful glen
jade zinc
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Hi, anyone familiar with TQuadTree and knows how to visualize it?

zinc portal
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I am about to create a system to attach one actor to another. Sockets seem to be relevant here. So my question is very general:

Are sockets just whatever (for example scene components) elements of an actor? Or are does a component really need to be bade into a socket somehow?

surreal peak
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Sockets are Named Transform that you can add to SkeletalMeshes and StaticMeshes in their respective Mesh Editor.

sand shore
mortal isle
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Guys is there performance difference between macros and custom events?

faint pasture
mortal isle
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Yea thanks

faint pasture
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Can't really replace an event with a macro afaik but maybe you mean a function? I usually stay away from macros unless needed for little things like a loop with delay etc

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What's the thing you're trying to do?

faint pasture
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They are properties of the mesh and can be authored in your modeling program, makes the workflow slick and easy.

ebon olive
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This is a blueprint for opening a door. Does anyone know from this image, why I can still interact with the door once I leave the overlap box?

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disable input into player controller?

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the 2nd one?

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amazing, fixed, ty

silk hinge
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hello

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I'm having a problem and i'm new to UE, trying to lurn a lot of basic stuff

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So this is a verry basic blueprint that "equip" weapons but its allways going to the same sockets, probably cause of the sequence I cant find a node that act like a "OR" boolean to dispactch

zinc portal
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and thanks, also @devout panther

surreal peak
slow pewter
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hello Bois and Girls

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im asking here too
Yo Guys, im Using an Array like System for my Temple, and looks like that im Spawning Instances with +30° with every Spawn, so yeah on my Offline 3DProgramm the Pivot Points works perfect, but on Unreal Engine, looks like it doesnt matches, and theres no ROOT, or Scene Component, so it should be 1:1 the same Pivot
https://puu.sh/HPDgz/b4239af72e.png

https://puu.sh/HPDgM/2518a112a2.png

thats really strange

silk hinge
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I wanted to copy past the event but you can call it only once so a variable with the keys would be way better ?
the other problem is, I cant seems to be abble to call "InputAction" into a function and is keys variable I cant set "Alt+E" keys

still plume
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is this frame rate independent? 🤔

zinc wasp
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Until I added a world delta seconds into it and it ran smoothly.

burnt nest
still plume
zinc wasp
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Ya pretty much.

faint pasture
still plume
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i have the problem on different PC. one pc go fast and another pc go really slow, so the movement is different on different PC @zinc wasp

faint pasture
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For prototyping it's fine to place a scene at a gun muzzle or whatever but for full production I'd use sockets so you can place the muzzle point when modeling instead of in the bp editor

silk hinge
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ty

olive sedge
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I want to record lap times. Is it ok to just add up the tick deltas? Will this be consistent across runs/machines?

zinc wasp
olive sedge
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@faint pasture ah ok, thanks!

faint pasture
olive sedge
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ok, thank you

faint pasture
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Just record the game time every time you pass the lap line and subtract them for the lap times.

olive sedge
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well, I don't actually have lap times, it's a single course with start and end.. But in any case.. I fear that higher frame rates will bring down the times

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or lower frames rates bring them up

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So I want something consistent

burnt nest
olive sedge
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Single player

faint pasture
burnt nest
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Then I'm sure game time as Adriel suggested is perfectly fine.

faint pasture
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That'll be waaaay more accurate than summing deltas

olive sedge
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Right.. Well I just hope that it takes frame time into account

faint pasture
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It doesn't have to. It's literally real world time. Will be within a frame wether you run at 15 fps or 1000

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Assuming you don't have time dilation. It's actually game time including dilation like if you had slowmo effects.

still plume
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@zinc wasp the timeline is frame rate independent is correct?

zinc wasp
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But probably would be safe just to add delta seconds. Though I never did.

faint pasture
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Like if timeline is 1s and you have 0.3s frame time idk if it'll tick 3 times or 4

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So framerate might change whether you get 60 or 61 or 59 timeline updates but other than ending it should all be nice and smooth

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For 1s timeline at 60 fps

zinc wasp
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I believe you, I don't have a slow enough computer to test it out.

obtuse herald
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shouldn't source string be an array?

zinc wasp
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Lol. It does say array.

sand shore
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heh

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noice

still plume
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@zinc wasp @faint pasture i have test with the get world delta time but the result is 4 seconds for the fast pc and 5.80 on the slow pc

arctic junco
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is it possible to pack videos in game files? (not in the movies folder)

faint pasture
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@still plume add movement input is already framerate independent

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Don't use the frame time in that

still plume
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@faint pasture same solution make same resul and I have two different movement on slow pc and fast pc, so how can fix the problem?

gentle urchin
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Can easily test it by setting t.maxfps to 3 (333.3ms)

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Damn. It actually only ticks 3 times.

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After some more testing, it seems to be reliable at the punchline regardless. It's last update is the first frame after timeperiod specified has been passed. Complete happens on the followed frame.

zinc wasp
still plume
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there are different between delta seconds and get world delta seconds?

gentle urchin
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No

narrow kelp
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@still plume Yes but it probably doesn't matter for you. Delta Seconds are Actor delta seconds. You can change the time dilation per actor.

zinc wasp
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Not sure but you could also make your own tick variable, just make a float variable and get the delta from the event tick of your actor.

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But I'd always assume it is the same as world delta seconds.

narrow kelp
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Unless you add slow motion or something to your character

zinc wasp
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Never knew that. I barely played with time dilation but that's good to know.

gentle urchin
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Same. I always assumed they were the same. Didnt even consider tick being modulated by time dialation

narrow kelp
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I only know because I just added a slow ability the other day 🙂

ebon olive
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Unreal engine 5 is actually cheating

zinc wasp
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That's not good.

ebon olive
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like im creating a comment box, is there a way to create a disable box or something? Tutorial dude is telling me to delete half the code to continue.. but I wanna like go over it later and stuff...

zinc wasp
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Just unplug it?

ebon olive
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lol k

zinc wasp
gentle urchin
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I usually just unplug it, wrap it in a comment box, if it can be of service to me later. Prototypes got both v1,v2 and v3 code

ebon olive
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awesome, blueprintue bookmarked for later

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right now, unplugging does the job well

dapper bramble
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Hello!

Is there a way to find out which sense has caused the target perception to update?

Lets say I have sight and hearing but I want to do something specifically different for hearing than when it reacts to sight.

gentle urchin
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Check if theres tags on them

olive sedge
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Guys, is there any way to have an objective timer? I use GetGameTimeSinceCreation on the Controller right now but that increases my lap times if FPS are low

dry blaze
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Does anyone know why SetControllerRotation() isn’t working for me on my AI Controlled Character? Please can someone help me out, thank you :))

dapper bramble
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Found out I can do this. Which is not apparent when you break the stimulus output just by itself

gentle urchin
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Hm.. that's weird imo

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No binding for the senses either ?

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Seem to remember using a different method for finding which sense..

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Pretty sure its either with tags, or other events. Can check tomorrow

jaunty solstice
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Any Sequencer experts? I have 3 versions of instanced static meshes defined in my Blueprint Construction Script.
They can be swiched in Play mode via keyboard input. Lets say the default is Version1.
When I try and record via MovieRenderQueue the render always defaults to Version1 even though I have switched to another version and is updated in the viewport .
In other words, the Sequencer Camera Cuts track does not reflect changes in the viewport during PIE mode.
Is there any way around this?

mossy bronze
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How would I go about setting the visibility of a widget that's already created and added to viewport in another widget bp?

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I don't want to recreate the widget and readd to viewport in the other bp because of performance.

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I just want to change the visibility

exotic warren
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I'm either losing my mind or UMG scroll boxes are broken in 4.26? I check if they are valid and they never are, Other widget types that I test are always valid? :/

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^ This breakpoint never hits with scrollboxes

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oh ffs, was an editor bug with subwidgets

trim matrix
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Hi! This has to be easy, but I cant figure it out.. I'm inside my Actor BP and I want to Cast to a Skeletal Mesh BP. But it gives me a warning when compile. Which is the correct way of doing this? Do I need to set a different Object?

narrow kelp
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@trim matrix Like the warning says, the controller isn't related to your skeletal mesh

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casting basically means "pretend you're this thing instead"

trim matrix
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I dont really know what to put there. I just want to use a function I created in my Skeletal mesh BP inside the Actor BP

desert juniper
narrow kelp
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Do you mean an animation blueprint?

trim matrix
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It cointains 4 skeletal mesh components (my character)

narrow kelp
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You probably don't actually have any functions on your skeletal mesh

trim matrix
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And I put morph targets nodes, animation, material changes, and so on

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I created a Custom Event (that Check Rows)

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And I want to run it from my actor bp (first screenshot)

stark tide
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i have a question, how to get the location of this static mesh

maiden wadi
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@stark tideYou don't. That's not an object in the world. You need to get the location of the component you just assigned it to.

low mural
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@dapper bramble nice find. Always wondered this

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God discord is confusing

desert juniper
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What class did it inherit form? Character?

stark tide
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i could used the location that i used for the array but it doesnt seem to do what i want it to do

maiden wadi
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The static mesh itself is not in the world. It's a single object that gets copied into components. Components are what have a world location.

stark tide
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yes, i duplicated that static meshh in the component and i want to interact with each of them

maiden wadi
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Which you'll have to do through the Component.

stark tide
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this is how i duplicated it, in theory i can just use this as their location but if i do, everything goes crazy

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u mean i have to duplicate the component?

maiden wadi
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Because you're mixing world and relative locations.

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I don't think you're intending to use the GetActorLocation. Components are added in local space.

stark tide
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i want to use the location variable to interact with everything i duplicatetd,

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here, i want them to move away from the location variable

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if i use the component location, everything move as one

maiden wadi
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Isn't that what the loop's index *200 is for?

stark tide
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yea thats the location offset of each duplicated object

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but it doesnt work as intented

maiden wadi
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Okay. Put it like this. If you have an actor at 500x0y,0z location in the world, and this script runs. You're going to say.. Spawn this new component 500+(200xloopindex) away from this actor in the X direction.

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The further you get from world center, say.. 50,000x,0y,0z, you're going to spawn your components even further from the actor. 50000+(200*Loopcount) in that case

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How many loops are you running here?

stark tide
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4

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u see, they suppose to move away from the location, but they go crazy

maiden wadi
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You want these to follow the cursor that you're moving?

stark tide
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i want them to move away when cursor is close

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when i use this

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but they move together

muted valve
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Yo wudup... is there anyway to visualize a physics constraint while playing in game? I am trying to debug something and having a heck of a time. "Actor hidden in game" is unchecked and "visible" is checked on the physics constraint but I see nothin

narrow kelp
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You could draw a debug line or something like that

stark tide
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maybe my whole approach is wrong?
i want to create this type of effect (at1:45) https://youtu.be/_YFhuuMOhVo?t=105
when an effector is close it effect objects thats close

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nova belfry
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Hey guys , anybody have a good idea on how to do cycle movement? So that like when the character turns around he turns in a circle? (not turn-in-place) but actually if you were to go full forward and then full backward the character would turn in a small circle. That circle would for example be bigger when sprinting etc.

exotic jasper
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Is it possible with blueprints to just ... apply a lava texture over water and make it damage the player?

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Probably not an ideal method sure but it sounds good in theory lol

nova belfry
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@exotic jasper Drive it with a blueprint that changes the material and enables a damage volume

zinc wasp
trim matrix
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there are some logs printing to the PIE window, but I don't know which blueprint is doing this, is there a way to know which blueprint is doing this?

keen goblet
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@trim matrix If you check the project's log file, I think each BP print says which BP it came from. I may be wrong.

finite osprey
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Hi, is it possible to get skeletal mesh of an actor that got LineTraced by a player and set players 3rd person model to whichever skeletal mesh he hit?

trim matrix
noble moss
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Hi 🙂 Is there a possibility under UE 5 to move control points of a control rig in blueprint/C++ without using motion warping / baked animations?

keen goblet
proud sable
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I built some characters with the default ThirdPerson BP and at this point I need them to have explicitly different mechanics to work properly. I'm not sure which route I should take to make it work though. Each character has the same control scheme, but they have different gameplay abilities. I'm guessing I need to make a blueprint class for each ability and trigger them through the original thirdperson blueprint?

I don't need a specific walkthrough of the process, just an idea of what the "proper" way of doing it would be so I can research it 😊

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I see, thanks! I had forgotten GAS was built in. I got a bit overwhelmed when I first looked into it but I was pretty fresh to UE at the time (still am but a bit more confident).

I only have three characters with preset abilities, otherwise they're essentially identical aside from different float values for stats. I'll try the one class per character approach and see if it fits, otherwise I'll take another look into GAS

faint pasture
proud sable
# faint pasture It depends on the amount of abilities and characters you intend to have and how ...

Things don't need to be too modular, just not overcomplicated like I had it before. I've been setting up the basics in a new class and I think it should work fine for what I need (fingers crossed).

Currently thinking of having the controls in the original blueprint which fires an event in the abilities blueprint, which then handles the cooldown and mana logic and whatever effects the ability has. Still quite new to UE so I'm sure I'll overcomplicate it regardless, but it seems like it should work 😅

zinc wasp
faint pasture
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You can do it as simply as InputAction -> DoThing, with functions for mana and cooldown check existing in the base class if needed.

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In a very old project I implemented abilities as components but that was before GAS was a thing. If you need prediction, it'll be really hard to get anything complicated.

proud sable
#

I'm just a little worried about my master blueprint getting too cluttered, would there be any major drawbacks to doing it all in a child/subclass? (Not too sure about the terminology here sorry).

I originally had the basic functionality in the master blueprint but I already got a bit overwhelmed with all the variables and nodes lying around. Figured it'd be easier to manage if they were all cleanly setup in a second blueprint instead

narrow kelp
#

@proud sable I make a lot of components.. My main character class has like 10 custom components that just manage things

covert arrow
#

hey guys does anyone know how to affect speed on landed event i don't know if you guys get what i'm saying but basically i want to brake the character essentially on landing.

ember veldt
#

Not a request for help, but I'm interested in what some of you have created in terms of useful if odd macros.

I present this macro I created. It's for detecting when something has stopped ticking, to fire off some behavior. For example, an ontick line trace passes it's execution through here when a player has a certain item, to check for interactions with it. When the player swaps to their weapon, it stops getting input, and will fire the Lack of Input to turn off the interaction widget.

zinc wasp
burnt nest
zinc wasp
#

Lol, damn. I somehow read break instead of brake.

zinc wasp
burnt nest
faint pasture
covert arrow
#

I mean after landing slowing down the character so that they aren’t able to bunny hop and such

#

I don't know if this is what i'm looking for?

#

oh

#

i mean a landing recovery

burnt nest
narrow kelp
#

Make an SpeedScale float and interp it back to 1 on tick

faint pasture
#

@covert arrow on landing, play a timeline that modulates max speed

fossil osprey
#

Hey how can i improve this?
https://youtu.be/HpUxGjJ_Md8

Purpose: so I have the player jump only once, but when he picks up the backpack (the cube on his back) he can double jump. 1st jump is basic 700 units up, 2nd jump is as if he gets a boost up and forward. But whenever I play this, for some reason, it doesn't seem natural when I jump on a platform. Like i have to predict where it will go rather than to just go right on it. it feels like as if it can be improved but idk how, any suggestions are helpful.

Code:

https://imgur.com/jKB0f2e

faint pasture
#

Stuff like this only will work in single ayer tho

marble spoke
#

Got a quick question about Anim Montages, do they override the transform modify bone functions in the anim bp?

faint pasture
marble spoke
marble spoke
#

Managed to figure it out: turns out it wasn't an anim bp problem, i had to adjust the additive settings of my animations to local space with a reference frame to my idle pose

glacial merlin
#

So, I am a complete noob to unreal engine and am having some animation issues. I cannot figure out how to call individual animations while in a state machine loop. Running and jumping are both things that are controlled by a start and a stop but something like dodge only has a start call. Any ideas on how to solve something like this?

narrow kelp
#

My rule of thumb is to use a state machine for looping things, and to use montages for individual actions

burnt nest
glacial merlin
burnt nest
glacial merlin
#

Oh I see.

gentle urchin
candid nest
#

idk why but my touch inputs doest work after some actions like zombie attack and enemy shoot on me i cant press any button but can rotate my screen plz help

dapper bramble
#

@gentle urchin Thank you so much for digging! One of these days I might do a more sophisticated setup (I am not bp only anyway) but for now I think I can work with what I discovered. And yes I also noticed you can do a bit more stuff with the tags 🙂

gentle urchin
#

you could possibly also differentiate (to some degree) which sense it was based on location of the actor

#

sight would only be in heads-forward direction with a fov of X

#

while damage and sound could be anywhere

#

beyond that I'm not sure what the purpose of differentiation would be ^^

zinc wasp
#

You could just use tags?

#

Which you can even single out different hearing senses with it. I'm sure that's why they didn't have a sense break out.

gentle urchin
#

^for sure

dapper bramble
#

I have a good purpose actually. My sight is a cone forward. But I have “make noise” events on my run and sprint animations, so when I run up an enemy from behind he will turn around. (And then “see” me.

gentle urchin
#

Wouldnt that also work with checking location vs sight radius? Sounds a tad extra when the system already should know tho 😛

dapper bramble
#

Technically yeah but I might wanna expand it with other things making noise that may not even have a sight stimuli

gentle urchin
#

fair point

dapper bramble
#

But yeah, with tags you get quite flexible.

gentle urchin
#

So the tag coming in to the sense is from the stimuli then i suppose?

dapper bramble
#

Yep

#

So I could tag footstep sounds to cause some curious turn around and an explosion sound or whatever to drop everything and investigate

onyx pawn
#

I am wanting to create an array of static mesh components and I added them to a make array where they have a number assigned, how can I set it to get the total number of actors in that array and list that number as an integer.. when I use get it gives me a slot enter a single number for a location in the array but I want to output from array total number in the array

gentle urchin
#

That's pretty cool, and more realistic for sure!

#

Again tho, i feel like the stimuli should already provide this sort of info

#

how "loud" it was etc.

dapper bramble
#

Mhh you can set a loudness on the stimulus. Not sure yet how to fetch it from the perception. But I am sure it’s somewhere in the data

gentle urchin
#

Tags still give you something extra tho

#

even a distant explosion sounds like an explosion

dapper bramble
#

“Must have been the wind”

#

Haha

gentle urchin
#

x)

lapis gorge
#

Hey all!

I've just started to learn blueprints a week back and I was looking for ideas for some small games that I could implement that would help me learn blueprints.

Thanks!

onyx pawn
# gentle urchin "length"

ok got the length working so it gets all the numbers of slots now what would be the best way to pass an interget value circled to update number for token slot number and append that number to the open token slot number

dusky topaz
onyx pawn
dusky topaz
#

Are you adding the length to the token number or setting the token number to the length?

onyx pawn
#

Ok I want it to do this, while my actor has total of 4 slots I want it to get number from the struct which is is say 3 and set that number as number of token slots that are open for use.

dusky topaz
#

Before you break the struct, drag it into the Struct Ref

#

Wait no, that sets the number of the struct to 4...

#

I seem to have misunderstood what you wanted

#

If you want to get the number of open slots from the struct, the length of the array shouldn't matter, and you just break the struct and get the number and plug it directly into the Set Open Token Slots

gentle urchin
#

Hardcoded like this, im not sure what is gonna be achieved by it,

#

but if 4 is the total amount of slots, and you wanna update free slots based on already occupied slots,

#

you'd probably need to subtract length from tot (4)

burnt nest
gentle urchin
#

^Or look at oold simple games like ping pong, and those alike

dusky topaz
# lapis gorge Hey all! I've just started to learn blueprints a week back and I was looking f...

Recreating simple games would probably be the best way to learn the basics, like this https://store.steampowered.com/app/298600/Lovely_Planet/

With boots of speed on your feet, an infinite supply of bullets for your semi-automatic and the ability to jump over twice your own height, you're well equipped to go up against any enemy on your quest to reach Lovely Planet! Balance between jumping around dodging bullets and taking aim for a better shot at your enemies, don't waste time camping...

Price

$5.99

Recommendations

1197

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onyx pawn
# gentle urchin Hardcoded like this, im not sure what is gonna be achieved by it,

Squzie I basicly wanted it to be setup that while token has four locatons the location that the game will be using is set in the card struct file and then that number is used as the availble starting number of open slots so if a person then addeds a token or presses action it set new number to say we have 3 slots I add a token it places token and sets open slots from 3 to 2 if token destroyed then add its slot value back to number of open slots.

faint pasture
indigo cave
#

what is the thing called which as true or false as input

#

nvm

#

im dumb

burnt nest
indigo cave
#

yes

burnt sage
#

Someone could help with this?

fallen glade
#

doesn't using this give you 255 possible masks?

dawn gazelle
fallen glade
#

also, does anyone know if it's possible to reduce the size of spline debug? I can't see anything with these huge squares

gentle urchin
#

If a thousand actors were to cast to a custom pawn at beginplay; would the custom pawn have thousand copies in the ram for a while, or does it smartly know that "oh, i've already cached pawn into ram, ill re-use that!" ?

fallen glade
burnt nest
burnt sage
#

will have to recreate to test, but I doubt that's the culprit

burnt sage
haughty crypt
#

is there a better or math-y way of doing this specifically?

#

just clamping the axis value from the input to respect the animation speed more

slow pewter
#

anyone have experiences with Array on Blueprint Based here ?

#

i Fixed floating point precision Issue, and still my array doesnt Work like it should

#

i mean Array Placement like

quartz osprey
#

Hi all.
I have a situation with an EventDispatcher

#

I create a widget and add it to the view port, from my level with "Event Begin Play"

#

The Event is created and called from my Character BP

#

And in my widget I use the Bind, which is not firing [SOLVED]
The problem was... me. 😂
I've created an Editor Utility Widget instead of User Widget.

faint pasture
haughty crypt
#

haha

faint pasture
#

@haughty crypt you aren't using axis values to drive animation are you?

haughty crypt
#

I'm trying to modulate the speed of the axis to fit the animation speeds

faint pasture
#

That still doesn't compute. The speed of what axis? Are you trying to have the animation speed drive the CMCs properties?

#

Unless you're doing something exotic you really should just go input -> CMC -> animation causally

haughty crypt
#

essentially, the animation I have is sliding when I move, I've set it to a blendspace but it's still very much sliding

faint pasture
#

Make your locomotion blend space such that the animations match up with the speeds

haughty crypt
#

yeah thats what I did

faint pasture
#

@haughty crypt set up the CMC such that your movement is how you want it, then adjust your blend space to match

haughty crypt
#

whats does CMC stand for?

faint pasture
#

Character Movement Component

haughty crypt
#

yeah thats what I did, when we get to the speed of the animation, theres no slipping, but anything underneath has slippage

faint pasture
#

Show your blend space

haughty crypt
#

also, it takes very little to do the tip toe, so I essentially changed the speed when axis is at 0.5

#

as you can see, tiptoe is at 18.7, and walk is at 116.5

#

when the character gets to 200, which is its max walk speed, it scales the animation very well

#

yeah, but I do like 200, good speed

knotty dirge
#

how would one go about calculating the position the AI needs to be to fire at the player that is located on higher ground to ensure it will hit the player?

Is there a function already in UE for this?

I made a drawing to explain what I mean
the yellow line represents bullet trace (able to hit)

haughty crypt
#

so yeah, when the axis is from 0 to 0.5, the speed will be at 18.7, then anything higher will be walkspeed

#

I guess this is better then

stray island
#

My for each loop ignores “make array 0 and starts from 1 instead

#

How can i fix this

faint pasture
#

Doing it robustly with arbitrary geometry will naturally involve a lot of checks and estimations to converge on a solution if one even exists

#

Like what if it looks like that? There's no solution then

knotty dirge
#

ye true, I wonder how other games do it 🤔

faint pasture
#

Depends on the obstacles etc. They may pre-compute visibility maps or just iterate. It's basically a pathfinding function

#

Might be easier just to check if various areas nearby have visibility, and then expand that area out. That's basically pathfinding to an area that can see the enemy

sly berry
#

Hello, does anyone know how to parse a string into an array of strings with a special character as a delimiter ?
I'm getting an input such as "msz 10 10\nsgt 100\n..." and I would like to split this string by the newline character '\n' (not '\r\n', it must only be the linux newline char)
Here is what I've tried so far :

faint pasture
#

Yeah that'd be the single-plane solution. Could also try various reachable points in radius expanding outwards to enable horizontal movement and generalize for vertical obstacles.

sly berry
#

This splits the array to only "msz" and nothing else, where I would like "msz 10 10" as my first index, and the rest of the lines as other indexes

faint pasture
#

I think no matter what, you're just guessing and checking and iterating until you have a good enough result. You'll never find the one perfect optimal closest point without some fancy math

knotty dirge
#

Thanks both, I think I'll go for an EQS solution to something similar what Adriel said, it'll work both horizontal and vertical in that way

#

where each generated position does a raycast towards the player

faint pasture
#

EQS is prolly the correct way to do it

sly berry
#

Okay thank you I will try it

faint pasture
#

Cost functions etc so he's not running across the map to pop a shot off

knotty dirge
#

yeah 😛

zinc wasp
#

Or you could make a few line trace from player to AI. Like a laser until it hits a z that's equal to the AI z. And get the ai to move to that spot.

faint pasture
zinc wasp
#

Lol. Didn't know they had names for these things. I just gave ideas that pop into my head.

faint pasture
#

The name just popped into mine lol

zinc wasp
#

Lol. It shall be called the 1 plane approach from now on. I think I'm gonna start naming all my ideas. Just for the Lols

barren condor
#

Hello everyone I just found this discord ✌️

Im asking for help for a simple problem about one of my blueprints.
I'm trying to attach a distant object to my TPcharacter but it doesnt seems to work, nothing is happening to the object, after attaching the actor to my character socket in the blueprint below, I can see it has been successfully attached by printing the value of "GetAttachParentSocketName" with the "grabbed" object but like I said, it does nothing

elfin hazel
#

@sly berry How do you know that it results in only "msz"? If you're going by the provided example, that's just because you're only printing array index 0.
With a message "msz 10 10\nsgt 100\n...", parsing it into an array with the literal byte 10, should result in "msz ", " "[culled], "\nsgt ", 0\n...".
Because you're parsing it by 10, not \n.
Parsing by \n should result in "msz 10 10", "nsgt 100", "...".
Additionally, don't operate directly on the results of pure functions. Instead in this example, save the return value to an array. To print the result, iterate over the array and print each index.

little flame
#

can anyone tell me how to restore the position of an actor if it has been moved?

little flame
#

oh sorry

#

i didnt clarify

faint pasture
little flame
#

I mean

#

if my actor has a position of x,y,z and my player kicks it, I want it to be restored again to its position via BP

faint pasture
little flame
#

@faint pasture thank I am looking into setlocationandrotation but somehow not really managing it right

faint pasture
#

How is the actor being moved, physics?

little flame
#

im making a VR project where one can throw away things

faint pasture
#

But I mean what is doing the moving when you throw something?

little flame
#

theyre being picked up by

faint pasture
#

Something is running the logic to move them, what is it? Out of the box your options are the projectile movement component or just physics

elfin hazel
#

@barren condor It could be the "get object name". If you have a class named say "Hello", then the object name is typically "Hello_C" with some number. Print it to see exactly what it is, but really, you should never use "Get Object Name" for game logic. Why the grabbed object returns the socket name, I don't really know but that's where I would start investigating, by using a static name until you get it to function.

sly berry
faint pasture
barren condor
little flame
#

@faint pasture its with physics!

barren condor
faint pasture
#

@little flame k just save position whenever you want to a variable then teleport it back

faint pasture
barren condor
#

This is my scene component

faint pasture
#

Okay so then just use attached actor to component, with SNAP turned on. And that should be it

barren condor
#

Right hand is a bone

#

OK will try that

faint pasture
#

Assuming ObjectSocket is already attached correctly

#

Why aren't you just attaching the other actor to the mesh at the right hand bone socket? Why use the scene component at all?

elfin hazel
#

There's also the "move component to" node, which could be messing with the result, try without that first just to get the basics working.

barren condor
#

Didnt worked with snap enabled :/

faint pasture
#

You don't need the socket name if you're attaching to your scene component which should already be attached to the socket

faint pasture
#

Then you don't need the socket name. Scenes don't have sockets

#

The way you're describing it, you want your other actor attached to the scene component which is attached to your character mesh at the right hand socket

barren condor
#

Yes In the lesson I was following it was set to blank, but still it wasnt working for me, did tried again

faint pasture
#

It seems like the same component is useless, but that should work.

#

Show what you have hooked up to Target and parent in that attach node

barren condor
#

And now the actor is not getting attached to the scene if I leave socket name to vblank

#

ok

faint pasture
#

Just skip the scene component entirely. Attach other actor to mesh at right hand socket

#

Why do you even have the scene?

barren condor
#

grabbed object is actor reference and Objects socket is scene component

little flame
#

@faint pasture do you have an example of that?

barren condor
#

Here is the getforceresponsiveObjects

faint pasture
little flame
#

@faint pasture allright thanks a lot! ill give it a try!

outer moat
#

is there a blueprint function that finds at which depth level one actor sits in a level scene hierarchy

hardy sphinx
#

i have some postions of the door i want to spawn. How can i spawn all this doors ny one event?

elfin hazel
#

array variable - foreach - spawnactor

craggy trellis
#

I have been wondering for a while now how the tekken 7 bars are made. Diagonal HP bars that when they take damage they retain the shape. Can anyone just tell me the overall approach to do it?

hardy sphinx
#

thank u sp much

craggy trellis
#

That's what I mean ^

barren condor
proud sable
#

I need to trigger a custom event inside an actor component from the character blueprint when a key is pressed, what would the process for that be like? I'm guessing I need to read about event dispatchers?

#

Something like this just as a visual example of what I mean

faint pasture
#

If so or if it has a ref to it in any other way, just go Input -> get component -> call event

#

That simple

nova ledge
#

Any idea why my component gets skinner every time I attach it to a different socket? I didn't set it up to do that

proud sable
#

I placed it manually through the content browser, so it's not directly available through the character blueprint. I'm not sure how to apply those steps you're referring to sorry. Are you saying to get the component in between the input node and call event nodes I already have, and plug the component into the target?

gentle urchin
faint pasture
#

Keep world scale on attach

nova ledge
faint pasture
nova ledge
nova ledge
nova ledge
dapper bramble
#

Hello!

Can someone explain to me please why this cast fails?

I am trying to access a object type that I created for further usage and added as blackboard key, but when I wanna cast to it (to access data from it) it fails.

Even if I print out its object name it prints the correct class it seems.

#

I am really lost on this one

faint pasture
#

@nova ledge my hunch was that the anim was scaling the bone but what was the solution?

#

@dapper bramble you're using an object as a key, not a name

#

Nvm hold on

dapper bramble
#

@faint pasture I don't follow?

#

Oh 😄

faint pasture
#

Ya I was thinking map

dapper bramble
#

Alternatively, does anyone know a good explanation for getting an array as blackboard key?

burnt nest
#

No, that's not a thing.

dapper bramble
#

Yeah it is set and the blackboard then also switches from none to what I set

#

But I might have done that part wrong. Because everything else makes no sense. It should TM work.

#

Hm interesting, lemme see

#

Yeah that’s always a factor too haha

#

Blackboard seems allright but I think I set the value wrong indeed. Looks like a hard reference to the asset path?

#

I was doing it like this (not sure how else) so this might be the issue

#

Yup 🙂

#

Silly me

olive sedge
#

Anyone know if it is possible to have a circular trace? (not sphere) or have a sphere trace that picks up the same object multiple times at each overlap location?

dapper bramble
#

Constructing an object proper first and then setting it did the trick. Then the cast later also does not fail.

#

And this is how indeed you can have access to arrays in blackboardse

empty needle
#

I'd like to know if something native exists to do this.

#

Something you could use in your own application

olive sedge
#

I'm really struggling with these traces.. I need to keep a set distance from a wall but sphere trace picks up the ground before the wall and multiple line traces is too slow. BoxTrace doesn't give me a distance which I need.

Can someone help on how to do this?

empty needle
#

why not a single simple trace?

olive sedge
#

because I need it all around the actor

#

but only in 2D

olive sedge
#

That only gives me a single direction as well

#

I mean, I can cut down a but by going across my actor with a multi but I guess that's just as expensive if not more than a single line trace in 8 directions

burnt nest
zinc wasp
olive sedge
#

@zinc wasp that's a good idea but it's the same object, it's a spline mesh component

#

This is the lats resort.. If I can't make this work in any other way, I will have to split into wall and track and then generate both in the spline construct

#

but I would hope there's a nicer solution

zinc wasp
#

That or make a collision box on every wall. Lol.

burnt nest
#

I still don't understand why boxtrace wouldn't give you a distance.

olive sedge
#

@burnt nest yes, me neither..

burnt nest
olive sedge
#

yes, but that delivers a fat 0.0 for me every time

burnt nest
olive sedge
#

ok, i'll try this again, thank you

crimson saffron
#

I never worked with unreal for this so Im clueless
Im trying to make it so that my player faces the direction hes walking to

olive sedge
#

@burnt nest Always 0.0

#

There's impact points, the distance is def not 0

#

I don't know what this is.

burnt nest
burnt nest
crimson saffron
#

Oh no I dont mean that

#

Im using a fixed third person camera system and the player always faces forward is what I mean

#

I want him to rotate depending of the direction hes moving

burnt nest
#

Oh okay, I get it! Um.. gimme a sec

crimson saffron
#

Np

empty needle
#

is your actor driving down a road?

#

since the forward vector and left vector is easily put calculated based on the direction of the road

olive sedge
#

@burnt nest

empty needle
#

got it.

olive sedge
#

It's definitely colliding but the distance is always 0.0

#

but this box trace is second rate for me anyway. What I would need is a circular trace

#

It's weird that a sphere trace works but not circular

empty needle
#

I'd try and get the trace working for 1.

#

@olive sedge , I'd try and get the trace working for 1. It would work all the time, be the cheapest in terms of performance. And constantly work in what I see in your video.

burnt nest
# olive sedge

It looks like your box trace starts somewhere behind you, and ends somewhere in front... that's not quite how you box trace I think. You'd want it to start at your character.

olive sedge
#

I have it close to my character with relatively large bounds

#

or half size rather

burnt nest
# crimson saffron Np

Okay so first off I'd set the spring arm to inherit yaw and use pawn control rotation set to true.

burnt nest
olive sedge
#

hm...

#

I think I'll put my collision vehicle higher and use a sphere trace to see if that works

#

Sphere trace gives me a 0 distance too :/

burnt nest
#

It's definitely hitting something. 😄 Probably the road?

faint pasture
#

@olive sedge there's no way the line traces are slow, I can run thousands a frame ez

#

What is the end result you're after?

olive sedge
#

wat.. If I do like 10 It noticably slows everything down

faint pasture
#

Unless you're running this on a tamagotchi

olive sedge
#

GTX 970

#

that's not ideal but it's not the worst either

#

I would ideally want to be able to run this on a phone

faint pasture
#

That has nothing to do with the traces. Anyway, what is the end result you're after?

olive sedge
#

traces is CPU only?

faint pasture
#

The GPU can trace but that's like Ray tracing. Traces on the game thread or CPU only, as is pretty much everything else.

#

Anyways, what's the end result you're trying to achieve?

olive sedge
#

not really tamagotchi then

#

well, I want to keep a steady distance to the wall

#

be able to glide along it so my idea was to split down my velocity into chunks, move a chunk, calculate the offset by tracing, offset my vehicle a little bit and then move again..

#

this works well but it's slow

faint pasture
#

Is this feeding back in as a control system or are you using this in the actual movement component?

olive sedge
#

it's movement

faint pasture
#

Like do you want to be more like an autopilot or more like being on rails?

olive sedge
#

on rails more or less

#

but I want to be able to control Yaw

faint pasture
#

Uh. How would that work. If you yaw towards a wall, what should happen?

olive sedge
#

one sec

faint pasture
#

Or do you mean the output of these traces should be fed into the control for yaw

olive sedge
#

this is the working but slow solution

faint pasture
#

Oh okay so you can steer all you want while all the track but just can't drive off of it

olive sedge
#

I trace in all directions and when there's a hit I offset a little bit and move again (cyan is my intended move and yellow is correction)

#

yes

#

I can set the amount of steps I take here and the more I make, the slower it gets

#

so thousands per frame sounds sick

faint pasture
#

Yeah something else is eating your CPU time, it's not the trace. Do you have a spline down the middle of your track?

olive sedge
#

yes

faint pasture
#

Then why not use distance from middle instead of distance from edge? Just if distance from spline is greater than some number, only allow yaw that points toward the spline

olive sedge
#

hm, that's actually not such a bad idea..

#

that would actually be super smooth if it works

faint pasture
#

I haven't messed with splines much but I'm assuming you can at least get the reference frame for the nearest spline point. That'll give you enough info

olive sedge
#

I already have the spline location because I shoot a trace for the normal

empty needle
#

@olive sedge , are you ignoring self in your trace?

olive sedge
#

@empty needle yes

faint pasture
#

If you're right of spline at limit, you can only yaw left of spline X and vice versa

olive sedge
#

I'll try this

crimson saffron
#

I dont use spring arm

burnt nest
crimson saffron
#

I dont use spring arm because uhh its not standard 3rd person

burnt nest
proud sable
#

Sorry to revisit this, I looked into the solutions I got last time I asked (and a ton of googling) but I couldn't get anything to work. I created an ActorComponent blueprint that contains spell and attribute logic for my character and dragged it from the content browser to my character instance. I need a way to activate these via key press but I can't create key input events in the bp.

If I do "Add Component" and add an ActorComponent (NewPyrron_Abilities in the screenshot) I can add key presses, but I need each character to have their own unique abilities blueprints so I don't think that would work.

I'm super stuck, could someone point me in the right direction? I feel like I'm approaching this wrong

crimson saffron
#

Like, the default 3rd person template does what I want, but I dont get how they made it work

burnt nest
crimson saffron
#

Sec

burnt nest
crimson saffron
proud sable
burnt nest
# crimson saffron

Riiight, okay, so you want a GTA style movement where your character turns where it moves.. got it..

crimson saffron
#

Yup

burnt nest
cunning hull
#

Hi.I noticed,what when I hold mouse button then IsHovered/OnHovered doesn't work.How can I get around this?

burnt nest
cunning hull
burnt nest
brittle plinth
#

I remember there was a node that rounded whatever number was passed to it down/up to a certain amount. As in it capped a value. But I forgot what it was called. Any ideas?

cunning hull
burnt nest
crimson saffron
brittle plinth
burnt nest
cunning hull
crimson saffron
proud sable
# burnt nest I would probably create a base class for your abilities containing all the logic...

Thanks, that's what I have so far, a base class essentially just handling the cooldown and mana logic.

Just to make sure I understand first, could you explain what you mean about creating children and attaching them to each character? I feel like if I do that I run into the same issue again where I need to call an event inside a component from the character blueprint which is where I'm stuck at at the moment

olive sedge
#

this has potential

#

thanks so much for the input!

crimson saffron
#

Thats not what I mean either

#

My player doesnt rotate in the direction hes walking

proud sable
#

The issue I'm having isn't so much with the stats and cooldowns, but just giving each instance of my character blueprint separate ability behaviour. I'm mostly just stuck on triggering an event in one blueprint and executing it in a non-inherited component, I think if I could figure that out I'd be okay. I'm a little hesitant to learn GAS while that's the only roadblock I'm facing right now :(

faint pasture
#

@proud sable the easiest approach is ability equals actor or component on character

#

Then the ability can have its own little zone of state where it keeps track of its projectiles and cooldowns and whatever

nova ledge
burnt nest
elfin hazel
#

@proud sable So you're attaching these ability-components to the characters in the scene? And you have trouble referencing them, since they are not part of the native class? Is that the issue?

lime karma
#

quick question, when using the Deal Damage and Take Damage nodes which I only just recently discovered existed, is there an easy way to check whether damage was dealt, like if the thing you hit had a Take Damage event? I know it automatically won't bother throwing up errors or whatever but what I want to do is have a projectile that does one thing if it hits an enemy it can damage, and then does another thing if it hits anything else.

burnt nest
proud sable
#

If I make one from inside the blueprint editor I can access everything I need, but it's added to every character that uses the same character blueprint

#

Ideally each character would only have their own version of the ability blueprint

elfin hazel
#

I'm not entirely sure how I would handle it, but I'm thinking if you expose an int variable as instance editable on the ability-component, so you can assign 1,2,3 which would correspond to a slot. Then on begin play of the component, Get owner - cast to character class. Now make a function on the character that takes the ability-component, checks its int value and puts it in a variable dedicated to that slot. Let me draw a poor paint image.

burnt nest
runic bison
#

I've got working blueprints for my door and window actors, but I'd like to integrate them into a house actor.
Is there a way to attach actors to actors? Or do I need to build a more complex house actor and copy/paste elements in (e.g. collision boxes opening/closing doors, window interactions, etc). I want to be able to drop multiple copies of the same building in a scene

proud sable
# burnt nest Then you make a child class of the character blueprint. Just right click it in t...

I think that makes sense to me, so rather than instancing a single character blueprint split it into children so they can each have their own behaviour without conflicting with the others? Sorry if I'm being dense, I'm a bit overloaded today lol. I guess that's an option, a little worried about it breaking some other mechanics in the game that are already finished but it's an option either way

burnt nest
elfin hazel
#

@proud sable This is a quick sketch I could come up with

burnt nest
crimson saffron
proud sable
proud sable
elfin hazel
#

The biggest problem with this is that it doesn't really allow for dynamically spawned characters. Now that I think about it a bit, the best bet is to subclass the character class into the different unique heroes you want.

#

And giving them the ability components.

burnt nest
burnt nest
sacred estuary
#

Not sure if this is the right place to ask, but I'm using the basic Third person character. Does anyone know what part of the player movement component controls sliding off of surfaces? I don't want my character to slide down slopes anymore

zinc wasp
runic bison
zinc wasp
#

But that's me assuming you made them open and close.

runic bison
elfin hazel
#

@runic bison There is a class called Child Actor Component, which is a component that can hold a blueprint, that you can attach to other actor blueprints. But honestly, I've had extremely poor experience with child actor components making the editor less stable, more prone to crashes.

zinc wasp
#

If those doors and windows gonna be used on another blueprint than its best to keep it separate.

runic bison
#

Thanks peeps... Much appreciated

zinc wasp
flat raft
#

Use source control

zinc wasp
#

Though I still use child bp. As it makes things easier.

elfin hazel
#

I think that if I would design a dynamic house, I would at least explore the option to have placeholder objects, such as cubes for windows or doors, and then when loading the game, replace them with the real windows and door actors.

zinc wasp
flat raft
#

lol

soft scaffold
#

Hi! I had a similar question. Can i Lock rotation via blueprints?

vestal apex
#

Hello again everyone!
Quick and slightly odd question: Does anyone here know if it's possible to adjust the world lighting dynamically during gameplay, maybe via a blueprint?

Basically, I'm trying to create a bunch of images of an object as training data for some computer vision stuff. One of the things I'd like to include is the object with various different lighting conditions, to make the model more robust and less susceptible to only being able to identify the object in well lit environments.

severe turret
#

@vestal apex sure. Use Dynamic Lighting.

desert juniper
trim matrix
#

Is there a way to make ghost/walk console commands work in listen servers?

shut hinge
#

run into a problem. Got plant pulsating using set world transform, (but not smoothly) but only one of the BP intances in the world is active the others are all dead and not pulsating, don't know why..

faint pasture
#

@shut hinge show your BP

shut hinge
#

why is only just one of the bp instances is only active jn the world.

faint pasture
#

Nobody can see your BP so nobody has any idea. Post a screenshot of the nodes

shut hinge
#

I don't know the logic to doing this the correct way to get all he alien plants pulsating because I've never done it before. First time.

#

i'm not gonna get it right the first time if I don't know the correct sequence of the logic. But it does work for just one of the linstances. But I've never come across this before. For I thought all your instances would be all active in the world, when you drag them in instead of just only one being active.

elfin hazel
#

Well, the logic says "get all actors of class", but only grab the instance at index(0).

shut hinge
#

Since I don't have any alien pulsating animations, i have to use set scale transform instead to mimick the animation.
I don't understand that, since the instances are not in an array.
They are just being dragged into the world from out of the browser from the BP.

desert juniper
#

you are only ever getting the first one it finds

#

see the 0? that means the array index 0. which happens to be the first one this node found

shut hinge
#

but I'm using the actor bP not the level BP for the level bp is he only way I can select the instances in the world for ref if you have to do it through the level bp...

desert juniper
#

it doesn't matter

#

you are getting ALL actors in the entire world, and then only choosing to affect the first one it found

shut hinge
#

do I have to attach a make array to this get array

desert juniper
#

no, just a for each loop should do

#

question though

#

are you trying to affect all the actors in the world when your character steps in the box trigger?

shut hinge
#

Yes I was trying to do it through the on overlap trigger like I had done with my dialog triggers.

desert juniper
#

okay, then yes. create a foreach loop after you get all actors of class

#

and the loop body can get the static mesh and transform it

shut hinge
#

ok i'll try that. but i have got this thing running off the tick at the moment (not good).

desert juniper
#

kinda like this

shut hinge
#

but i have made an event dispatcher for it just in case i need to use it

desert juniper
#

yeah, you probably want to look at shaders in the future, but what you're doing now is good enough for basic prototyping and discovery

shut hinge
#

for I may want to use this in another game map.

elfin hazel
#

Is "bolbous" the flower that should pulsate? eg, you have dragged a bunch of Bolbous into the scene?

desert juniper
#

^

#

With the logic you have here, each time you are near one of these flowers, they will all start pulsing, but if you go near another one, you're going to start a new event tick for each one you go near

shut hinge
#

here's the plants I put in well crudely put together of course.

elfin hazel
#

Okay, and do you want all of them to pulsate when you get close to one, or only the one you're close to?

shut hinge
#

want them to all pulstate when you get close, I called this blowout hp alley, the purpose, the party members go through this narrow area and lose most of all their HP when they touch the plants..

desert juniper
#

okay, so yeah this is mostly right then.

covert arrow
#

i need help

#

im trying to do a simple molotov

#

but the event hit is not working for the capsule collision

desert juniper
#

Just be sure to turn off tick when you endoverlap event

covert arrow
desert juniper
#

otherwise you're going to have multiple ticks running and conflicting with each other

shut hinge
#

Turn off Tick? Ok.

desert juniper
#

then run your code off the tick, and not off the overlap event

elfin hazel
#

Another problem with using "set world transform" the way you do now, is that all plants will be updated with the same location. They -should- all teleport into one exact pile. Instead, consider using "set world scale".

shut hinge
#

whats the node to that? as I don't know all the nodes.

desert juniper
#

like this

shut hinge
#

first of all I also have to add the pawn check so party members can activate it also.

#

A question anything we store in the Player Controller BP will that carry on over to other level maps like the game instance?

#

i using get controlled pawn to do the pawn check. As I have a party switching system.

elfin hazel
#

If you only have one map, and load another then no, the controller is destroyed.

#

@covert arrowOn Hit requires a block, where as you have the collision preset set to overlap.

shut hinge
#

ok, so it has to be stored in the game instance. but in my current system has 10 party members, and currently you can access all of them. But ideally I want it so you can access all 10 party members, but you can only switch between 4 of them on the screen at a time so you don't have all 10 of them on the screen because that be too much clutter. Also the dialog system, I think the dialog should be one line display instead of sentence because I need things to be less cluttered.

past coral
#

Hey is it possible to replicate movement when I want to use "addImpulse" to move a character? I am using a listen server. I can only see the server move right now as a client. Clients cannot see each other move, and the server cannot see clients move either. If the server character bumps into a client character, the client character will move due to physics(not input), but movement will be jittery.

finite osprey
shut hinge
#

how do we make the widget adjust its size when displaying text. at the moment the widget is a fixed size.

burnt nest
pliant jewel
#

Is there any way for me to view Physics Constraint Components at runtime?

narrow kelp
#

You could do some debug line drawing

halcyon hill
#

I'm trying to figure out components... I'm wanting to create a Targeter component that lives on the player, and it raycasts out to see what I'm looking at. Then I want that component to send out a message to whatever I'm looking at, and if that targeted actor has a component that cares about being looked at, it can react (such as a Highlight component.) The raycasting isn't a problem. My issue is I get that TargetedActor and it may or may not have a Highlight component. Or it may have a different component that cares about being targeted, such as a BlowUpOnLookAt component or something. How can I send a message to a single Actor that may or may not be setup to deal with it - that will be ignored unless that actor has a component that uses it do something?

desert juniper
#

@halcyon hill You're just discovered interfaces

#

You can make a blueprint interface class, such as IInteract, and give it a function. Such as "Interact"

#

then any actor that implements the Interact interface can have the Interact event called

#

in your other component, you can just call the Interact event without necessarily needing to cast to it

halcyon hill
#

ahhh, I'm a bit familiar with Interfaces, but I don't use them a ton yet. I had played with creating a "Targetable" component but a Targetable interface might be more lightweight and do what I need by allowing the component already there to listen to the event if it wants to? Cool that me play with this idea some 🙂

desert juniper
#

Sure, if you create a Targetable interfeace, and just have the actor implement it, then you can just define what is supposed to happen then

#

when you do your linetrace, you can get the returned actor, and call the target, interact, destroy, or whatever else event/function you defined in the interface BP

#

You should be able to go directly from the linetrace 'Other Actor' to the desired interface message. If the actor does not impliment that interface, then nothing will happen 🙂

halcyon hill
#

My goal is to not have to do ANYTHING to the actor other than drop on the component. I just put the Targetable Interface on the HighLightComponent. I'm not sure yet how that's going to work, but I'm playing with it.

desert juniper
#

ahh so that's a tiny bit trickier

#

from the linetrace you can get component by class

#

and if it is valid, then you can execute whatever code you want

#

unfortunately, a standard interface message like i described won't work if the interface is on the component, not the actor

#

So you'll just need to check if you can grab the component by class on the actor first

halcyon hill
#

ok thanks for your help. I think I understand. If I can't get it to work, would you mind if I pinged you later?

desert juniper
#

sure

#

that's how I'm building my characters as well. trying to do everything through composition

#

or as much as possible anyways

tight schooner
#

@halcyon hill I'm also in the process of experimenting with components as interfaces, but yeah checking if an actor has a component of class and doing stuff / executing functions on that component obviates the need for a Blueprint Interface. I haven't tried this myself but I imagine you could have a component base class which acts as the interface, and child component classes that ofc have customizations e.g. function overrides.

proper sentinel
#

I'm making a platformer. Would the blocks that make up the level best be classed as actor blueprints?

desert juniper
#

And then you have a problem where you have one monolithic class to handle all interface actions, when you may only need one or two

tight schooner
#

Yeah it's an extra node vs a BP interface call but it still serves the purpose of breaking up a dependency web of assets

#

Anyway point taken. There are so many ways to do things and I'm still exploring.

desert juniper
#

Don't worry. I definitely haven't found the perfect solution either

tight schooner
#

BPIs are annoying to work with IMO cuz they don't have any functionality in them, so everything that implements it does its own unique thing

#

rather than inheriting some default behavior

#

But I digress...

desert juniper
#

also, if you make use of BlueprintLibraries, you can take care of some of the repeatable code automatically

#

@tight schooner That's kinda the beauty of interfaces

#

the fact that it's just a contract. if the object implements it, you know they have a callable function

#

now if you want, you can always make a parent that implements the interface and does something with it, then make children of the parent that call the super before running their own special code, or even override the original event

tight schooner
#

Yeah that's an idea

desert juniper
#

I'm coming from Unity though, and I am quite fond of the idea of composition, so I think that's how I'm going to try and build out my characters. so I can just add components for functionality, without mudding up the actual actor

narrow kelp
#

The only legit need I've had for an interface is when I need to give something information, but have absolutely no idea what its going to do. Basically when its someone elses work

desert juniper
#

The best example I have for interface is object interaction

#

you do a line trace, and get back an actor. if the actor implements the interaction interface, then interact with it

narrow kelp
#

Yeah, you could have lots of people making interactable objects

desert juniper
#

if it doesn't don't do anything

narrow kelp
#

that do god knows what

desert juniper
#

yes, and since each actor interacts differently, each one needs their own functionality anyways

#

instead of a parent 'interact' behaviour

#

for instance, some may disapear, some may be added to inventory, some may turn on lights, some may explode, etc

tight schooner
#

Epic's own example is a flamethrower that sprays "set on fire" messages to whatever it hits

desert juniper
#

none of those in my example have anything in common, other than the fact that they are interactable

shut hinge
#

ok got alien plant working, but how do I update the health bar widget. Health bar value is being stored in game instance but widget is not updating..

narrow kelp
#

Update it every tick

#

or whenever the value changes

shut hinge
#

heres whats in alien plant bp

#

and here's the binding to the widget itself which is the player portrait health bar

#

You walk into the area with the alien plant and it takes -10 health from you. BUt I also wanted to store the health bar value in game instance as I want the player's health bar to be avaliable across all the game levels not just one level.

#

print string is showing up nothing on the screen when casting to game instance the health value.

#

strange.

#

Why won't print string work with the game instance cast?

narrow kelp
#

Either your game instance isnt that type, or your value isnt being set

#

or you aren't calling that function

shut hinge
#

the health bar is a float value

#

where do I update the widget with the tick? The Health bar is in axle UI BP for the widget binding. But its not updating the health progress bar. and the float value is supposed to change the progress bar.

#

and I'm trying to change the float value in the alien plant BP actor itself.

silk hinge
#

hello I got a question I would like to check if a socket is allready used to avoid having two weapons in the same hand I cant seems to find a "is valid" for checking if there is allready something attached to a socket.

narrow kelp
#

I would just use a variable to keep track

#

but I guess you could get the number of children on your mesh

#

if you dont have anything else there

silk hinge
#

yeah i'm really nuby not really abble to do any variable and fully understand it sadly I been starting like a week ago ^^

shut hinge
#

still not updating

#

this logic not working to update it

tame grotto
#

progress bar works in percentage from 0 to 1

trim matrix
#

will ue4 have adaptive trigger support?
or does it

halcyon hill
#

Removed my pic and edited because I figured it out!

shut hinge
#

widget progress bar not updating. I have the percentage halfay down in the designer, when I start the game the bar is all full. but it don't change, and take 10 percent off it.

zinc wasp
shut hinge
#

so its not subtracting, and print string won';t give me anything from the game instance to tell me if value is changing or not.

#

what was this about needing to update the widget from the tick?

#

so how do you update the widget? it won;t update it when I step into on overlap trigger.

narrow kelp
#

I would recommend learning how to step through the code using break points

silk hinge
shut hinge
#

i don't have debug, I only have print string.

narrow kelp
#

ok

tame grotto
#

or do it like here

#

but i strongly recommend against casting in the bind

shut hinge
#

don't think this gonna work through the game instance because I got axle max and current values stored in Ch-Human in the commander's own blueprint.

#

and not stored in the game instance

#

so that's not gonna carry over into other game maps as a result.

#

is already been wired to work only through ch-Human.
here's the binding for the levelling system

jolly carbon
#

Hi! I'm trying to make a dash move that only works if a movement key + E is pressed but I can't seem to get it to work, I keep only having it work with only one pressed 😅

icy dragon
zinc wasp
#

When E is pressed, get the axis of moveforward and moveright. if its not 0 than dash in that direction

jolly carbon
#

thank you 😄

#

hm I don't seem to have that Is Input Key Down node in 4.26

shut hinge
#

don't know if it will work from the game instance. widget progress bar still not updating.

zinc wasp
tame grotto
shut hinge
#

here's what i have in the binding of that progress health bar.

halcyon hill
#

I just now discovered BlueprintUE thanks to you all 🙂

storm vigil
#

Hi. Could anyone give a rough logic on this two topics?

  1. get an exp from killing an AI from a specific weapon, I plan to improve weapon accuracy when you kill more AI with that weapon
  2. melee weapon getting damaged after several hits on an AI
    Thank you
zinc wasp
shut hinge
#

is the logic incorrect? or is there logic still missing for it should be updating the progress bar.

zinc wasp
#

Looks like your just giving it the currentHP

#

What you do is get the currentHP and divide it by the MaxHP. That should give you the hp percent

shut hinge
#

i have that in the levelling system

zinc wasp
#

Ya you'll need that for the health bar too

icy dragon
# tame grotto

I definitely won't do this kind of setup, because I also have to support either keyboard and gamepad. I'd rather use input axis to determine the movement/direction.
@tame grotto @jolly carbon

shut hinge
#

what about construction script since the widget is still not updating itself.

zinc wasp
shut hinge
#

i dont know what to put in the event construct of the widget itself that contains the binding.

storm vigil
# zinc wasp Do you know about structures variables?

Yes a bit I have been working with them with the templates I am using. I just do not know how to connect a specific weapon kill to gain exp from and improve my variables for the weapon system.
Same with how to damage a melee weapon when hitting an AI. Unless i make a hit event on the AI cast to the weapon itself?

tame grotto
jolly carbon
#

@icy dragon I'm trying out blazen's suggestion, this is my first time using the blueprint system 😅

zinc wasp
shut hinge
#

i know how to create widgets, toggle widgets but not how to update widgets yet. What do we put in the event construct node..

jolly carbon
#

I got that suggestion working, but I'm looking for if two inputs are being pressed at the same time for the action to happen

zinc wasp
#

@jolly carbon This won't give you the direction lol just using it as example.

jolly carbon
#

lol yeah I got that

icy dragon
tame grotto
icy dragon
#

And I'm speaking putting into account that the input has to be remappable and device agnostic.

shut hinge
#

what needs to go into the event contruct to get this widget progress bar to update itself?

zinc wasp
tame grotto
zinc wasp
#

@storm vigil Basically have a name, index, and currExp. variables.

#

Than update it as you hit something

icy dragon
shut hinge
#

do i need to put something else in the construction script of the UI that has the progress bar in it to get this health bar to automatically update.

tame grotto
zinc wasp
#

It should work without anything

#

As long as you set the binding for the health

shut hinge
#

well I'm not sure why its not updating the bar yet. But my commander IS a child of THird Person Character so I'm working wtih a child BP, not the main BP.

jolly carbon
#

I figured out a good solution using bits of what you guys told me, just messing with it a bit

#

thanks for the help 😄

icy dragon
zinc wasp
shut hinge
#

no, i only just starting to install in the health bars for my widgets. After I had installed in the levelling system in for all the pawns using the game mode..

tame grotto
shut hinge
#

the text counter for the health bar is working, that's updating but not the progress bar itself.

zinc wasp
#

Is the progress bar bind?

shut hinge
#

the cuurrent health bar I'm trying to get working is binded to the progress bar through the designer.

zinc wasp
#

Hmm, haven't made it in a long time but should work once it bind.

#

Maybe getting the wrong value from the wrong bp

shut hinge
#

thisis what's in the binding

zinc wasp
#

Do a print string and connect the cast to it

#

Maybe the game instance not getting update?

shut hinge
#

and i set the two health values to 6000 for current and max in the game instance.

#

three's no logic in the game instance BP for updating the health. all I did was store the health values in it.

zinc wasp
#

I mean the variable itself

#

the currenthealth value in the game instance

shut hinge
zinc wasp
#

Ya I know what you mean. But is the varible get updates when it get hit?

shut hinge
#

that's in the alien plant BP where the value is supposed to update

#

this is connected to the on overlap trigger of the plant itself.

zinc wasp
#

Not really sure whats going on but your health seems to get set to 0

#

which 0 divde by anything is 0

shut hinge
#

buti ts not showing up with print string when the game instance is used.

#

so print string instead of showing up 0 is showing nothing on the screen. he only time print string prints anything is if its outside of the cast of the game instance node.

zinc wasp
#

Your normalize value is 0. Try setting it to 1

shut hinge
#

which has me puzzled as I thought print string displays values from the game instance.

zinc wasp
#

oh

tame grotto
jolly carbon
#

I'd say this is a successful first dive into Blueprints, got it to work!

silk hinge
#

gj ^^

shut hinge
#

but i have current health hooked up into normalize node and into pecentage node.

jolly carbon
#

might be a lil bit complicated lol

zinc wasp
#

Did you just wanted to launch the player forward?

jolly carbon
#

I was going for directional

zinc wasp
#

Ah

#

The direction they are moving?

jolly carbon
#

yeah

#

so D and E, go right, and so on

tame grotto
shut hinge
#

range min already has current health plugged into it so I can't change it to 0

tame grotto
#

and the return value of this node straight into the health bar

shut hinge
#

wait a minute, I have this normalize code in the alien plant actor BP, not in the widget binding.

zinc wasp
# jolly carbon so D and E, go right, and so on

Hmm. Congrats! Lol, I know I did this long time ago as well but I forgot what I did. I'm trying to remember but I can't. I know get velocity gives you the direction the player is moving.

tame grotto
icy dragon
# jolly carbon yeah

I'm using ALS, so all I did for the dashing is to get the last input direction and execute the dash in Input Action Dash event

jolly carbon
#

ALS?

zinc wasp
#

Last movement input vector, first I heard of it. Haha

jolly carbon
#

I haven't touched Blueprints really before today so I don't know much of the terminology

zinc wasp
#

ALS is a free plugin

icy dragon
#

Advanced Locomotion System. It's like the buffed up version of Character movement.

zinc wasp
#

That makes your character look AAA

icy dragon
#

It's free but not exactly beginner friendly

#

But it still adhere to Character standard so you can apply the concept I mentioned earlier.

shut hinge
#

i disconnected current health pin and put 0 in it for min but that did nothing.

#

i still can't get that progress bar to drain on the screen.

zinc wasp
#

Do print string of currHealth / maxhealth

shut hinge
#

so maybe this normalize node is not supposed to be in alien plant BP. But in the Widget Binding code.

tame grotto
#

i think theres something overcomplicated there. Why do you need game instance? Wheres you health variables stored and the health decreasing logic?

zinc wasp
#

You dont

tame grotto
zinc wasp
#

I thought you wanted to put it in there

shut hinge
#

ch_human is where i have the player health stored. But the problem is when I change maps I will lose the values. that's why I was going to put it in the game instance.

proud sable
#

Are there any obvious disadvantages to creating a ground AOE indicator this way? I essentially have a spring arm attached to the camera which projects a decal onto the ground at the end point. From what I've read I'm supposed to use a line trace. I'll be honest when I saw the line trace node I kind of got overwhelmed and did it this way instead, so I might be missing out on something obvious

tame grotto
zinc wasp
#

You could use it to store the variables as you change map. But probably easier as is.

shut hinge
#

alright

flat raft
#

Howdy ... what we talking bouts?

zinc wasp
#

Overly complicating things.

flat raft
#

Nice

shut hinge
#

here's the binding now I dunno if its right

zinc wasp
#

Don't need normalize

#

just divide curr and max

#

and hook it straight in

#

dividing pretty much normalize it already

tame grotto
shut hinge
zinc wasp
#

or that

#

Lol.

tame grotto
tame grotto
zinc wasp
flat raft
#

You're adding health to the game instance??

tame grotto
#

or just do the divide yeah

zinc wasp
#

I think normalize to range node is too much for you right now

proud sable
zinc wasp
proud sable
#

I'm just wondering if it's awful for performance or something, visibly it seems to do what I expect but I'm not sure if there's some obvious pitfall of doing it this way that I'm not seeing

zinc wasp
tame grotto
zinc wasp
#

Ya line traces probably be better.

#

I'm sure the perform from a line trace is better than a spring arm, just not sure by how much.

#

The way I see it, the spring arm is always checking to see if it gets collided.

proud sable
#

Right yeah now that I'm thinking about it the line trace can return information on what it hits

shut hinge
#

i don't have all the different levels maps made yet because i been having trouble trying to get just one level to work with this system as its a 10 party member game. I have got the basic dialog system for all the NPC'S working now, but not the dialog branching choices in the dialog yet working (that's the next biggest obstacle). For that system that brings up the window of dialog choices after ending conversations with NPC'S needs to be put in as well..

proud sable
#

I was thinking purely about the projection

brisk turtle
#

not sure if i should ask this in bp or cpp cuz it involves both... when you either migrate stuff that was obviously based on custom classes (or rename the classes) it will break everything in the content folder ... now you don't want to open all these one by one and fix it, reparent all , re-class the variables, etc

#

or even remake them all ... is there a tool for uncooked .uassets where you can go change the class names /paths before you import them in so they aren't broken?

#

for example i'd like to open all the .uassets and do a find and replace >.>

shut hinge
#

ok now that the widget binding is done, what else needs to change with this code that's in the alien plant actor bp itself.

tame grotto
shut hinge
#

i didnt understand what you mean by that I don't need to do a 0.2 deduction since I need to subtract to change the health so this is what I ended up with when I plugged in the pins.
.

tame grotto
tame grotto
shut hinge
#

unhooked it, it now reads 0.

tame grotto
#

yeah

zinc wasp