#blueprint

402296 messages Β· Page 684 of 403

shut hinge
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i'm not sure if that's before the set health or after it, as I don't know the correct sequence of all the nodes.

tame grotto
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best practice do the normalize inside the bind. And health dedutcion inside your actor BP

shut hinge
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i'm don't have a programming background to know all these terms. I only have basic laymen knowledge of the blueprints...

zinc wasp
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Don't use it than.

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Do you know how to get a percent?

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What your doing is just jumping right into it without knowing what your doing and you'll have all these problems. Its best to learn one thing at a time.

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I'm sure you watch some video somewhere that showed you how to put this all together but without understanding what it does.

shut hinge
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I've had issues with bp's since the first day that I started building my game in the engine from my document.. So I'm used to all the problems.... Now I only have a few bugs now instead of having a hundred.

zinc wasp
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Normalizing is making making a value easier to read by changing its min value to 0 and its max value to 1

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So if I had a range between 0 - 1000

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and I normalized it. 0 would = 0 and 1000 would = 1

shut hinge
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ok so its like a clamp.

zinc wasp
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Now if I had a range between 0 - 12341234

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0 would = 0

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and 1 would = 12341234

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0.5 would = half of 12341234

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It just puts the number into 0-1 range for easier reading.

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Your health does not need it, since its simple enough to read.

jolly carbon
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hm I did something and I'm not sure what it was, I no longer spawn as my character but as a spectator camera?

shut hinge
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ok well this is what i ended up with in the alien plant BP that is supposed to deplete the health bar.

jolly carbon
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tried setting it back to the right game mode but it didn't change anything :/

zinc wasp
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Does it have your character bp as character?

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Sorry I meant default Pawn

jolly carbon
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yeah my default pawn is set to First Person Character

zinc wasp
tame grotto
zinc wasp
tame grotto
shut hinge
zinc wasp
tame grotto
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yep

shut hinge
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now the widget bar itself is still not changing so there's something else still to do.

zinc wasp
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Lol, I suppose to be working on my own project...

shut hinge
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maybe its a child parent problem because that widget bar won't update or change on the screen

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Unreal engine is known to be buggy with widgets

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I remember corrupting one project when I had deleted the bp actor AFTER I first removed the bp instance actor from out of the gameworld before deleting the BP from the browser but there was code still connected up to the construction script when I deleted it. And that corrupted the project. causing all construction scripts in all bp's to all slow the engine down and crash it when trying to add new nodes to any construction script.

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That's why I don't delete any blueprint actors now if they have got code connected to the construction graph.

brisk turtle
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using the editor's 'migrate' thing doesn't work either just clears parent class and defaults var types to object

proper vale
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Hi, Guys!
I have two ThirdPersonCharacters on a scene.
The Char-1 is controlled by keyboard via WASD, Char-2 should repeat all movement from Char-2.

How can I duplicate all the animation and movement of Char-1 to Char-2?
So far I've been able to do this through Add Movement Input, but I want to record array of Transforms of character bones, not as records of control through the keyboard

shut hinge
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I thought you just duplicate or make a child of char 1 and just rename it to char 2..

brisk turtle
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you want some ai that copies you?

proper vale
proper vale
open crypt
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Yet another collision failure - what am I missing - this is the collision volume that I'm trying to trigger -

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here is the capsule component of the pawn I'm trying to get to trigger this

proper vale
# zinc wasp

Awesome!
Is it possible to put this data to char-2?
Can't find node "Set Socket Transform" 😦

mortal cradle
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Are tasks from behavior trees slower than standard blueprints?

zinc wasp
tame grotto
brisk turtle
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found something that might help you https://www.youtube.com/watch?v=VYuBIFSv7KM

This tutorial addresses one of several possible ways to create a Ghost Car system on Unreal Engine 4.

Software Required:

-Unreal Engine 4 + Vehicle Base Project

Topics:

-Creating required classes
-Configuration of Pawns
-Variables and basic functions
-Functions of Ghost
-Test

Download Project: http://www.mediafire.com/file/8d4s8dlr1medrqb/R...

β–Ά Play video
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if you want the replay type of thing

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i don't know if they'd work in multiplayer just found it on a quick search

zinc wasp
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Would it be easier to just save the keyboard inputs?

brisk turtle
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or if they're good, or anything really

proper vale
zinc wasp
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Nah that wouldn't make sense.

brisk turtle
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well.. if you're doing certain animations

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can't you record what animation they're doing, and at what time while recording

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and just run the animation at the time on replay

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like play montouge or w/e it is you're doing

zinc wasp
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That and keep track of actors transform

brisk turtle
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yea

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probably not the best way to do it but .... it's a start maybe

zinc wasp
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Ya, I know games like Street Fighter actually records your inputs for replays.

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But thats for a fighting game

brisk turtle
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kind of depends on how complex your system is too

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if you have more things going on , rng, physics, etc

proper vale
brisk turtle
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how are you doing animations now?

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o maybe it's a vr game?

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lol

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or some mocap thing

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that would be more annoying

proper vale
zinc wasp
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I really think time of animation and transform should work.

proper vale
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After this? I can record new animation of my character the same (Start, Stop, Play), And there are two characters on the scene, with my main character

zinc wasp
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Just add a notify at each beginning of animation.

proper vale
brisk turtle
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save each bone by name and position

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then set it back lol

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i donno just a guess

zinc wasp
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Lol. Ya at least it's a start

brisk turtle
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ah here

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probably is a getter method for it too to record

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doing it this way you will also capture free movement vr users can do

tame grotto
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what about just possessing multiple characters with one controller?

brisk turtle
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maybe that other video would shed some light on that

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by part 3 i think he controls 2 but it's with 2 different touch inputs on the screen

proper vale
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Thanks Guys!
I will come back with updates 🧐

brisk turtle
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guessing you can link 1 to the two controllers

zinc wasp
brisk turtle
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it should work just... would be computationally expensive

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lol

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maybe on play back you'd want to do a lerp between the last and next transform save points

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the more save points you make the more accurate it will look, but also the more space it will take up in memory

brisk turtle
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turns out you can't just go in and hex edit the uncooked uassets lol

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yea yea it was a stupid idea... but goddamn i really don't want to go through all that shit and reparent everything just because the path changed x.x they should have made a better way

mortal cradle
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Is there a way to change box collisions shape in just one axis (ie. on -X but not X)?

icy dragon
mortal cradle
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I'm gonna experiment with pivot points then, thank you

shut hinge
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got this issue now
Blueprint Runtime Error: "Accessed None trying to read property AxleHealthPorbar". Blueprint: Bulbous Function: Execute Ubergraph Bulbous Graph: EventGraph Node: Set Percent

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but if i connect the on overlap code to the event tick the health starts decreasing (text value only) not the progress bar. But if I connect it to the overlap node only then the value doesn't decrease, I don't get it.

cyan roost
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so I'm trying to put a custom model in the vehicle setup in UE4.26, I've set up everything according to this page https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Vehicles/VehicleUserGuide/ and this page https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Vehicles/VehicleContentCreation/

but basically, when I hit Play, the car doesn't move with input and it falls to the ground like if it had no wheels.

The Unreal Engine 4 Blueprint Vehicle User Guide.

How to setup the art assets for a vehicle in Unreal Engine 4.

shut hinge
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ref problem Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item_1". Blueprint: Bulbous Function: Execute Ubergraph Bulbous Graph: EventGraph Node: Set Percent

Health value is working, but progress bar not working because of ref error.

shut hinge
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This is not working to try to set troublesome variable in the widget construct bp itself

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So while health value is changing, the Progress bar remains all red and empty because of this reference error. because I don't know how to set it properly. I thought it just goes in the construction node of the widget.

shut hinge
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How do I resolve the progress bar error?

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how do I fix the progress bar to stop this error popping up

foggy escarp
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Would anyone know how to use the sun position calculator plug-in to get the position or rotation?
I'm working on a trace for detecting if an actor is in direct sunlight.
I tried using the calculated rotation but It's not clear to me how the plug-in even works.

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I'm not seeing much content on sun light detection, but I would have thought i would just be getting the sun position for the line trace. I guess it's not that easy though.
I guess in my calculation i wasn't sending the forward vector far enough. makes since to me now though. Here's the trace bp im using that seems to work:

shut hinge
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does anyone know why my health float decreases value, but the progress bar widget is not changing on the screen.

dawn gazelle
shut hinge
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like this?

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but its stil not changing the progress bar on the screen.

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so progress bar is still reading 0 (empty) dark red....

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here's the progress bar binding

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getting this problem now why progress bar is not changing

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this is what's in the event construct of the widget with the progress bar

dawn gazelle
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Get rid of everything in the Bulbos after the "Set Health Current" node. You don't need to be setting the UI directly like that if you have a bind that is updating the health.

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Basically, you don't need this.

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Or this

shut hinge
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i deleted get widgets of class. still no change in progress bar

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a progress bar shouldn't be this difficult to try to set up.

dawn gazelle
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This is completely unnecessary. You are in the Axle UI blueprint, you don't need to get a copy of the blueprint itself then set the Axle Health Porbar value to itself.

shut hinge
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i don't know what Im doing and only guessing which nodes to insert in to try to get it to work.

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when it comes to widgets, i don't know how to properly set them up to update them. I've always had that difficulty with the progress bars..

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I can create them, toggle them with validated get to turn them on or off, but can't seem to easily update them.

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this don't look right, shouldn't the percentage node be there?

gentle urchin
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Not if you have a binding

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Also, the clamp is wrong

shut hinge
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well for some reason the progress bar reads empty instead of full when starting the game.

gentle urchin
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Healthcurrent should be plugged in "value" not min

shut hinge
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reason why i persevered with trying to do this game is because the voice actors who volunteered were putting pressure on me to get the game done..

dawn gazelle
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Widgets are just like any other objects. When you use the "Create Widget" node, the return value gives you a reference to the widget you've created. You can access functions and variables that the widget contains from that return value.

I personally like to keep my widgets on my player controller just so I know for sure that there is only one copy of the widget being created. If you create widgets on a character and you happen to have more than 1 of that character spawned in, you could end up creating multiple copies of the widgets without realizing it.

You don't really want other objects manipulating your Widget. Your widget should be manipulating your widget, so if it needs to get values from somewhere it should mostly be doing it itself, like getting the player's health, and setting the percentage of the health bar based on that.

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And Squize is right... health current needs to be put into value.

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Min should probably be set to 0.

shut hinge
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well i couldn't set the health from the game instance so i could have the health carry over different level maps.... Print string wouldn't show anything from the game instance.

gentle urchin
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Fsir points you bring along aswell Datura. Letting the widget do the work about updating itself makes all the sense in the world

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Saving and loading must be done between levels

shut hinge
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well i'm not sure what goes here since i deleted the percentage node

dawn gazelle
shut hinge
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yeah, only the widget progress bar stays all red - empty. is not draining on the screen.

gentle urchin
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Did you fix the clamp?

shut hinge
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what clamp are you talking about?

gentle urchin
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The clamp in thr healthbar binding.

shut hinge
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this is whats in the healthbar binding

gentle urchin
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And its wrong..

dawn gazelle
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In the "Normalize to Range" node, the "Current Health" needs to be plugged into "Value" and "Range Min" should be set to 0.

shut hinge
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ok that has now caused the health bar to fill up with the green. but its not draining the bar yet.
but the health values are decreasing

gentle urchin
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The binding simply updates the bar relative to currenthealth

shut hinge
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i need the progress health bar to decrease also not just only the text value.

dawn gazelle
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What's your max health value?

shut hinge
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6000

dawn gazelle
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On your bulbos thing, it's subtracting only 0.02

shut hinge
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ill increase it

gentle urchin
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0.02 is not vety visible relative to 6000

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You could multiply it instead

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Currenthealth * 0.95 = currenthealth

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Chopping 5 %

shut hinge
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ok I increased the value now to 10, now I'm seeing the decrease. This is when its attached to the tick, I'll see if I can get it to decrease when I walk into the on overlap trigger.

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soon as I take it off the tick and do it through just on overlap, value decreases down each time i walk into the trigger but strangely the widget stays all full.

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so the value decreases but the widget bar remains unchanged so when i attach the tick event to it only then does the widget bar change. but i only want it to change when I'm near the plant, not when starting off the game.

gentle urchin
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Ur probably not updating it correctly from outside the widget.

zinc wasp
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Is your game instance even set in the project settings?

shut hinge
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well I'm not sure how to update it outside the widget. that's what i ran into trouble with.

zinc wasp
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Learn how to set variable

shut hinge
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I've now changed the instance class in project settings from game instance to tpo game instance.

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so the widget is not updating without being connected to the tick, that's all i know.

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does the widget have to be updated with the construct event node in the widget itself.

gentle urchin
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The widget can be updated by any event updating it.

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Construct is non-callable so i'd use something else.

shut hinge
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how do you update it because this is an area I have not much knowledge in

trim trout
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Hello friends, i’m trying to make a master blueprint for my weapons and i have a quick question. I’m trying to have multiple weapons like ak and ar, i would have to make a master bp for each weapon and then a child class right? Or is there a way to have one master weapon bp with child classes you can modify per instance. Not sure if thats a dumb question but i just can’t wrap my head around it

gentle urchin
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Same way you update other variables. Through some triggerable event with some valid references to the object your pulling data from

shut hinge
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i only know the component levelling system for the XP bars, not the health bar. Health bar is different to the component levelling system.

dawn gazelle
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If your concern is that your widget isn't updating the health bar, then your concern should be with updating the health value on the player character. When you have it set up as a bind, the value is always going to be whatever the referenced value of the bind.

shut hinge
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not sure I follow because i set the widget reference of the progress bar in the Axle UI widget. not in the player's blueprint

dawn gazelle
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But your widget is getting the player character's health value.

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and using that to update the progress bar.

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That's what this is doing. Get reference to player character -> Cast to Appropriate Class -> Reference Health Values -> Set Progress bar to calculated value.

shut hinge
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yes but i put the widget is valid in the axle UI widget

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so its not in the player's blueprint

gentle urchin
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....

dawn gazelle
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You're not getting it. That code you just pasted is completely useless. (not trying to be mean here, sorry)

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Get rid of it.

shut hinge
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ok delete it.

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ok i deleted it

dawn gazelle
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That wasn't doing anything for you as you are in the Axle UI widget already. Getting a copy of the first instance of the Axle and checking if something is valid within it, effectively does nothing at all.

The Axle widget has the progress bar in it already.
The bind is set up within the Axle widget.
The bind is calling Get Player Character 0 (which is a reference to the character that is being controlled by the player), so it is getting the character and setting the value of the progress bar to whatever value is stored for the character's health.

If you want to update the widget in that sense, you must update the health of the character. Just like you did with the Bulbous thingy - you were setting the value to -0.02, then you changed it to -10. You were updating the health on the player character.

shut hinge
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the widget should only update decreasing health when you walk near the plant. that's why i tried updating it from the bulbos bp.

dawn gazelle
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So if you're doing it on overlap, the overlap event only triggers once, unlike tick. So again, if you're subtracting 10 from 6000 on the overlap, it may not be very noticeable. It's less than 1%.

shut hinge
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ok

dawn gazelle
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If your intention was to have it continually drain, then you'll need to do a bit more to start and stop the effect.

shut hinge
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well you're right, 10 is not enough so i set it to 200, now the bar is working when i walk into the on overlap. the next thing is to smooth out the scaling of the plant because its not smooth, it needs a finterp or something..

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i need a smooth transition when scaling it, i don't have pulsating animations for the plant, so i have to use set transform instead..

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at the moment i have all this junk to try to make it pulsate

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which worked, but its all jerky and not smooth transition.

nova belfry
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@jolly carbon There is a node for latest input movement direction, if you want to use that instead of the direction the character is facing. I'd probably wrap it more neatly up in a jump function as well but well done :D!

grave apex
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here's a video explaining my problem...

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here's what's spawning the particle system

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I dont know what to plug into the rotation to make the emitter face the right direction

dawn gazelle
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Nvm

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Though, it is kinda a cool node πŸ˜›

zinc wasp
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I think you need to normalize it

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with a delta

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I forgot, unless the particle has some sort of Z flow to it

grave apex
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just tried this...

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but it still doesnt do it

dawn gazelle
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Get rid of the normalize and try

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just the rotate form xvector on the impact normal

jolly carbon
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thank you! @nova belfry I'll look into that tomorrow πŸ˜„

grave apex
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i got rid of normalize, didnt work

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but ill try rotating the vector i guess

zinc wasp
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If that doesn't work see what happens if you hard code the rotation side ways

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manually put in the rotation

grave apex
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I tried every variation of 90/-90 with 1 in each of the axis's

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still not rotating right

zinc wasp
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rotation from x vector node

grave apex
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??

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what does that mean?

zinc wasp
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gets the x and makes a rotation from it

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if that fails draw a debug axis and see what the rotation is doing

grave apex
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oh "Make Rot from X"? what node should I use with it's output??

zinc wasp
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Make rot from X ignores y and z

grave apex
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how should I manually adjust that?

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do you mean manually adjust the rotator? or the vector?

zinc wasp
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Use a debug

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debug coordinate

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sorry man I done this before I just forgot

dawn gazelle
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Plug impact normal into a "RotationFromXVector" node (not the same as Make Rot from X node) which goes into your Spawn Emitter node.

zinc wasp
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This worked for me before

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Found it

zinc wasp
grave apex
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lemme try this next...

surreal peak
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I used from z last time

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But you will need 2 axis i assume

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Just to cover edge cases

grave apex
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that worked perfectly!!

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I never wouldve guessed that

zinc wasp
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Ya I struggle with this too

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And forgot all about it lol.

grave apex
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cool!

chilly jetty
grave apex
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Mirror scope?

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wym by that?

shut hinge
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uh oh, how do I package the blueprint project I'm not using C++
UATHelper: Packaging (Windows (64-bit)): WARNING: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.
PackagingResults: Warning: No Visual C++ installation was found. Please download and install Visual Studio 2017 with C++ components.
UATHelper: Packaging (Windows (64-bit)): ERROR: Visual Studio 2019 must be installed in order to build this target.
PackagingResults: Error: Visual Studio 2019 must be installed in order to build this target.

grave apex
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ooh!

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do you mean that ball?

chilly jetty
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Yeah the glass ball looking thing

grave apex
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ah

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it was me trying out post process effects to try to get a good effect for a scope

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but I ended up using a different method

chilly jetty
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Ah I see

shut hinge
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hmm dialog seems to be adding widget again to screen as the timer cycles

icy dragon
wraith dragon
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Can you anyone tell how to do this : Ai Follow Another Ai with Ai Move To Blueprint Code . If can me message me

opaque blade
shut hinge
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thatmakes no sense since I aint using Visual studio 2019. he drive I have only has 90 gigs left. I can't install visual studio on top of that.

icy dragon
shut hinge
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that's why i didn't install the debug symbols since that was about 8-9 gigs..

icy dragon
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Debug symbols are largely useful in the event of crashing. You'd only need to download the source code for compiling, which is about 2 GB.

shut hinge
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i'm using a p03 and well that has an issue with nividia.

olive sedge
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https://i.imgur.com/xiALrfL.png

I am having trouble using local variables in collapsed nodes. Am I supposed to use these with their own namespace or should I be able to access the surrounding scope? It does work, I can access them but only with trouble. If I rename the collapsed node graph or copy/paste a variable, I'm getting errors. Am I doing it wrong?

urban forum
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I'll preface this with I'm still very new.

Are BP more cost effective than just banging static meshes in to a level?

i.e say i want to create a wall section to be duplicated around the map.

A) put the meshes in, group them and generate a single static mesh.
B) create the same mesh composition in a BP.

icy dragon
shut hinge
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do you know how to resolve a random black screen issue with p03 machines. After a while screen turns black, says HDMI cannot find video signal.

icy dragon
icy dragon
last spade
#

Hey everyone

So i tried to give my Metahumen some animations (from the manequin) and it kinda works. But the torse/shirt doesn't animate at all. The hands, Head, Leggs, Feets al are working properly but the shirt/torso realy doesn do anything. Does someone knows a fix?

smoky belfry
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Hello everyone. I have a newb question. How do I make a character respawn or reposition the character on the player start?

olive sedge
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@smoky belfry not sure if this is the best solution but I think I would GetActorOfClass the PlayerStart and then SetActorWorldLocation the Character

smoky belfry
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@olive sedgeHi. Thanks for this. ^^

shell wyvern
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Hey, does someone have an idea how to be able to launch a game in dx11 or dx12 and especially give the user via Ui or in some other way the possibility to switch it. I know you can add an argument like -dx12 behind the exe file (restart is needed anyway )

icy dragon
shell wyvern
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okay, I take a look on it

barren salmon
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hello i am facing a situation where my save slot does not exist

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is there away to make sure that a saveslot is created if there is none?

fiery swallow
barren salmon
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issue is i dont know how to create one

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before i just thought all i needed was to save data in a slot and give it a name then load but none of them are working

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it was working but deleting kind of broke everything so oof

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my code works like this basically

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and all i do is have a button which will delete save game if player presses it but doing so breaks whole thing https://blueprintue.com/blueprint/2jjfr2xk/ this is how my save system works and i have a seperate way to delete in a widget desgined to just load data

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ooooooooooh i get what you mean now

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my bad so all i had to do was this

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πŸ˜… i wasted a lot of time last night freaking out over it and it gets fixed in a few seconds after asking oof

burnt nest
dawn gazelle
# barren salmon my bad so all i had to do was this

This is the proper way to create a new save game object (ie. saving for the first time). If you just have a reference to a save game object and the object is not defined, I think you'll run into problems trying to actually set values and save it.

primal smelt
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Concerning Get All Actors With Tag - am I correct in saying that this is only for actors that are tagged in the editor and not something set in the blueprint? If for example I had a whole bunch of instances of an actor (inherited) in my level and wanted the equivalent of a blueprint-wide tag, I'd need to instead use Get All Actors with Interface. Is that right?

worthy frost
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you can set tag in the blueprint

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Tags is just an array on the actor which is editable in the BP or instances in the world.

primal smelt
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Basically I've tried using a Get All Actors of Class with the intent of excluding self and then combing with an object actor array for a box trace to ignore. Problem is I can't combine references of a particular class with actor object arrays so I am looking at alternatives.

worthy frost
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Interfaces make sense if you don't know what class it is

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but tags work if you only care about it being an actor

primal smelt
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I must admit I haven't added any channels for my project yet/ I know how to do that but I'm not sure what else I can do with that, would this involve changing the channel of the actor when player is possessing it?

primal smelt
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Yeah this is my first time of using a Get All Actors node as I've heard it's not very performant. As there should only be half a dozen or so instances of this actor at any one point I thought it might not be so bad here. I think I should have a look at channels though, can always switch back if later down the line I need more channels for other things

warm ermine
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Anyone know about blending by enum? I have a setup that allows for single (Rapier) and double(Dual Rapier) enum animations in different equipment slots. But I want to mix two different enums (Rapier/Buckler). Anyone know how I can fill in that last part?

dawn gazelle
primal smelt
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I can't set trace responses on the fly can I? Other than changing collision preset?

frank valley
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(Very nooby question)
I have a BP set up like this because the mesh' origin is wrong and I need to offset it relative to the actor's root. But I also want to apply a force to the actor (via the mesh I thought) and have the entire actor move, so I added a PhysicsConstraint.

But applying a force to the mesh now does nothing. What am I doing wrong?

primal smelt
frank valley
#

Yes that would be the easiest option but unfortunately the artist exported the mesh with the origin far away from the object itself

primal smelt
#

lemme refresh my memory

frank valley
orchid mica
#

Hey guys πŸ™‚ Good morning/afternoon/evening

primal smelt
# frank valley Uh I'll try

Double click on your static mesh in the content browser and scroll down in details panel to "Import Settings" - "Import Translation" allows you to set an off-set for the origin point

orchid mica
#

Was wondering if this is the right place to ask this, but, here it goes

#

If it's not and if you could direct me to the right place, it would be much appreciated

primal smelt
#

It's obviously better to get the origin point correct in your modelling software but this is a good fix if that isn't possible

frank valley
#

I have to eyeball it

orchid mica
#

I'm making a 3rd person hack/slash game. I'm making the basic functions of movement right now and my issue is with the running. I've setup a camera shake for the character when he starts running, and a stop camera shake when he stops. The trigger for both is, naturally, the Shift button. So when pressed = camera shake will start (alongside movement changes, etc), and when it's released, the speed goes back to walk speed and the camera shake stops. That's working fine so far, my problem is when I stop moving but I hold the Shift button - the camera doesn't stop shaking. Anybody knows how we can maybe "update" this while not releasing the button?

#

Sending a picture for additional clarity

primal smelt
frank valley
primal smelt
# orchid mica

One thing you could do is get player's movement speed and plug that into the scale pin. Might want to clamp the value so it can't go above 1 or below 0.

#

You could also put in a branch ahead of the camera shake node to check if player is moving

burnt nest
#

Yep, check if movement input or speed is >0.

orchid mica
#

Would this be the best way to check?

hybrid ether
#

Hi. I have rideable horse and when start riding it attaches player actor to horse back. But when I dismount how re attach player to none?

primal smelt
primal smelt
orchid mica
#

Right. I could setup that condition before the camera shake. The problem then becomes this:

Shift button was pressed, camera starts shaking only after character moves. However, if I stop moving (no more WASD), but I still continue to hold the Shift button, it doesn't know how to re-check if my character is moving now or not. It will stop at the previous setup which was = character moved before, so camera will start shaking.

#

I'd need to check again or reupdate the condition after it was initiated somehow

primal smelt
# frank valley You're absolutely right! I'll do it asap

Also you should be able to make it a bit easier for yourself when eyeballing it to the root component by using the transform location in the blueprint editor window (details panel). Just make a note of how far you moved it in each axis to line it up there and apply the same difference in the mesh editor window

sacred estuary
#

does anyone know how I stop my pawn from "moving" when I walk into walls and such? right now when I hold down W/walk forwards, the pawn will slowly move to the left/right. it's especially prevalent if the object is an uneven surface

primal smelt
faint pasture
orchid mica
#

That's right, let me show that

frank valley
orchid mica
frank valley
#

Now I can finally use that mesh as the actor's root πŸ˜‚

runic bison
#

I am using a landscape material to place grass models in my level (using landscape grass type), but it is coming up through the floor of houses.
How can I suppress the landscape material objects where the placed grass intersects with other assets? There are very limited options by default.

Also, having a hard time getting the exposure looking right going between interior and exterior. Outside looks super overexposed, and inside looks foggy...

sacred estuary
#

you could always just add a brush that has your landscape texture without grass models

primal smelt
# orchid mica

I would be tempted to put these on tick. Otherwise you could fire off an event when releasing WAS which disables run as well, but you'd probably want a check before each WASD input to see if shift is being held (you can use IsInputKeyDown) to fire off the running event again

runic bison
latent arch
#

Hey guys, does anyone know why my line trace isnt picking up my mesh? ive set the mesh to "blockAll". Im trying to measure its height πŸ™‚

runic bison
latent arch
#

well the thing is i want to get its height and then scale to a new specified height

orchid mica
#

@primal smelt hmm... I will try that, though how would you do the check before each WASD with a standard InputAxis MoveLeft and MoveForward (-1.0 and 1.0) with Add Movement INput:

primal smelt
orchid mica
#

@primal smelt indeed; I'm just concerned about overall performance later with a check every second for that... haven't used tick before if I could help it... I thought a timer would also work for this situation but admittedly I don't know how to set it up or if it would work. Any thoughts on timer?

primal smelt
orchid mica
#

@primal smelt Thanks, I really appreciate. If I need to reuse tick for something else later, would it be advisable to use a sequence?

primal smelt
maiden wadi
#

@latent archYou may have an easier time just getting the component's bounds, and getting the Z from the box extent, and doubling it. Should give you the height of the component.

orchid mica
#

@primal smelt thanks a lot good sir!

latent arch
#

yeah i dont want to do that as unfortunately that will blow out the height die to antenas

#

@maiden wadi πŸ™‚

#

due*

fallow citrus
#

Ello friends, sorry to cut through the conversation, i'm new so apologies if im interrupting!. My problem is I want this little mushroom (1) to receive the wind from the tree trunk (2) so i can create a bunch of prefab blueprints with different setups of things on the trunks of trees. How could I achieve this? Right now the trunk sways in the wind but the mushroom remains static.

sonic gull
#

The first question would be how the wind is done. Skeletal mesh animation, vertex shader, speedtree?

sinful zealot
#

Is there a way to get a hold of a ASCCI char variable in BPs? (For the purpose of concatenating strings such as Goblin_A, Goblin_B, etc )
e.g.
char c;
EDIT: Boy I did not expect this to be so difficult, looping and incrementing 'A', 'B' and so is much more challenging than I anticipated. (I just assumed I could achieve all the C++ equivalents here)

fallow citrus
sonic gull
#

You need to use the same vertex animation on the mushroom. Since Object Position and Object Scale are different for the Mushroom, the animation is going to be out of sync though, so you have to change the material to not use these nodes anymore

fallow citrus
#

ah i see. is this a complicated affair? which nodes specifically? how do i proceed exactly?

#

If i were to remove the object position and object scale nodes, how would this affect my trees?

#

and what would i replace these nodes by in the graph

ebon olive
#

When AddLocalRotation is for rotation movement, can anyone tell me whats the code for a linear movement, for example a falling piano

gentle urchin
#

AddActorLocation? Or enable physics :p

ebon olive
#

yea that would help on that example true :D actually wanting to make spikes come up from the ground which is not just 1 line of blueprints lol.. its all good youtube and internet is my friend here

vivid vapor
#

What is the best way to animate a first person camera? I've tried many different approaches but they all have drawbacks. Such as animating a head bone in maya. Best case scenario would be for me to be able to have the player control the camera directly with input and then being able to layer animations made in maya on top somehow.

zinc wasp
gentle urchin
zinc wasp
vivid vapor
zinc wasp
#

What about level sequencer?

vivid vapor
#

well level sequencer are suitable for cut scenes and stuff but I want to animate the fps camera during gameplay

#

for example tilting the camera when moving etc

zinc wasp
#

Tilting can be done in sequencer though? Or did you mean player controled.

vivid vapor
#

well I want to do more than just tilting etc so I'm better off just animating it in maya I think

zinc wasp
#

Ok, but just saying level sequencer can animate all transform of a camera, including dof, postprocessing and all that jazz.

vivid vapor
#

but can it be put on top of a player controlled camera without taking away the player's input?

zinc wasp
#

You yes.

vivid vapor
#

then it could be worth a look

zinc wasp
#

You could just level sequence the player camera.

vivid vapor
#

but is the level sequence not tied to the level?

#

Say I want a weapon equip animation that also moves the player camera a bit

#

I want that to be able to happen throughout my entire game

burnt sage
#

If I want to WASD a camera the way it's done in editor, what approach should I use? Multiplying transform with a change matrix or is there something built-in?

zinc wasp
#

I wouldn't use it for that.

#

I'd just move the camera location.

#

I'm not sure how you have your player setup and how your camera is attached.

#

But if it's like the fps template, you could just move the canera component forward.

burnt sage
#

With Impulse?

#

I have it attached on a spring arm that's attached to my creature back

#

I'm making a small critter game where my critter has ability to ignore gravity. I turn the gravity off, but impulse then propels me indefinitely. I turn the physics off, then I need to move the actor (pawn) itself, but not sure how. To just move mesh (my root component) by multiplying transforms, since addforce and addimpulse won't work?
I'd love to move him only as long as keys are pressed.
My pawn is: Mesh-SpringArm-Camera hierarchy.

zinc wasp
#

Are you trying to make itnfly?

olive sedge
#

Hey guys! Anyone an idea why my timeline's Finish should sometimes not fire?

burnt nest
burnt sage
zinc wasp
burnt nest
olive sedge
#

@burnt nest I like the idea but I don't know why it wouldn't finish. It's just a second long

burnt sage
#

Trying to add mouse axises to rotate camera and that should give me direction. Then I guess somehow I could move in the vector direction that's forward vector at any time, right?

burnt nest
olive sedge
#

@burnt nest Oh man. I added a print string of the float value and then it works. when I remove that, it fails again

#

this is very very odd.

zinc wasp
#

GetUpVecotr I think it's called.

olive sedge
#

I'll restart the editor and hope that fixes it

zinc wasp
#

Ya the good old, did you try resetting it?

olive sedge
#

this

#

there's a german rhyme meme: reboot tut gut. Basically restarting/rebooting helps

odd plume
#

I have a widget that I am casting to, inside of an actor/bp, This is a part of the hud, this widget. How can I get the wildcard object referance?

odd plume
#

Its code, not a Dell Optiplex

olive sedge
#

Well.. Restarting helped \o/

faint pasture
burnt nest
faint pasture
burnt nest
#

Is not spaghetti, Adriel. 😦

faint pasture
#

Doing stuff like that will lead to spaghetti. It might not be spaghetti yet, but it's a noodle.

faint pasture
zinc wasp
#

Making spaghetti is a skill.

odd plume
#

The main thing, is that I am doing this in the weapon class, which has no native ref to the WB_gameplay

burnt nest
#

My philosophy is that most people here want a quick fix to their current problem to allow them to keep going with their project, which allows them to keep making mistakes and learn better ways. I just keep their ball rolling. πŸ™‚

zinc wasp
#

Is this for your halo UI?

faint pasture
rustic yacht
#

How would you guys go about having stuff in the world react to being hovered/clicked?

I'm working on something grid-based, and I want to keep track of the tile that's being hovered over etc.

Would you guys use "On Begin Cursor Over" inside of the tile blueprint and keep references to the player controller for each tile? Or would you guys run something like "Get Hit Result Under Cursor by Channel" on tick in the player controller instead?

I'm not sure which would be cleaner/easier to work with in the long run...

zinc wasp
odd plume
faint pasture
odd plume
#

ye

burnt sage
#

Not most. I'm trying to learn. I'm trying now to implement my own camera, movement of the pawn and learn how stuff works.
I'm a student in a class and I know how to do it in pure OpenGL, but I have a bit of a hard time actually doing stuff in Unreal. Nothing seems to be as direct as we learned about 3D, everything is layered by Unreal systems.

zinc wasp
burnt sage
#

So, in "clean" 3D you'd translate your camera position in a world across frames (interpolated across multiple frames according to frametime), but in Unreal I'm completely lost.

faint pasture
# odd plume ye

Easiest would be to just get HUD -> cast to your HUD class -> call Update

#

But you can also use bindings

#

Or pass the HUD ref when you make the weapon

burnt sage
#

And in the forum I asked, people tend to laugh at me for being a girl 😦

zinc wasp
odd plume
#

Would you recommend learning OpenGL?

#

@burnt sage

faint pasture
zinc wasp
zinc wasp
faint pasture
zinc wasp
faint pasture
#

Yeah you can write custom hlsl

elfin hazel
#

@rustic yacht I would use an interface and a linetrace. The controller for example could handle un-highlighting unhovered objects and track "selected" objects. seems the most practical to me.

burnt sage
#

Well, OpenGL is an API that is used for rendering stuff. Unreal supports it too. It's like DirectX11 for example.

#

I feel silly because - I can code my own engine, but I'm lost in Unreal πŸ˜„ because it has so much stuff already done that it's hard to find way. Also it's huge.

olive sedge
#

Anyone an idea how to dejitter this without sacrificing too much follow speed?

burnt sage
#

@faint pasture I'm trying to create my own character pawn, camera, with movement, rotation and similar. So far I've added movement based on physics and binding axises and implementing adding force and impulses.
But, I want my character to fly around too, ignoring gravity (it's a creature from another dimension).
Intuitively I would calculate transforms (multiply matrices) to translate my camera around the world and I would do it by splitting my movement interpolated across frames in a what Unreal calls Tick.
In Unreal I have zero idea what to do.
I've searched for "TranslateTransform", tried GetTransform multiplied with a vector and then tried to set it back... but it's a bit messy.
Trying to do it in Blueprint to learn it for fast prototyping. But I'm all but fast πŸ™‚

violet wagon
olive sedge
#

I think it's the position as well

violet wagon
olive sedge
#

hm, yes.. I'll try interping both rotation and location

narrow kelp
#

Could also keep track of previous position

#

do a weighted average or something

rustic yacht
burnt sage
#

This is what I need:
I need my 3rd person view (done)
I need my pawn move with WASD (done)
I need my camera bound to my mouse for camera rotation
I need my camera to become also pawn rotation when I press right click just like in 3rd person template is default (or be free look instead if defaults is pawn rotation with it unpressed)

ebon olive
#

whats the UE5 replacement for vector + vector?

olive sedge
#

@ebon olive it's vector + vector

ebon olive
#

i dont have it

olive sedge
#

oh. I though I had used it when I tried it out but I just checked and it's not there, my bad

ebon olive
#

well good then its not buggy on my end at least

olive sedge
#

oh yes, actually

#

there it is

#

it's under "add"

ebon olive
#

you mean top left?

#

what do i type then lol

#

AAH just add? :D

#

lol

#

Jep got it much love!!

ancient atlas
#

hey guys a pretty simple question which i cant seem to understand. In some blueprint layouts in following they are multiplying something by 5000 but when i add a multiply node the only options it gives me are x y or z coordinates. am i missing something simple? Thankyou

elfin hazel
#

@ancient atlas If you drag off a vector variable, and type Multiply, or *, you can choose what to multiply with - float, int or vector.

ancient atlas
#

ah thanks will try that

#

here is an example for you

elfin hazel
#

Yeah, so how would you like to manipulate the direction? With a float I suppose? Choose the float option.

#

And I think you want to add that result to location, not direction.

ancient atlas
#

im following someone who is creating way for the top down character to rotate with the mouse as it moves around.

On his multiply node his second little node on the left is green and he has typed in 5000

burnt nest
#

Yup. So search for multiply by float.

ancient atlas
#

the only options i can find when typing multiply (with context turned off) is multiply or multiply by pi

elfin hazel
#

Are you on 4.27 or something?

ancient atlas
#

im on 5, maybe thats it?

burnt nest
#

It's UE5...

#

Yeah, that's it.

ancient atlas
#

ah

#

thats a shame

burnt nest
#

You can still do it, we just don't know how. πŸ™‚

ancient atlas
#

πŸ™‚

elfin hazel
#

Well.. I'm sure there should be possible to multiply by float but I wouldn't know what it looks like.

ancient atlas
#

yeah im not sure, oh well i dont NEED to have the character follow my mouse but it would have been neat lol

elfin hazel
#

There's a UE-5 general channel.

ancient atlas
#

will try in there thanks

ebon olive
#

These spiky boys are rising from the ground at the same time. Is there a simple way to give one of them a delay or something?

narrow kelp
#

There is a delay node in blueprints

ebon olive
#

But then it delays both of them

narrow kelp
#

use a random float between two values

#

random float in range, iirc

ebon olive
#

jep random float worked. looks great for now

gentle urchin
#

Or delay with custom instance editable float

#

Or timeline

tame moon
#

my brain is melting , i am attaching a mesh as a component to a bone but the rotation is wack , i have been trying to fix it by using the set relative rotation node but i cant find the correct numbers

gentle urchin
#

You can preview it in the bone editor

#

Add a preview mesh on a socket to find a relative transform (and/or attach it directly to said bone)

tame moon
zinc wasp
#

That's how it's done in ue5

ancient atlas
#

ah great i will try that, what is that node called you have added

tame moon
#

this is it in preview but its different in the game

zinc wasp
#

Ya I'm sure they justed wanted to let people play with lumen and nanite.

tame moon
#

in the game

zinc wasp
#

Looks like animation is doing something.

narrow kelp
#

I'd recommend making a socket that has the desired transform

zinc wasp
#

What he said.

tame moon
#

this is the code

#

i added a socket and changed location and rotation but changing one rotation axis influences others

#

Thanks ,i was trying to use VBs, the sockets work much better and turns out i had pressed keep world location,its fixed now

ebon olive
#

Is there a way to change the 'X, Y, Z' axis thingy? I'd like to put it at one of the hammer-ends so I could rotate it not from the middle but from one of the ends

proud sable
#

I duplicated my character blueprint so I could make some major changes to it and keep the old version around as reference. I'm mostly finished now and ready to use the new one but for some reason I can't hook the new one up to this set array node. Any idea how I can figure this out? "Not compatible" is kind of vague.

(NVM I forgot I made the original one, promote to variable. I thought I manually created the array πŸ˜…)

ebon olive
#

thanks

surreal delta
#

Im trying to setup a rotation constraint for my buoy with the water plugin's buoyancy feature. Not sure what property would need to be changed for a max rotation value - basically want the buoy to be able to rotate in any direction the water pushes it, but not tip over obv

tame moon
ebon olive
#

guys when I change the pivot in/on the map, and save, it still doesn't change the pivot in blueprints, and when I do blueprint stuff... am I doing something wrong?

#

even when I click the save offset and stuff, like the teach in the tut's

#

If its changable inside UE5(for blueprints), just tell me so, and Ill figure it out

mortal stirrup
#

hey! how to stop character being deleted once left area

sand shore
#

Leaving the area, going downhill/downward?@mortal stirrup

mortal stirrup
#

going down, but ive figured that out as just had brain wave. now just need collision to work

sand shore
#

Yeah Kill Z can trip people up, heh

#

You could override Fell Out Of World (I think that's possible in BP)

mortal stirrup
#

it was in world settings lol, it annoying lol.

#

yeah for some reason kept spawning me in the middle of the floor and falling even though I moved it twice (obviously didn't move it enough)

#

but thanks for the help

runic parrot
#

Hi! quick question for testing.
Any quick way to pick a random texture from my content path? (i have 6 icons, i want to pick one of them at random).

oak oxide
#

how can I invert input?

#

i am making a jump and i want my character to go back instead of going front

#

how to do that?

tame grotto
runic parrot
#

yeah, just did that one

#

works and it's easy to setup, thanks

oak oxide
#

hey

proud sable
#

If I make an array then later change the values within the array, is there a way to return those values to the original variables? I assumed that's what get ref was for but it seems like I misunderstood

#

I know I can get the value from the array and manually set the original variable like that again, just wondering if there's some functionality I'm missing

zinc wasp
zinc wasp
proud sable
north hedge
#

It ignores everyone who isn't player 0 πŸ‘€

narrow kelp
#

@proud sable You could use an index instead

proud sable
narrow kelp
#

You want to keep your value in one place

#

Not have duplicates

#

Not sure your situation, but if you're storing stuff in an array, you can use the item's index to keep track of where it is

#

rather than have a copy

#

If you're using an array of abilities, you could change them to objects or structures

proud sable
#

Mainly I just wanted to have a set of macros that take a single array input, do all the math inside and update the original variable values. The way I created my project I have a lot of references to the original variables in other blueprints, updating all of those with Get Array is (was, technically) a huge pain

#

Something like this, with the last node line showing what I wanted to update

#

But you're right, in future I should definitely have used structs or objects

tame grotto
#

usually its best to use a struct rather than an array if you dont plan to add or remove variables in runtime

dawn gazelle
# north hedge Anyone know why on Post Login when I get the Character and add them to the array...

If you're testing this in editor, the "OnPostLogin" event gets called pretty much simultaneously for all players, but any previous calls to it are overwritten so the value stored in the "NewPlayer" on it will disappear with each new player that joins and reaches the OnPostLogin. As you have a loop there if the character is not valid, it could potentially be looping back before it goes valid for each player, so it skips any players until the most recent that joined goes valid.

proud sable
#

Yeah, I learned my lesson through this πŸ˜… . Definitely gonna focus on structs next time, especially since I have more than just floats I wanted to store. I've been learning what tools are available as I go so a lot of my older blueprint choices are pretty bad.

north hedge
dawn gazelle
north hedge
#

Yeah Im trying to do a server teleport for all clients in 1 go

#

so I need to have them in an array

#

Which Post Login seemed like a logical way to do

fiery lark
#

How can I make my AI jump over an obstacle?

dawn gazelle
# north hedge so I need to have them in an array

You can use the game state's "Player Array" which gives you the player states of all connected players, and you can get their controllers as the owner of player state is player controller, and then you can get their controlled pawns.

north hedge
#

Yeah, I finally got it working. I spent a few weeks on/off trying to fix that and now I'm mad that it was just that Post Login issue 😐
Cheers πŸ˜„

faint spire
#

Thats tragi

#

tragic*

north hedge
#

Now I just need to figure out how to replicate lip sync without sending almost 20,000 bytes of data per frame πŸ˜„

vocal elm
#

why does running this increment the return value of the load game each time? is it because GetDisplayName makes a unique editor name each time its called? even when clearing the saves the number still gets incremented from where it left off

#

each run will output
SaveGame_C1
SaveGame_C2
SaveGame_C3
ect

#

even after deleting the saves

static charm
#

yeah use get object name

#

instead, that will remove the runtime number thing

dawn gazelle
lament ginkgo
#

Trying to do an ActorBeginCursorOver event on an actor. I've enabled mouse over events in my controller, but when I mouse over the actor nothing happens. Do I need a collision volume on the actor? If so, do I need to set specific collision values?

tame grotto
manic knot
#

Hey so is this possible from my AnimBP? Im trying to change a variable on the Camera Shake class

tame grotto
lament ginkgo
vocal elm
vocal elm
# dawn gazelle Each time you're loading a save game object into memory. So each time it is cal...

Thank you! I was wondering where this gets loaded, since deleting the saves would continue to increment where it left off. Restarting the project resets the number. I thought it shouldn't increment since it loads into memory once, and should have been getting that same value in memory, instead of overriding it with a new object. that makes sense I just wanted to understand what is happening under the hood there, I understand (as noted in the tooltip) that you shouldn't use get display name for referencing or anything

lament ginkgo
#

Wait, do I still need a raytrace with an ActorBeginCursorOver?

tame grotto
tacit lake
#

alright yall I'm straight up stumped can't even lie

#

I have an actor blueprint which has a box collision which is supposed to activate an outline effect on the actor. It does do this, but the other seperate actors which have the same post processing effect are all enabled at the same time. Is there any remedy to this?

static charm
#

depends which method you used to highlight. assuming you used a tutorial, just check the comments/notes for using it on single objects

#

i believe some methods can't do single objects. so you might have to change the highlight method/material

tacit lake
#

It wasn't a popular tutorial, so it didn't have many comments, I looked through them all.

#

It used customdepth, which I think is inferior to customstencil but I couldn't find a good one to do. So that might be why it is that way

static charm
#

there's probably a way to just only apply the post process when you want to highlight. or change the material.

tame grotto
tacit lake
#

By interface do you mean like UI?

tame grotto
manic knot
manic knot
tame grotto
#

or to your controller if you want camera manager

manic knot
#

@tame grotto I am using The Player Camera Manager, not a regular camera. I am trying to modify a variable in the Matinee Camera Shake Class

#

@tame grotto Yeah I just cant seem to find out how to modify the ShakeScale variable in the Camera Shake Class on runtime. I have a Player Setting called Head Bob I am trying to control it with. I cannot seem to access the Settings from within the Camera Shake Class so I am trying the other way around

dawn gazelle
tame grotto
manic knot
#

@dawn gazelle @tame grotto Yes or Player Camera Manager. The main reason is I'm trying to use this Save Game var to modify the Shake Scale, but it is not accessible from the Camera Shake Class. So I'm thinking I could modify it from the Anim BP, or Camera Manager or Player?

dawn gazelle
#

The above is how you would change the value of the shake scale of a camera shake at run time. The point being, the return value is a reference to the shake that is happening. It doesn't specifically matter where you're trying to do it, just that you need to use the return value of when you're starting the shake to update it.

You cannot manipulate a class default value at runtime as far as I'm aware. You can manipulate values of an object after it is spawned.

manic knot
#

@dawn gazelle I see. So there is no way to dynamically modify the Scale setting of a Cam Shake fired from an AnimNotify? Would it be better to clear out the Class field and make an AnimNotify Event and Play the Cam Shake from there?

dawn gazelle
#

Do you have an object called "CameraShake_Notify"?

smoky lava
#

is it safe to ship a project with passwords/API keys as regular private variables?

elfin acorn
#

Lol don't do that.

#

Use start up argument.
FParse::

smoky lava
#

So I should use C++?

elfin acorn
smoky lava
#

Thanks I really appreciate the info

elfin acorn
#

FParse::Value(FCommandLine::Get(), TEXT("AWS_ApiKey-"), AWS_ApiKey);

#

That will parse this
GameServer.exe -AWS_Apikey-123123123

lament ginkgo
#

Ok, I have no idea what I'm doing wrong. I have an actor with a sprite and ollision. Made a new trace type called Item_Pickup, set the collision on the actor to overlap all (Item_Pickup is overlap all as well), turned on mouse over events. Still will not register

smoky lava
violet wagon
#

in my behavior tree im casting to get variables from my AI. Is there a better way of doing this so i dont have to cast multiple times every frame?

cedar perch
#

Don't know where to ask this, does anyone know if there is an alternative to camera shakes for more advanced camera animations on gameplay?

Camera Shakes are too basic for what I need, there is the option of adding to them a "Camera Anim" which works, but it's a really old thing that uses Matinee and has a warning that it will be deleted someday, and besides that, they are a hassle to work with

#

And crashes sometimes πŸ˜…

maiden wadi
#

@violet wagonThere's nothing wrong with casting every frame. Blueprint casting adds an IsValid check, which has a minuscule performance cost. This cost requires hundreds of thousands of uses every frame to make a real dent in performance. The few you're doing are not going to affect anything. The only issue with casting is the same issue you're going to face with saving the pointer, which is hard memory reference. Which you're only ever going to have a problem with on badly structured, very large projects.

#

TLDR, you can simplify it with an interface, or a base class, but that won't change your performance. Fix it when it's a problem.

silk reef
#

Hi everyone. I'm quite new to Unreal (but not new to programming), and I'd like to build an RTS-like camera system, with a camera that I can translate up/down left/right when the mouse hovers/touches the screen borders.
Does anybody have some resources they can point me to to implement something like this in Unreal (BP/C++ doesn't matter to me).
I'm not looking for "the logic" on how to do this in general, I know that, but being new to Unreal I'm not sure what are most of the names of the functions I would need, what are best practices with regards to balancing BP and C++, where to put the camera control code (in some controller? in the camera actor? can I use the default camera? in some component? etc.).

devout geyser
#

In this series we are creating the common mechanics found in RTS games, everything from unit selection, AI combat, and base building.

In Part 1 we create our RTS based camera which allows us to have edge detection for panning the camera.

SUPPORT ME
Patreon I https://www.patreon.com/ryanlaley
Buy Me a Coffee I buymeacoffee.com/RyanLaley
Donatio...

β–Ά Play video
#

You will understand most of your questions watching this ^

silk reef
devout geyser
#

glad to help πŸ™‚

silk reef
#

Another question: is there some step function in Unreal, like a Heaviside theta, or a Sign?

#

I know I can simply write a Heaviside with: if x >0 => 1, else => 0. But I was wondering if it was already there

lean nexus
#

Hey! I found this discord because I have been trying to find out how to implement common mechanic in a game but not having any luck finding sources (I’m pretty new)

I’m going to set up a day and night cycle and want to have certain enemies/characters spawn at night. What’s the best way to go about that?

icy dragon
lean nexus
#

Okay, I’m gonna start learning about ai and all that today but I was just looking into the concept and couldn’t find anything. I would assume I would just need to check for a specific time and trigger an event then. Thanks

lost solstice
#

What would be the difference between using Grab Component at Location with Rotation and Attach to Component

burnt nest
#

I'm not familiar with the first one, but the second one is pretty self explanatory.

sick sapphire
#

I have setup an enter and exit vehicle system for my multiplayer game.
When entering, make the player invisible and no collision, and possess the vehicle
when exiting, set player location to next to the vehicle, set player pawn visible and has collision, then possess it
However, im not sure how to do a passenger system where the player will be able to be in a car another player is driving, and only have control over a camera.
Does anyone know a way to do this?

grave apex
#

anyone know why my last input vector is showing up with a length of zero??

#

this is what im inputting

#

its just showing up as a singular point in space

#

nvm, i ended up using getVelocity to get the same effect, still dont get why the first way didnt work tho...

burnt nest
true valve
#

How do you get rotation to work with BlendSpace that takes Speed and direction?

rustic pond
#

I have a widget with a tileview. I create the tiles using create widget node. Somehow my passed data is NULL or default once passed through the create widget. Is this not yet supposed to be set when the construct node fires?

burnt nest
rustic pond
#

I'll try again but I've already restared the engine multiple times. It now even crashes on that print string somehow

burnt nest
#

You should use an "IsValid" on the gameplay item either way, in case it hasn't been set to avoid errors. That doesn't fix the issue, but will prevent crashing.

rustic pond
#

Yeah thats true. It no longer crashes. But it's still NULL. I can confirm it has the data before passed on to the create widget and just to make sure I've implemented a copy constructor in C++. But sadly to no avail.

burnt nest
#

I would try deleting the create widget node and redo it. Maybe even restart before replacing it. But the "expose on spawn" for widgets sure seems mysterious. 😩

formal dagger
#

hey guys, i have a little issue here and dunno how to handle it. My character is holding an item and when overlapping another actor has to play an animation. Everything works well IF my character isn't moving. If i walk over the overlapping actor instead of stop and then press action, it messes the entire code : doesn't play the animation, never end the overlapping even if the character is at 50m of the actor and can't even drop the item she had in hands before the overlap event. Any idea how i could fix it? I don't even know how to research this on youtube

burnt nest
warm ermine
#

Anyone familiar with adding left-handed blueprint with my current right-handed blendspace? I don't know how to call left-hand blendspace properly through my current equipment system yet

broken roost
#

Hi I've got weird bug. So the pawn in PC for some reasons is null BUT only, during the execution of functions clientSetup (it is called client but still I'm debbuging it locally: 1 player, no server) . I've checked it in tick - and the pawn is valid. Here is 3 screens that represents 3 steps in debug. How it it possible?

burnt nest
warm ermine
#

@burnt nest I was told for what I'm trying to achieve , I had to create two a left hand and right hand blueprint for my equipment system. But I only know how to use one blueprint at a time xD Currently equipping anything in the left hand plays right hand animations

burnt nest
warm ermine
#

I appreciate that help greatly - Thank you πŸ˜„ I'll send it to you now

broken roost
#

Never mind now it is working so some reasons. like why wouldn't it work in first place. Like my pawn was broken and now it work but i did nothing. wtf?

opal ivy
#

Couple of quick questions: A) When setting a mesh to Collision Type of Simple and Complex, what does that do exactly? And B) how are arrays handled with Replication?

burnt nest
#

Sorry, I read it too quickly I think. πŸ€”

#

Simple collisions are boxes and the like. Complex collisions are by polygon.

opal ivy
#

I'm about to revisit my first experiment with UE of turning a heightmap (well, an array of heights stored in a CSV in my case) into a low poly terrain

#

Right, I get the difference between them mechanically, but in this case, I'll be putting a bunch of instances into some HISMs, and I'm curious if I should/need to do anything as far as creating more simplistic/complex colliders for them

burnt nest
#

Depends on what you need. Let's say you got a fence. Simple collision is fine for preventing a player from walking through it. But when your player tries to shoot between the planks - you'll want complex collision to let the bullets through. Complex collision you don't need to set up, it is just the model itself.

halcyon grove
#

Is there a node to delete a reference? As in a reference you get from casting? In order to clear the reference?

burnt nest
#

Just casting doesn't save anything. As for clearing a variable referencing an actor for example, you can set it to nothing.

halcyon grove
#

ah yea thats what i mean

#

how I set to nothing... is it just set variable and hook nothing into it?

burnt nest
#

Yup!

halcyon grove
#

im an idiot xD

#

hahaha thank you

burnt nest
#

Seems to me like you caught on pretty quick. πŸ˜‰

halcyon grove
#

thats why I come here to ask instead of google stuff because i forget things

placid wren
#

i am trying to make animations work on multiplayer, this seems to work for a client but if a server starts the animation the client can't see it?

wind sequoia
#

Will move to multiplayer tho

spare wyvern
#

Okay it’s been awhile and I’m really rusty. What am I missing?

Just trying to make her disappear with the F key..

dark crow
#

It's not gonna fire

sand shore
#

you can't just have arbitrary actors respond to input without a bit if legwork

dark crow
#

If you have the Input Key not on yourself

#

iirc there's an option to enable that or you can just communicate you pressing the key to her

sand shore
#

You can get the controller of the pawn that overlapped the BP, and then manually call Enable Input - remember to reverse the process.

#

generally I recommend against this and in favor of an interface and a dedicated component to handle all interact logic.

spare wyvern
#

Okay so maybe retry the code on the main characters BP?

golden fiber
#

is there any way to get object bounds with offset if the object is not centered to zeroes and got offset? Not relative inside blueprint, but in model

spare wyvern
#

What I did something like this on the main character?

burnt nest
# spare wyvern What I did something like this on the main character?

Are you taking photos of your screen with your phone? πŸ˜…
Yes, that would work, so long as you get a reference to her to cast to. You might give her an overlap box that will display a "Press F" prompt when you overlap it, as well as give your character a reference to her.

tacit lake
#

Would it be possible that someone could assist me with an inventory system I created from a tutorial? I must be missing something but the tutorial doesn't have many comments so they are very little help

#

I have a keybind set up to add an item, the command is received to change the icon according to an entry in a datatable, but the icon or quantity never shows up.

trim matrix
#

How could I have all instances of one specific mesh component in a given blueprint? get all actors + for each loop isnt working because it only works on actors.... Does something similar exist with mesh components?

civic spruce
#

Hi everyone, when I start testing my game it doesn't focus on my character but on one random position instead, without any kind of input

#

I was trying to understand the reason and I found that player pawn and player character was none

#

Someone knows why that?

burnt nest
burnt nest
tacit lake
#

On it boss

#

Kinda complicated though so it might take quite a few screenshots; do you want me to just dm them to you?

burnt nest
#

That'd be fine.

civic spruce
#

I only wanted to know why my project had this problem from nothing

burnt nest
#

You should probably look at some tutorials on how to set up a project. Spawning and possessing the correct character in the right location automatically is a pretty fundamental thing you shouldn't try to circumvent.

civic spruce
#

Right, I will keep spending some time to try to understand why that happened

dense tulip
#

My Sequencer seems to be broken, all i get is an empty panel. How can i fix that ?

civic spruce
#

Do you have any sequencer on your level?

dense tulip
#

Not sure

trim matrix
#

@burnt nest hmm it gets only the first component mesh and not the other instanced one... tried to also connect it with a for each loop and it still just give one

dense tulip
#

I do have animations working

civic spruce
#

@dense tulip if you add any sequence to the level it will appear the UI

burnt nest
elfin hazel
#

So say I have a chess-like board, but each tile is a level that is streamed in when player is on a neighboring tile. Now, each level has some objects that the player can pick up (physics objects, physics handle). But as the player moves away from a tile that an object was picked up from, the object disappears when the level unloads. Any thoughts on how to get around that?

trim matrix
#

@burnt nest I've tried GetComponentsByTag and it still doesn't work .... hmm but thanks anyways!

dense tulip
#

@civic spruce Thank you, that worked

burnt nest
trim matrix
#

@burnt nest ok so basically I have spawned a blueprint of actor type with multiple components meshes in a level. each have same tags because they have are the same component mesh. They are also in the same class....

burnt nest
civic spruce
trim matrix
dense tulip
#

Wish i had more experience lol

civic spruce
#

Same ahaha

dense tulip
#

Yup, work, learn and try things !

burnt nest
trim matrix
ebon olive
#

This barrel moves in and out REALLY quick. When its stationary, I cant walk through it and I can walk on it and stuff.. collision is normal, but when I'm in front of it, it doesn't push me or YEET me at all... Is there a simple way to make it throw me?

#

i 'CAN' walk through it I mean

#

I can walk on it, not through omg rofl... collision is normal when its stationary but doesnt throw me

#

I'm using Timeline 'vector' to make it move

trim matrix
#

Anybody have tips on creating a recoil pattern (think counter strike or valorant) for guns? Ive tried using camera shake but it doesnt seem to affect where the line traces end

burnt nest
dawn gazelle
# trim matrix Anybody have tips on creating a recoil pattern (think counter strike or valorant...

I know you can use "Set Control Rotation" to adjust what the player is aiming at which is probably what you're looking for. As an example something like below forces the aim upwards randomly while jittering slightly left and right while holding down the mouse button. You can fine tune it by tweaking the values in the random floats, and you could call Set Control Rotation whenever you're actually firing a bullet rather than using the gate & tick.

opal ivy
#

HISM instance IDs are GUIDs, aren't they?

#

I don't suppose there's an efficient way to get instances by location?

next kite
#

Hey guys

#

just a few questions

#

how would soemeone go about implementing the need for speed camera? (NFS2015, NFS: The run, NFS Heat)

opal ivy
#

Get Instances Overlapping Box appears to be what I'm after.

ebon olive
civic spruce
#

OKay...when I start the game my cast is failed so doesnt show me the correct position of the character neither the viewport

#

I didn't touch in Auto Possess or something like that

#

but the GetPlayerCharacter is returning None

trim matrix
runic parrot
#

Hi! i'm using blueprint and i'm having this problem when i'm trying to edit a struct, the engine just crashes every single time.
Anyone knows a workaround for it? thanks!

opal ivy
runic parrot
#

yes

opal ivy
#

dope, I think

runic parrot
fiery lark
#

Does anyone have any resources for learning how to do procedural terrain generation? I want to do random maps for a survival game and I don't know where to start

runic parrot
#

there's quite a few on youtube

#

but from what i have been learning about that recently... go 1 BY 1

#

1 step at a time and keep adding steps to your generation

#

also tech no procedural generation with tiles

fiery lark
#

Alright, thank you!

opal ivy
#

Is there any blueprint node for int.MinValue or int.MaxValue?

severe turret
#

@opal ivy probably a clamp would do the job

opal ivy
#

I was more looking to get the maximum and minimum values that an int can hold, but it's fine. I'll just check my range and do 1 less and 1 more than the used range

#

Is there a way to make a single node that has all the parameters in a function, or do I need to have a node for each?

hollow panther
#

@opal ivy You could select all of the nodes right click and select collapse nodes. Don't know if that is what you meant though.

opal ivy
calm cobalt
#

What am I doing wrong? I am scanning a directory for all files .mp3. This is working fine. I then take that array and For Each to a Media Playlist. This sort of works fine as well. The issue is every time i run the game it adds the files to the playlist without the original run being cleared.

#

I cant find a function to clear the list before rebuilding it. This is persisting over play sessions

calm cobalt
#

So the playlist is only persisting in the editor. Standalone it wipes it...

tacit lake
#

see if anyone else has any input on this... I have an inventory widget which is supposed to house, you guessed it, items. However, the icons don't appear and the quantity number somehow appears underneath the widget.

#

shown there ^

#

This is pretty much how it's supposed to look (minus the small amount of slots and such)

#

The X is supposed to be replaced with the quantity

opal ivy
#

Can I not give an ActorComponent other child components?

opal ivy
#

apparently what I'm wanting to do is Composable Blueprints.

cerulean raft
#

Can anyone explain what's happening here?
I know MapRangeClamp takes for ex 5 in 1-10 to output range say 1-100 and returns 50, but what will happen if the input value is 5 and our in range is 10-20.
Also what this function overall does?
Here is what I understood, we take x and y value as input(input value varies between -1 and 1) and for x output we multiply it with new y map range(1-1.2) and clamp between -1 to 1. And in y map range we get absolute value meaning our input for Map range clamped is in range 0-1 but again why map it between 0-0.6

opal ivy
#

So, I've got a Blueprint Actor Component, that has variables that are HISM Object References. But I don't have any way too actually set those HISMs up

#

Is there any way to get this working without having to manually add 5 HISM components to my main actor manually, then use my construction script to set them to these variables?

rugged wigeon
#

I would like to spawn enemies around the player character, but not within a certain radius so they don't often see the enemies appear. The enemies need to appear on a navmesh. How can I pick a random location that is between X and Y meters away from the player, on the navmesh?

rugged wigeon
#

That only uses an upper bound

#

I need a lower bound also

#

Since the only bp methods available seem to use upper bounds only, I'm guessing my best option is to just pick a random direction, then pick a random point within (x-y)/2 meter radius circle that is (x+y) / 2 meters away from the character... Feels a little dumb

tame grotto
#

what do you mean upper and lower bound? X and Y?

rugged wigeon
#

Pick a random point that is between 5 and 10 meters away from the character

tame grotto
#

you can do some rand math on vector before you plug it into this node

#

you get your player location in the world as a vector

#

and manipulate it as you need

rugged wigeon
#

wait, how does this node work exactly? My sense was that any pure nodes don't cache their result. So if the return value bool is False, and I want to validate that it's a valid coordinate first, isn't the vector result lost?

#

Like, you can't check that the return value outputs == True and then use the result of random location without rerunning the nav query right?

tame grotto
#

it only returns you a vector point on navmesh, its a pure node it doesnt change anything. And if as an origin point insert your player location it won't fail

cerulean raft
#

What is this function doing here?

#

inside the function

tame grotto
#

into the radius you can hook clamped random float and it will do exactly what you need

rugged wigeon
#

@tame grotto What I mean is in this scenario

#

The function is going to be called twice per my understanding, and the bool value used to validate the point isn't related to the vector printed in the second step

tame grotto
#

leave the bool alone. If you have one default navmesh, you shouldn't even concern yourself with it

#

just hook the vector output to the spawn actor logic that you want to implement

rugged wigeon
#

I feel like that's going to result in a lot of actors getting spawned at 0,0,0 because the coordinate is invalid.

tame grotto
#

why o.o.o? You said you wanted to spawn around the player so as a point of origin get your player's location vector

#

radius as i said just clamped random float

#

or random float in range

rugged wigeon
#

Player is red dot. Brown is inaccessible area. Light green is where I'd like to spawn the enemy.

dawn gazelle
#

If you're using a random value in the node, then store the random value rather than inputting it directly so that the call will pull the same value.

#

Err I understand

#

The issue is on the output side.

rugged wigeon
#

My tangential issue with not understanding how to use two outputs from a pure node, yes :p

tame grotto
#

why do you need two outputs? You mean two vectors from the node?

dawn gazelle
#

The issue is the node has two outputs.

#

And because it's a pure node, each one of these fires the node when called.

#

Use this instead.

tame grotto
#

i have a hard time understanding what you want

rugged wigeon
#

I think Datura's suggestion is better here. I'll try one more time to define the larger problem.

tame grotto
#

but the pure node can also be called without touching the bool output

dawn gazelle
#

Buttercup wants to validate that an appropriate random location is called, so the "Return Value" boolean on the node tells you that it is valid. If it's not valid, then it's going to return 0,0,0 or perhaps a non-valid location. The issue arises that if you use the boolean call first and it returns true, the location being returned won't necessarily be the one that was validated.

I believe those pure nodes are getting removed in the future as I do recall there was a discussion on here before about it.

rugged wigeon
#

I want to spawn an enemy in the green donut area. Not too close, not too far. All random point functions only let you choose what is too far. I can sort of get around this by choosing a random point within the middle of the green donut. Middle meaning between the inner and outer edges, at some random rotation. Then from this point, choosing a random point within a radius that keeps me within the bounds of the donut.

But in the picture above, there's a big brown wall. If I randomly tried to choose a point here, I would not be able to find a valid navigable point, so the function would return (0,0,0) and False.

#

But if I can cache the return value and the coordinate... I guess I can check if the coordinate is valid, and if so, use it, and if not, try again with a different rotation.

#

Though this feels only mildly better than picking random points within the outer radius until I get one that is beyond the inner radius.

tame grotto
#

first of all, you can also choose not too close by clamping the float radius as i said. Second - now i see your point with the bool. Is there still a navmesh in the brown area?

#

say your inner radius is 20uu so you clamp the minimum to 20

#

or wait

#

yeah i think i'm wrong here lol

rugged wigeon
#

ah ok, had me confused. np

tame grotto
#

yeah sorry lol

rugged wigeon
#

thanks for trying. I'm not thrilled with this solution but it seems good enough for something done somewhat infrequently.

tame grotto
#

you can make some sort of collision sphere and destroy anything that spawns inside it, that way you can kinda limit the radius

#

but i think its a sloppy way

dense tulip
#

Is there a way to snap splines points to vertices of a different object ?

rugged wigeon
#

@cerulean raft I'm not totally sure but at a glance I would guess that's trying to scale analog stick inputs so that if you hold it diagonally, you're not pushing inputs of 0.5, 0.5.

cerulean raft
#

so it can return 0.5?

opal ivy
#

I have ended up resorting to changing my component into a full blown actor, and using Child Actor Components

#

feelsbad

opal ivy
#

199,600 array elements. Does this number have any relevance to anyone?

proud sable
#

I have some spell projectiles that spawn in a random location behind my character using the camera's rotation but I need them to converge on a single point, how can I do that? I have an actor where the projectiles should end but I'm not sure how to get the converging effect.

The screenshot is what I have so far but it just sends them straight ahead, so almost none of them ever hit the cursor target

dawn gazelle
#

Things are spawning around the player within a defined hollow circle within the navigation range πŸ™‚

proud sable
#

I think I figured it out πŸ˜… Tried something similar before and it didn't work, but it seems to now

opal ivy
#

composing transforms makes my brain hurt

muted comet
#

anyone got knowledge in gamesaves BPs?

wicked magnet
#

I'm playing a level sequence from my blueprint that uses a standard cine camera, and for some reason my 3rd person player camera doesn't switch to the cine camera. It animates objects in the scene, but just stays on my 3rd person camera. Any idea what could be preventing the switch between cameras?

muted comet
#

not a clue

opal ivy
muted comet
#

I'm attempting to make a collectibles thing and it requires boolean's being saved in the game save PB, and in a certain world it checks if you have these variables ticked so it it determined to show the collected items or not. at first i thought it worked, but after i turned my game off and on i found that collectibles that were found were missing, i have other things in the game save file that save but every time i try to save these ones, after turning off and on the game it resets the bools to default. anyone got a clue why?

#

this is the process it goes in
all in my player character
i save other things in this savegame BP like sound settings and graphic settings, it all works fine, but its the artifact finding/saving that dosnt work

#

this is what is in my savegame vari, ignore the array at the bottom

lament ginkgo
#

Looking for a best practice suggestion. If I have an array on my player character which is his inventory, and I want to add an actor to it - what do I do with the actor in world? Do you generally set visibility to false? I tried destroying it, but of course then you just get a null reference.

#

And if you do toggle visibility, do you just leave the item where it is, or do you generally attach it to the character or some invisible object to just get it out of the 'level'?

faint pasture
#

Make the struct, remove the actor or vice versa

lament ginkgo
#

Why a struct over an array?

dawn gazelle
muted comet
#

let me try something for you but yes that's what keeps happening, i have been able to confirm it works, the artifacts appear in the level, but after turning the game off and on the artifacts disappear

#

ye tried print string to confrim it went to false after turning it off and on

#

and can confrim, it resets

#

ok the red is the artifact bool and the light orange color is my volume apon starting the game. to show i can save stuff

dawn gazelle
muted comet
#

yeah, i get saved

dawn gazelle
# muted comet

Can you show where the original value comes from that you're plugging in for this save game object?

muted comet
#

yep

muted comet
#

thats the details for the save node

dawn gazelle
#

Get rid of this cast.

#

If you're feeding in the right class of object it should be fine.

muted comet
#

yep, it was not there before but since it wasnt working i was willing to try anything

dawn gazelle
#

Ok so are you calling "Which Artifact" in SPExplorer when you're collecting the artifact?

muted comet
#

yep

#

so thats a simple line cast that gets the objects tag to determine which artifact it os

#

is*

gentle urchin
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Are you sure the tag returns true ?

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And would it not be easier to just save the tag ?

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compared to making it into.. 9 different bools

muted comet
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ye it does cozz it should get to the save point if it didnt

gentle urchin
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the bool part is also not very flexible..

muted comet
#

it makes it all the way to the save point and even saves, but after restarting the game it resets the artifacts

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not volume tho

opal ivy
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When I Compose Transforms, it blows one of them way out of control and I'm not sure why.

gentle urchin
#

Personally i'd probably just add the tag to an array. Then check if it exists in the array,... flexible, simple...

muted comet
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i did attempt using a array but i read they have trouble saving, hence why i just left it for now, turns out saving is just not working in general so i gotta find a fix for that first

gentle urchin
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I'm saving just fine so i guess it gotta be on your end then πŸ˜›

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2 sec ill try saving an array also, just for the kicks

muted comet
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i mean ye, obiously lol

dawn gazelle
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Can you show the logic you were using to print these?

muted comet
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ye np

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it was in my game instance

muted comet
dawn gazelle
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Ok so you started a game -> collected AF1 -> quit game -> then screenshot'd the outputs... Just to make sure, your load save game in your game instance is referring to the same save game slot name right (which is "Settings" within the SPExplorer)?

dawn gazelle
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I'm getting somewhat stumped myself @_@

muted comet
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just to clarify that it does

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i thought i had this 100%

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it works, i go into the level where it will display the artifacts and it displays if you find them, then you close the game and start up again to find they are gone

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in theory anyways

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would it have anything to do with saving game settings within a character BP

dawn gazelle
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Shouldn't.

muted comet
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it has to do with the restart point of the game sure

dawn gazelle
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... are you by chance saving when quitting the game?

muted comet
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ye

dawn gazelle
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that's it.

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Different object references

muted comet
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wot

dawn gazelle
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You have a save game object reference in Game Instance irght?

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And that's what you're saving?

muted comet
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yep

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omg

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wait

dawn gazelle
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So that save game object isn't the same one you've modified and saved.

muted comet
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i think i know what u mean

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ur right i am

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ok geez that took too long to find

dawn gazelle
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So... Probably best to do the control of the saving within the save game instance - pass the info to the game instance instead and let it do its thing with it.

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and it can just keep using the same object.

muted comet
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alright ill do some testing quickly

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its good

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alright ty so much

lament ginkgo
#

I'm trying to debug a blueprint but when the blueprint runs, it seems to be completing REALLY fast, like half a second; I can't see the full trace, does anyone know why it does this?

mental swallow
#

About the Water System introduced in 4.26. I have a WaterBodyRiver and when trying to stretch it to a certain location, the water wasn't fully created. I tried to create another WaterBodyRiver and noticed that on some areas on my landscape water doesn't get spawned. I can see that the WaterBody is effecting the landscape, but yeah, it's missing the water.

Is there something I have to setup somewhere? So I can work with a bigger landscape?

dawn gazelle
lament ginkgo
fiery lark
#

Can anyone help me with my progress bar? I fill it up and it works perfectly but when it gets to 100 the bar disappears

gentle urchin
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Some logic doing that then,

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Some screenshot of it would be nice

gentle urchin
fiery lark
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I figured it out lol, it was just shitting itself when I converted from integer to float

fair sun
#

how do I set my map element to a new one? an equivalent to

Map[Key] = value
burnt nest
fair sun
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thanks

sand yacht
#

How do I make the sphere cover the entire mesh? I can't move them individually since it's inherited and it's parented to the mesh

burnt nest
sand yacht
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that automatically moves the mesh with it for some reason

burnt nest
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Huh. Did you select the sphere? Because the mesh is selected in the screenshot

tired chasm
#

Hey yall! I got a question. If I do a line trace and hit an object like a Cube, is there a way to get the local hit location of the cube I hit? The important part is that it has to be local to the cube.

gentle urchin
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removing actor location should give you local

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So HitLocation - ActorLocation (of hit actor) gives you the hit relative to itself

tired chasm
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I'm trying it, where do I get "of hit actor"? and by hitlocation did you mean the impact point here?

gentle urchin
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Hit actor is a pin there

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drag from there and do "Get actor location"