#blueprint

402296 messages · Page 686 of 403

gentle urchin
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Its easy enough to get the first reference, since we're interacting with him/her, but having a dynamic third part entering the chat is not so obvious to me how it would be done

surreal peak
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I usually have a Manager Component on my GameState

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The Actor in question gets the GameState on BeginPlay

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And adds itself to an array on the component

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You can make that more complex by using a Map with GameplayTag, Struct

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Where struct holds an array of actors or more info

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And GameplayTag is something to further organize the actors

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Makes it easier to grab the actors of a specific group

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E.g. I have Cameras in my level that have PostMatch and PreMatch tags

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They register to my CameraManager

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And I can ask for a camera with that tag

gentle urchin
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that sounds like a pretty solid way of doing it. Thanks !

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fairly obvious now that its out there 😛

surreal peak
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Honestly not sure, Haven't looked at that component yet. But if you don't want acceleration, then that sounds like what you could do. Or stop the player from providing input

sick sapphire
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Ok i basically set up a thing that makes it so that throttle input only works if its in the opposite direction the car is travelling
Thanks for the help

weary bay
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I have a few levels that I load. In only ONE of those levels, all of the StaticMeshActors lose their mesh references, thus the meshes don't show up.
When I fix up redirectors, they DO show up. However when I close the editor, I don't have any changes in my git changelog. And it will also not be fixed when I re-open the editor. Only after fixing up redirectors again.

Is there something I can do to fix this or do I have to remake the level?

surreal peak
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You should def fix up those redirectors

fiery lark
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Does anyone know what this orange circle around my ai is?

gentle urchin
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Some sphere debug

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possibly from hearing if you're using AI perception

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hard to tell without seeing the actors component hierarchy

fiery lark
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Okay it's probably from perception then

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Thanks

lofty hound
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Does "Get all actors of class" also get child blueprint class ?

celest steppe
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is there a way to read if the input of an input event comes from a keyboard, mouse or gamepad?

native terrace
tawdry surge
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@celest steppe I don't think there's a node for it, but you could always just make a different event for each input device and run them all to the same logic

celest steppe
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that's what I'm currently doing. Well, if that's the way...

tawdry surge
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Why do you need to know if its a keyboard or gamepad?

celest steppe
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because we want to switch the UI prompts accordingly

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y'know, if the user used the gamepad then show only gamepad prompts, et vice versa

tawdry surge
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That would be a console packaging step wouldn't it?

celest steppe
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nope, gamepad on PC

tawdry surge
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Xbox vs pc vs Playstation

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Oh..

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Idk how you'd handle that

celest steppe
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I could try using the Get Input Analog Key State node

tawdry surge
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Like what the proper way is

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Doesn't that just return 0 or 1 depending if its pressed or not?

celest steppe
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I think yes, but I can compare that with zero

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eg. Input event MoveForward, if the value of the thumbstick is 0, then it's keyboard input

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or even better, if the input is the same as the axis value from the event

tawdry surge
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So you have to wait till they press a key b4 you know which ui to use?

celest steppe
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yes

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We'd need to assume one for the start, but that's a design decision, I believe

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because, what would we do if someone has both keyboard and gamepad connected? we can't possibly know what the user would want to use then

tawdry surge
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Why not just make it an option in settings? Gamepad or keyboard input check box

celest steppe
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since this is just for some demo we want to avoid settings at all

tawdry surge
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Oh then I'd just pick one.. focus on the actual game and worry about gameplay style options later. It's easier to make it feel more finished if you have a single target device anyway

celest steppe
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yeah, but that's not my decision. And for that demo we sadly can't really do that

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at least we have a dedicated UI designer

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(and an experienced, too)

tawdry surge
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Well nice ui always helps. Im sure there is a proper way to do that. It's common enough to have a pc gamer use alternative input devices

delicate folio
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hey i was wondering if anyone could help - following a tutorial i made a character selection (car selection) function in the main menu but im stuck on how i can get the players chosen car to respawn when necessary for example if they flip the car over

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i tried to essentially replicate what is above in the screenshot trying to refer to the arrow count variable within the player controller where the respawn event is but it only respawns as the first vehicle in the list

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it respawns perfectly just not sure how to make it respawn the players selected vehicle

burnt nest
delicate folio
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i was thinking that but im not sure how to go about storing *the players choice

thorny narwhal
delicate folio
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nevermind

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my epiphany worked

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for some reason it didnt work the first time but it works now

burnt nest
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Good! 🙂

delicate folio
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so in order to spawn the player to begin with - it was referring to the game instance to set the player class

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not sure how well you can see it but i basically realised i just need to do the same for the respawn function and i dont know why i didnt realise that sooner lmfao

burnt nest
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It comes with experience. 🙂

storm swallow
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🙂

burnt nest
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That's the issue with following tutorials... a lot of them teach really bad practices... 🙈

delicate folio
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yeahh i never did character selection of any kind so just went with it to make sure it worked exactly as the tutorial did lmaoo ty for the help

celest steppe
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what's the best way to have some debugging output in a blueprint, depending on a boolean variable (which can be set in console, for example)?

tawdry surge
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Visual logger is nice depending what you wanna debug

celest steppe
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I was more thinking of some gameplay debugger like interface, toggleable via a console command if that's possible

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or similar to stats, but with custom variables

tawdry surge
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Check out Mathew wadstein's channel. He's got a few playlists about executing console commands through blueprint and widgets, and all the various built in debug stuff

quick grove
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guys, do u know why this code is not working?

surreal peak
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It probably does

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But opening the level will destroy the character

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Nothing despite the options you pass (which you can't really access in BPs) and the GameInstance survives a hardtravel like that

celest steppe
surreal peak
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UE4 has a CheatManager too

celest steppe
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yeah, but I don't think you can add custom commands to it using blueprints, or can you?

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that would be great

surreal peak
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Probably not

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Time to learn C++ :D

celest steppe
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It's not the issue with me using C++ (I can and I prefer it sometimes). But this small demo project should be done in UE5 in the next month

thorny narwhal
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UE5 is Early Access

celest steppe
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I know

thorny narwhal
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why is a project due next month on a platform that won't launch for a year?

celest steppe
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it's just the demo. our game will still be developed using 4.26 and then we will switch to UE5 when we are near full release

thorny narwhal
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I'd make the demo in 4.26 then... just me though

celest steppe
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for this demo it's also fine to have some instable crashes or something like that

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and we are careful

sand shore
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interesting. Trying to check out 5 on a vertical slice to be sure?

thorny narwhal
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UE5 isn't just unstable, it's in active development though

sand shore
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Otherwise, are you leveraging the new tech for the demo?

celest steppe
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we use the new tech

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(well, not all of it)

thorny narwhal
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is it needed for the demo though?

sand shore
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Consider a player who buys because of the awesome lighting and/or detail in the demo but is disappointed in the full game if you cannot port in time.

thorny narwhal
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just trying to save you headaches

celest steppe
sand shore
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Eh

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If it works out, greay

celest steppe
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we tested many things before deciding about that

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and we are always very careful when it comes to new features

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for example, world partition is nice (data layers and all), but we can't really use it since many things are completely buggy right now. -> early access

thorny narwhal
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Just sounds like one of the countless posts about trying to use UE5 when it's not ready yet....

The only reason it's in Early Access this early is for testing feedback from experienced devs and to build hype really

thorny narwhal
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gotcha, not using it didn't know

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obviously... I was just saying deciding to use World Partition is core to how you're going to layout your levels etc

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well you brough WC into the mix, I was saying vs "regular" levels

celest steppe
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our plan with world partition is currently: for our demo we don't need it and who knows if we really need it in the actual game. We could totally do it the traditional way (we don't have an open world game)

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and for the demo we can also disregard performance a little. It doesn't need to run 60fps

thorny narwhal
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well sounds like you have a reason, just giving the old wait on UE5 advice

fallen glade
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is there a node to check if a point is reachable by a pawn? not the random ones

maiden wadi
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Possibly ProjectPointToNavigation, or whatever it's called.

gentle urchin
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Cant the nav mesh be queried aswell ?

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Assuming nav mesh is used ofc

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FindPathToLocation

fallen glade
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didn't think about that one haha

candid blade
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Hi! noob question, I’m trying to create ripples that spawn where my character stands on water, I got a particle system working for footsteps so the water mesh does have a physical mat already but I couldn’t figure out how to spawn the ripple since it needs to be constant
What’s the best way to do this?

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I already got the particle system ready for them btw, i just don’t know how to get a constant spawn on that specific surface on my location

wary tinsel
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Hey guys I need to copy a structure made of lots of coordinates, how copy that removing only odd numbers from index?

icy dragon
candid blade
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I suppose it’s possible to achieve with the anim notifiers I already got set up in my character animations for footstep sounds and fx, but again my issue is figuring out how to get it to spawn constantly while on the surface and it would track where my character moves on it

icy dragon
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If you want to have physically accurate ripple effects, you might want to look for render targets.
Otherwise, you can check for velocity and toggle the attached emitters accordingly.

spare wyvern
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Probably easy to do. I haven’t been able to find a tutorial for it. Maybe you guys could tell me how it point me to the right tutorial

How do you change where the character starts in a room depending on which door he enters?

waxen rose
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"APlayerController
PlayerControllers are used by human players to control Pawns. ""-- what is Pawns?

dawn gazelle
waxen rose
dawn gazelle
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A car

spare wyvern
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I’m guessing it would look something like this. Is there an easier way?

candid blade
stoic vortex
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hey, so I made a little system that makes turning smoother for a horse character, and it works great for the player, but I can't seem to get the AI to use it

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it works by directing left/right input to a "rotation target" rather than to actual movement, but the AI is still accessing the regular left/right movement

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anyone have any tips on getting the AI to handle input the same way as the player?

silk hinge
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Hi guys i'm running into an issu that I cant seems to find for the moment. I made a "variation" for fire projectile and speed depending on weapon type. I literally copy past the Fire base function witch has no issu but is targeted from my "weaponBase". The variation is not compatible with the weaponBase I make a variable that is reference to the weapon Variation and i'm running into this issu. I maked sure that the function in 100% the same the only diference is the target it self, any idea ?

scenic quail
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is there a builtin radians to degrees conversion constant?

silk hinge
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For who is that anser ? 😄

spare wyvern
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I think this should work. I think it's not because maybe it's excuting too late. Is there a node that executes before Event BeginPlay?

bleak sable
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How should I go about having a multi-character save system. Like an MMORPG but on a local save.

gentle urchin
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You could check out how diablo is doing it
Seem to remember one slot per char. Local save had authority (dont think there was an online backup actually) when it came to info going to server.
Not sure if you ment online was an option at all but the idea would be the same. A saveslot for the character, holding the same stuff as a regular slot would have

sonic silo
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İs there a way to finding corners of objects using their collision uv

open crypt
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Advice is solicited - How do I get a damn random point in a given nav mesh

stoic vortex
open crypt
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I think you are right but I want to be able to get a random point in a nav mesh

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even if i can just get access to it's extent or something

stoic vortex
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I would try creating a dummy pawn, make it invisible or something, and hook it up to that Get Random Point with a very large radius

open crypt
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that's clever

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could I do this before run time in an editor utility

stoic vortex
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no idea, sorry, I just happened to know that one

open crypt
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And does "get selection bounds" mean just the size of the rectangle you draw, or the bounds of any selected actor?

stoic vortex
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I don't think I know that one, where are you using it?

open crypt
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in an editor utility

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basically I want to be able to get a random point in a nav mesh and place down an AI BP there

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plan b is to just do a stupid box volume and get a random point in that but it's not as precise obviously

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I like the idea of doing it before runtime as well, just makes it easier to visualize and tweak things

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interesting - it worked once but that might have been a fluke

stoic vortex
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I'm not knowledgeable enough to touch handling anything before runtime, but I guess my two questions would be: does it need to be random, and does it need to happen before runtime

open crypt
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and then I crashed the eidtor

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It needs to be random but the constraint will the nav mesh, which I why I want to use it

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the happen before runtime isn't critical, it would be nice but it's not a requirement

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most things you can do that involve spawning can work in editor utilities

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thing of it as a construction script but for everything

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lol weird

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it work once

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the second time, it crashes the editor

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the is the second time it has crashed the editor, after using it ONCE in each case

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I had put a script that deleted the pawn as soon as I spawned my testcube

stoic vortex
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I don't have any experience with editor utilities, but if you have a custom event set up for this, could you just call that in editor (linked up with a dummy pawn) and have it return your point?

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sorry, I really shouldn't be trying to help with this one, I don't know enough

open crypt
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no, the dummy AI is a clever idea

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even if you aren't keen on the pure logistics, I believe the was the right approach

runic parrot
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Hi! a few persons who worked on game development industry for quite some time told recently that you usually finish your product using c++ and blueprint is mostly for prototype or mockup + UI.

Any comments on this? would love to know also if you have experience on the area

golden wren
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Yeah, BP can be used for Prototyping but just do whatever you are comfortable with... I like to mix C++ and BP.

open crypt
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Plenty of games that are BP - C++ is just going to maximize performance so stretch as much performance in the code but BP has caught up a long way to bridge the gap

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BP very good for allowing artists to "code"

runic parrot
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what parts do you think it's best to leave for C++ and wich ones for BP?

open crypt
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So apparently this work lol

runic parrot
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jajaja

open crypt
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As far as I can tell - if even respects the higher nav cost (though that should still be reachable so it should be spawning there )

runic parrot
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variables, methods and logic implementation should be on C++ and design on BP?

golden wren
runic parrot
# open crypt

that looks like it's going to be quite expensive when you spawn a few actors

sudden zephyr
# runic parrot variables, methods and logic implementation should be on C++ and design on BP?

Not a dev but pretty sure it's such a ambiguous and broad question that nobody can answer as it's a factoring thing. As in, it's a factor of what you're doing, if it's something simple you can leave it as a BP, if it's something that could need more performance and you know C++ can achieve that, you go with that. It's really on a per to per basis.
Some things are more obvious to do in C++ then others but end of the day, it's up to the dev (you) to know/decide/figure it out/try it out.
Welcome to game development, where in a few clicks or 1 typo, everything can go to s***. xDDDDDD
¯_(ツ)_/¯

runic parrot
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yeah, i kind of assume that it's up to each one to decide how much in C++ and BP.
But since i'm still new to unreal and unexperienced with the performance benefits of C++, it's hard for me to calculate what is best to leave to wich way of coding

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for something small, like a clash of clan (in terms of computer requirements) would you say it's worth to even use C++ or BP would handle it just fine?

river spruce
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whoops nevermind, i added a rotating movement and didn't realize

sudden zephyr
# runic parrot yeah, i kind of assume that it's up to each one to decide how much in C++ and BP...

It comes as you come along with it so. Keep one thing in mind, things you can do in BP, you can do in C++, things you can do in C++ can't always be done in BP so... If you can get good enough in C++ at that point, BP should come much easier for prototyping or simple adjustemnts etc. So if you're looking to focus on something, I guess it could be C++. ¯_(ツ)_/¯
And also, new or not new, it's also on a per game type/per project basis too. Usually what comes with experience is that you done so much to know what can be a BP and what needs to be in C++ but at same time every game dev tries to do new never seen things so even they don't know all the time what works as BP and what in C++ so they adjust after the fact, mostly from a BP into a C++.
Literally nothing in game development is (what should I do - do this) as there's so many things that can be done in so many ways, it's up to you or your knowhow to do whatever.
And since you're even asking, pretty sure you can easen up on the burden on performance and just dev away and see how it goes I guess. 🙂

clear marsh
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hey everyone, I have a problem that leaves me really puzzled. In my first person BP I have a SceneCaptureComponent which, when you press a button, takes a screenshot from a birds eye, top down view above the player with the node "Capture Scene" to a RenderTarget. I use this RT as a texture in a Decal Material and it gets thrown onto the wall in front of the player. Basically the player is making a graffiti of a minimap that stays there on the wall! The problem is that this way, when I make the second graffiti, the first one also gets replaced with the updated SceneCapture, so if I do it five times, I have 5 times the same grafitti which are all based on the latest screen capture. I tried messing around with Dynamic Material Instance and Set Texture Parameter but can't find a solution. I think I either need to somehow create, store and access a new texture for each screenshot (the textures do not need to be saved between play sessions) or make the previous material stop updating. Do you have any idea how this could work?

candid blade
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previously I asked for help trying to figure out how to have my character walk on a certain surface and have a particle system spawn and follow me (sylized 2d water ripples)

trying to get the bool is water to go true when stepping on a particular plane. for some reason this doesnt work for me, any ideas?

sudden zephyr
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Cuz with that print string, you're not 100% sure what does not evaluate. Obviously you can prob tell if the trace turns green but we don't know and you'd be surprised how many actually forget/miss that. xD

candid blade
sudden zephyr
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Uhm, I'm just saying that we don't know which branch does not fire when it's supposed to so you need to check just to be 100% sure.

candid blade
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oh, when I step on the plane it prints false even though I want it to be true

sudden zephyr
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Yes I assumed that much. xD
Buuuut. as said, print out more info

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A rough aprox of what you're doing:

candid blade
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OHHHHH

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I GET IT NOW

sudden zephyr
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When you don't know what it is and don't want to fiddle for too long, check ALL THE THINGS. xDDDD
Print is love, print is life.

candid blade
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i have no freaking idea why this is happening even with the prints at this point

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wait jk i just got it to work

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thank you

latent basin
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Hey guys, im trying to make a car and for that I used physics constraint on my wheels, but wheen i wanted to make them turn (by setting their rotation) they just start to get all wobbly, like the game doesnt allow them to rotate, anybody knows whats the problem?

open crypt
desert juniper
zinc wasp
desert juniper
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print stings are useful, but it'd take 10x as much time to debug the original message with print strings than it'd take to use proper debugging tools

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I always take it as anyone who says anything remotely similar to "Imo. Breakpoints are annoying, print string is the way." haven't properly learned how to use debugging tools

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Learn to use both and it will make development so much easier 🙂

zinc wasp
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Your probably right but still annoyed at the pausing every second.

desert juniper
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Oh yes, only use it when you need to, and disable as soon as you don't need it anymore

past coral
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Is there a blueprint event that executes when an actor is destroyed?

desert juniper
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For print strings I use them to show validation that something worked, but if I need to fix a bug, debugging is the goto

maiden wadi
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@past coralEndPlay I believe is called shortly before it is invalidated.

open crypt
stark marsh
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Hey i have a small issue and im not sure why it isnt showing im really new to ue5 so still dont have a clue what most stuff does but i was following a tutorial video and when the tutor puts down his variable it shows a target and a actor below it which i need mine only shows up with a target lol anyone got any ideas?

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there should be a actor under the target for the variable but im really stuck on this one hahaha

desert juniper
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You made this node when you created your BPInterface class, so you have to make the functionality for it.

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If you don't see an input/output node on it, it's either because you didn't make one, or you did, but didn't compile the blueprint yet

stark marsh
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i see so im assuming i need to add actor as a function in the BPinterface for character actions?

desert juniper
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no

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you probably want to have an Actor object on the OnHit function in your BPInterface class

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Take a screenshot of the BPInterface window (with the OnHit graph showing) (entire editor)

stark marsh
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this?

desert juniper
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that's the right graph but the details aren't showing

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click on this

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and see if the details show up

stark marsh
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im assuming i need a input? lol

open crypt
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Need a simple "put on ground" linetrace function that will find the ground when an object is spawned above it and drop it to the ground ,similar to the editor END shortcut

desert juniper
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@stark marsh

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You're missing an Actor Object input here

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Click on the + sign to create a new input variables

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Of type Actor (Object)

stark marsh
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Ohhhh so i just need to create a imput and write actor there?

desert juniper
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And give it a name "Actor"

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yup 😄

stark marsh
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Thank you so much omg the littlest things mess me up XD

desert juniper
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it's up to you what to do with it

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no problem!

open crypt
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What's wrong with this line trace - trying to get the ground beneath the actor (so I can move an item above the ground when it spawns)

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tried also the location of the actor and -10000 below to to trace too

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didn't get any hits which means maybe a collision problem

desert juniper
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this doesn't seem helpful

open crypt
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yeah I always get confused

desert juniper
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oh i see i was confused by the nodes going behind it

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my bad.

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i think you have them swapped

open crypt
tawdry surge
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Try inverting after the add node

open crypt
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look at that second screenshot - is my logic off?

tawdry surge
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Doesn't look like it..
Where does the debug line draw?

open crypt
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it doesn't but this is an editor utility

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ironically no debug

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errr

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i was wrong about that lol

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Just how do I get an actor to to be sent to the ground below itself

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give it spawns in a random point

zinc wasp
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SetActorTransform

open crypt
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How do I know what to set it on

zinc wasp
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Not really sure what your trying to accomplish, so I just stated the obvious. Sorry.

tawdry surge
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You can move the actor location to the spot of the hit, but if you're trying to get a random object placement its gonna be a bit of work

civic spruce
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Hi, I'm having a problem when starting the PIE. The character appears where I want but its not possessed. When I try in other map it works fine. Any idea about what it can be?
The Cast fails always on one map

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The GetPlayerCharacter is always returning none

scenic quail
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what is the blueprint equivalent to c#'s "||" operator?

scenic quail
scenic quail
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ty

desert juniper
tawdry surge
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@civic spruce is the game mode/ player controller set correctly in the level's detail panel settings

civic spruce
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I think that I discovered what's going on.. let me confirm

civic spruce
bright dirge
civic spruce
scenic quail
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Ty Amaze

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is it possible to make custom constructors for structs via bp ?

white lynx
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you stuck with the default one and that's as good as it gets

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You can make blueprint functions for them though... but that's a painful wrapping method

scenic quail
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what would be the right approach? I need a bivector3 that has some operator functions

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and i have a blueprint that has a function which needs to return as that type

runic parrot
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Any idea on how to order an array of certain structure by one of the structure's variables?
(Array of characters)
Character:
-Lvl

i want to order it by level

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in the most lazy and eficient way posible

tawdry surge
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A map probably

scenic quail
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@white lynx if I wrote a custom ustruct with c++, could it be usable as a return type in BP ?

white lynx
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you'd need a function library / set of static functions to expose your struct cpp functions

scenic quail
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do you have any url's you could point me to for reference? i remember going through a few and having a lot of bugs when trying to get them to work

waxen rose
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is there visual explain about charterer movement coordinate system explain i can't understand 1,-1 i add in scale when i build the input structure

runic parrot
# waxen rose is there visual explain about charterer movement coordinate system explain i can...

What is the Add Movement Input Node in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup

▶ Play video
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that same channels have videos about all the types of movements

white lynx
scenic quail
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nono

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the struct

desert juniper
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yes you can use the struct in BP. that's why you call USTRUCT

white lynx
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? ```cpp
USTRUCT(BlueprintType)
struct FMyStruct
{
GENERATED_BODY()

UPROPERTY(Specifiers)
MyPropertyType MyProperty;

//Etc
};```

desert juniper
#

^

round edge
#

what node do I use to change what the current mouse cursor state is? I see how to change the texture for the state, but not how to set the actual state.

#

oh, "set current mouse cursor", NVM

storm swallow
#

hi! i am trying to get the Android device S/N and i try to use the blueprint node Get Device ID but the code it returns doesnt match with current code....does anyone knows how to get the actua SN and what is the code unreal is returning?

#

above is actual SN and below is the code UE returns

delicate folio
#

hey guys i was wondering with this blueprint for checkpoints

amber coyote
#

Anyone here have experience with animation blueprints? Have you had problems with a blueprint variable resetting back to the default value on every frame?

delicate folio
#

how could i create something like a race position table like the top right here

amber coyote
delicate folio
#

for example in gta 5 races theres checkpoints and i assume its done based on whose closest to the final checkpoint

#

but i have no idea how to check that

zinc wasp
#

Get distance to?

delicate folio
delicate folio
zinc wasp
#

Make a spline.

delicate folio
#

the racetrack is a spline the checkpoints are its own blueprint

zinc wasp
#

Get the distance along the spline and the one furthest from the the beginning is in lead.

#

And so on.

delicate folio
zinc wasp
#

Well you'll have to use laps as a score as well.

#

Distance + laps

#

Normalize the track.

#

So a full track would = 1

#

Than keep adding the normalized range than a 2nd lap would = 2.

#

I never done this but thats how I'd go about it.

amber coyote
scenic quail
#

is there an event that is called whenever an inspector item has changed?

#

for (this)

pure walrus
#

workflow 😚

foggy escarp
#

How does anyone ever work with that?

wind sequoia
#

they dont

novel storm
glass crypt
#

Hi, I've been trying to move an actor along a landscape like a character. I decided to reparent and just use the movement input logic from the ThirdPersonCharacter class, but I can't get it to work. How would you approach this? Thank you.

dusky dome
#

and nice people, I also have a question as well XD

#

I was tring to use pass-by-reference option to change the input params, however there is no "set Float ref" node for me to add here, even though I already set the param to be "pass by reference"

lament ginkgo
#

Can you insert an item at the END of an array? Or is that just not something that arrays do?

dusky dome
weary crown
#

or add another one onto it

dusky dome
#

it will add the new item to be the new last item

lament ginkgo
#

So if there are 2 elements, this would be index 2

#

Cool, thanks

dusky dome
#

well

pure walrus
#

1 xd

dusky dome
#

index starts with 0

lament ginkgo
#

Yeah

dusky dome
#

so it should actually be 1, but i think you get it

lament ginkgo
#

2 items = next free index would be 2. 0, 1, 2

dusky dome
#

it will be the new last

#

oh that's tru

#

true

lament ginkgo
#

lol I work in lua day to day and jumping between an index 0 and index 1 language messes me up all the time

pure walrus
#

fucking egyptians

weary crown
#

lmao

lament ginkgo
#

But yeah, that's the ticket - thanks

#

I was using insert which I guess puts it at 0?

dusky dome
#

you can put it anywhere, using the index

#

figured out my problem, just in case anyone wondered about it:

hexed ginkgo
#

@icy dragon so i turn on the lines again because i wanna see the problem, the character is above the lines. how would i move him back into the lines?

icy dragon
hexed ginkgo
clear meteor
#

This grenade... does anyone have any ideas what would cause it to spawn in a slightly different location depending on which direction I am facing? I've attached it to spawn from bones, sockets, the camera... but this problem still exists. Can someone take a look at this setup and tell me why it might be behaving like in the video? Thanks a lot.

#

It looks like it's coming out of his hand when it spawns on the right of the center but makes no sense when it goofs up and spawns on the other side in midair.

sonic gull
#

It doesn't, it always spawns in the same location. You actually want to spawn in it in a different location in world space. You need to make your offset relative to the camera rotation.

gentle urchin
#

and not taking into account which rotation the camera has at the point

#

Clearly I didnt read Haukes answer. He's right. Its early..

#

Another thing is that it'd probably make more sense to create a socket on the mesh where the palm is. Then you could just fetch socket location. In case you were to change anims etc, the setup would still work.

plush ridge
#

If I want a mesh to generate a hit event when hitting another mesh, do both need to have the option enabled or only the one that generates the hit events?

#

I seem to only be able to get it to fire if they both have it on (but it makes more sense that it would only require the one firing it)

surreal peak
#

Both need it

clear meteor
#

This is the code that worked in the end

clear meteor
sand bloom
#

Does anyone know a way to do this

#

I need to have a custom event trigger when my character overlaps an area and that custom event trigger a cast to destroy a certain object

gentle urchin
clear meteor
surreal peak
#

That's what the cast node wants

#

Check the pinned messages of this channel. There is an epic games stream about blueprint communication

sand bloom
#

ah I see I was trying to just make it refer to every turret I don't know how to make it find a specific turret lol

#

thanks

surreal peak
sand bloom
#

ah thanks ill save that link

burnt citrus
#

I have a question
Why people use Enum? String can do same things and have more scalability, isn't it?

tame grotto
#

because enum and string are completely different things

dawn gazelle
# burnt citrus I have a question Why people use Enum? String can do same things and have more s...

Enum you won't have spelling mistakes that could potentially break your logic, you have a specific defined list of values that you can even choose from when working in blueprints, and last that I can think of at the moment is replication is far cheaper for enums as they're just a byte value where strings are multiple bytes - eg. you could represent "Start Game" as 1 byte vs. "Start Game" as 10 bytes

burnt citrus
wind sequoia
gentle urchin
#

So instead of manually typing it in the top string box, i can select it in the list..

#

Along with grouping etc etc but thats just adding to benefits.

fiery lark
#

Hey guys it won't let me select an ai controller class that I've made. It'll let me select the other ones I've made but not this one, does anyone know why?

gentle urchin
#

Is it the correct parent class?

fiery lark
#

AiController should be the parent class, correct?

#

If so then yes

gentle urchin
#

Yepp

fiery lark
trim matrix
#

Hi guys! Have you been able to make unreal buoyancy work in rivers? I've been trying for a while but I couldn't

craggy trellis
#

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

simple imp
#

Perhaps a silly question, but if you use 'With editor' does that also return true when running from editor in standalone?

icy dragon
craggy trellis
chilly jetty
#

hi there

#

is there a way i can create a actor that blocks the player but everything else can pass through?

delicate folio
runic plinth
#

anyone up for a quickie question: many info describes adding components,but how do you remove a component you added from a static mesh actor on the level?

sudden zephyr
#

¯_(ツ)_/¯

runic plinth
#

Im not using blueprint..

sudden zephyr
#

I know it's not a static mesh, it's a skeletal one, but I'd guess it's the same.

#

Then level BP perhaps. It's still a BP, unless you mean while in editor where you want to place the actor and tick like a show/hide tick box to show the component optinally

#

Gotta be more precise with the question I guess.

runic plinth
#

tryiing to summarize then, I pressed that green button "add component" to an existing static mesh actor on the level; but I no longer want that component. How do I delete the component I just added?

sudden zephyr
#

select it and press delete? xD

runic plinth
#

oh ffffff

sudden zephyr
#

All good.
😁

runic plinth
#

now you can see why i was so frustrated. All the right clicking was either "copy/paste" or "collapse/expand"

sudden zephyr
#

Yeh, all good. We've all been there. xD

runic plinth
#

Thank you for your time 🙂

sudden zephyr
#

Don't mention it. 🙂

delicate folio
maiden wadi
#

@delicate folioRealistically, you're best off having some form of circular spline that is the "track". The game can compare how far along the spline the car is compared to other cars, and use their lap count to solve who is in what place. For instance, a car on lap 2 with 55% of the spline done is ahead of the car on lap 1 with 60% of the spline done.

delicate folio
#

would it be easier to do the spline way?

surreal peak
#

You can do both

#

First thing is the obvious: Laps

#

Then you can sort by Checkpoint in Current Lap

#

And then for between 2 Checkpoints you can use the Spline

#

That's actually 3 things

#

Laps is something you need to do anyway

#

The Checkpoint thing you could skip with the spline I guess

#

But if someone misses the checkpoint the list would state false positive

maiden wadi
#

Spline is also semi necessary if you want an easy "You're going the wrong way" indicator as well.

surreal peak
#

Yeah you can compare the normal of the car with the normal along the spline

#

( I think)

delicate folio
#

so im thinking -

#

the first is the blueprint for the checkpoints and the latter is for lap checking

#

they work perfectly fine but i wanna compare the integers of the current checkpoint against the final index checkpoint which is the last one then order the players accordingly - if there are multiple on the same checkpoint then use the spline to order it based on who is closest in distance to the next one? is that possible?

#

the main thing hurting my brain rn is idk how to compare the current checkpoint against the final the compare integer node doesnt seem like the right thing

#

and im not sure how to get the closest integer from the player list

surreal peak
#

Your PlayerStates should hold the last Checkpoint reached

#

And that needs to have an index

maiden wadi
#

You should just break it all down. Keep some simple data on the car, or maybe playerstate if you're doing multiplayer. The data should just be updated often. Set Lapcount when finishing a lap, set checkpoint count when crossing a checkpoint, and maybe tick the spline check or put it on a 0.05 to 0.10 second timer. Then all your UI needs to do is update it's place count with a simple sorting function.

#

To be fair, that simple sorting function might get brutal in BP. I'm considering access to C++ 😄

scenic quail
#

is there some kind of equivalent of "#if UNITY_EDITOR" in ue4 blueprints?

sudden zephyr
#

Uhm, is SpawnActor Spawn Transform Rotation a relative input? I'm so confused cuz when I use SetActorRelativeRotation afterwards, it's messing up it's rotation. o.O

maiden wadi
#

Spawn rotation is world rotation.

sudden zephyr
#

What I'm essentially trying to do (since I suk with math and rotations) is set a footprint by a linetrace impact normal and then thought to set relative rotation based on the foot.

#

Why does SetActorRelativeRotation mess with it then. o.O

#

Hm....

maiden wadi
#

I'm uncertain. I'm making a large assumption, but my guess would be that if this actor is not attached to anything, and you set the relative rotation, it'll just default it to world space since you're essentually just setting the rotation of the actor's root component.

sudden zephyr
#

I thought default scene root supported rotations, apparently it doesn't

#

I think you're right

#

Let's try this then. xD

burnt nest
#

Well, relative has to be relative to a parent. So if there is no parent, you can't rotate it relatively.

sudden zephyr
#

I'm assuming parent like that Scene I just added? Cuz the decal is rotated by default to face the ground.

#

So I'm assuming whenever I applied rel-rotations, it applied to the decal which fuked it up since it comes with a set of rotations by default.

#

I mean... Unless someone can help with this: 😅

#

Basically, one works perfect to align footprint to normal, the other works on flat surfaces to align to the actual foot direction, now I need to combine both and I got no clue how. No tuts cover footprint systems with angles/slopes on terrain and stuff, they just work statically on flat surfaces. I guess IK on foot could help with that but... I don't want to make it IK dependent since I'm yet to do IK, it's a beast to do.

maiden wadi
#

Most likely pawn owner forward vector, and hit location's normal as an up vector for MakeFromXZ

sudden zephyr
#

Otherwise, I wanted to cheat and... > set world to normal, use relative to rotate since I suk. xD

quiet stag
#

can someone tell me why the exit for the gate is not firing...i want to print hello as i am holding down the left mouse button

maiden wadi
#

Because it's never started.

sudden zephyr
#

Dead end

maiden wadi
#

Your left click opens and closes the gate, nothing sends anything through the gate initially to start the delay timer.

quiet stag
#

i dont understand...when i hit the left mouse button it opens the gate..does a loop and when its released it closes the gate

#

im confused

sudden zephyr
#

Yes but what triggers the ENTER???

quiet stag
#

ah okay so i got that mixed up then

sudden zephyr
#

Dead end or a dead end loop essentially

maiden wadi
#

You likely just need a sequence that first opens the gate and then enters, or opens the gate and starts the delay.

sudden zephyr
#

See the infinite loop?

#

It literally has that shape too xD Only rotated

quiet stag
#

i made a full auto weapon this way i forgot how i did it

#

and i cant find it on google

#

ok got it to work

#

ah damn no i didnt...now it doesnt fire if u release the button and then press it again

#

fixed

#

i found it thanks guys

sudden zephyr
#

Better yet, how about you tell exactly what you're trying to do because this system has definitely some dependencies that you're missing cuz at this point, based on what I'm looking at, I'm pretty sure there's a better way to do it (again, assuming since you're missing some dependencies this snippet clearly relies on).

#

You're just hacking it together at this point. I may be wrong ofc.

quiet stag
#

i am using it to create a full auto weapon while the mouse button is held down

sudden zephyr
#

And this is in you're char BP?

quiet stag
#

i just created a new project working on a brand new 2d game..so yeah

sudden zephyr
#

Ah, ok, nvm then, I guess the "weapon" is part of the char

quiet stag
#

yeah

#

its a small little project so yeah

sudden zephyr
#

Alrighty xD

quiet stag
#

;D

#

this is what i did so far

#

pretty happy with it right now lol

#

got jump run idle and shooting

sudden zephyr
#

Ok, most axies, I didn't try ZX >.>

maiden wadi
#

Debug the vectors with some long draw time DebugArrows.

sudden zephyr
#

Gimme a sec. Sorry! 😞

#

I did, how I know it didn't work.

#

Oke, so I can now successfully orient the footprint to the surface + the character direction. Now.... I have to figure out how to actually apply the proper rotation for the foot itself too.

#

Good God it's easy... Once you know. T.T

#

Finally figured it out. xD
Now this will ensure precision even with foot IK.
Thanks a lot Authaer for pointing me in the right direction.

#

If anyone ever stumbles upon this, here's the context for footprint line trace decal: It ensures that you can use the decal depth as shallow as possible to avoid seeing the footprint decal on your characters feet as well, but to also not get possible artifacts of overlap/clipping or simply missing the decal from the surface due to it's shallowness. The line trace align to normal will make it avoid such issues as much as possible so any of those issues don't occur. 🙂

north hedge
#

Anyone know why this would be causing an infinite loop?
I've used this before in BP and never had this issue. I'm kinda stumped (but it is almost midnight so I might be half asleep overlooking something)
https://i.imgur.com/r41k8pI.png

#

The boolean is C++ declared and is never actually used anywhere, so it can't be calling back to something else that is running an infinite loop

sudden zephyr
#

Maybe check where you call the event itself? Not nearly advanced enough but I'd say that the editor is telling you that setting this bool results in a loop, so anywhere where you do checks for that bool is probably triggering the event over and over again even tho it shouldn't. ¯_(ツ)_/¯

north hedge
#

Im literally not checking for it anywhere yet

#

its just

UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool UseAnticheat;

and then that

#

Which is why I'm so confused

sudden zephyr
#

Actually wait, it's not telling you that bool it's telling you that the event is in a loop, i'd assume as in, the event keeps being called. Dunno if that should be a thing even. I'm still too noob, better bug out. GL! xD

north hedge
#

Yeah, cheers

#

lol

#

Might reboot the editor, hopefully its just some old memory bs

sudden zephyr
#

Do tell if it worked, never know who might stumble upon that too.

north hedge
#

Nah didnt' fix it 😐

#

I might try a Do Once and see if that fixes it

#

its just strange because I've used this exact code iirc and there's never been an issue

#

Now its the Do Once

sudden zephyr
#

Something's up with that even and I'm not sure what.

#

What kind of event is that? Is it a custom one or some shit?

north hedge
#

Nope

#

Literally just a Tick Box "On Changed State"

sudden zephyr
#

Cuz the only way I know of to get a loop error on events is like this so... Something is self-triggering somehow.

north hedge
#

Yeah

#

or by just running a loop that loops back on itself

sudden zephyr
#

Ignore the bool, bool is not important, it's the event itself.

north hedge
#

I've seen some real awful inf loop C++

sudden zephyr
#

Wait, if you remove the bool, like sever the line to it, still loop?

#

Try some dummy bool as well

north hedge
#

true

#

It works locally

#

👀

#

So I think the GameInstance is null

#

Time to convert to Validated Get

#

Nope, still not working. This is so weird

sudden zephyr
#

At least you know the issue at hand.
¯_(ツ)_/¯

wooden owl
#

How does buoyancy work? Waves keep flipping my ship over how can I reduce wave strength?

scenic quail
#

how could i draw geometry or interface with user clicks in the viewport of the editor, from an actor blueprint?

quiet stag
novel wagon
#

Hi, people.

My team is having some issues with level streaming. We are using both streaming volumes and BP level streaming. We have levels divided in several zones/sublevels that are loaded and unloaded by BP triggers that call to "Load Stream Level" and "Unoad Stream Level" Nodes. We also have several streaming volumes in the persistent level that load and unload level assets. So, the issue we are facing is, for some puzzles we have to pick a box and move it from one sublevel to another and leave it over a pressure plate to open a door. When moving around the level the streaming volumes unload the subelevel where the box is now, and because that box does not belong there, it is not unloaded, instead the box falls to infinity and beyond.

I have read here https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/LevelStreaming/StreamingVolumes/ that "If a Level has any streaming volumes associated with it, other methods of streaming the Level will not behave correctly." so I am wondering if our problem is caused by the mix of the two straming method ¿Any one can give us a hint here? ¿Is there a way to prevent the boxes from falling when sublevel is unloaded? ¿Or there is a way to unload the box too with the sublevel even when it belongs to another sublevel?

Guide to using volumes to control the streaming of Levels based on the player's viewpoint.

gentle urchin
#

Not very versed with this, but i would think one could get around it by spawning said box in the persistent "main level" instead.

uncut lark
#

When people say "C programming is more efficient and quicker," how much quicker is C Programming compared to Blueprints?

sand shore
#

at what scale

tawdry surge
#

Depends what you're doing and how good you are at programming..
Both done optimally, the difference isn't that big

sand shore
#

you can't just ask that

#

A small studio game that ships and is tightly scoped it literally won't matter unless you do procedural stuff

#

Unless you want "make the prototype both ways and then profile", give more details

uncut lark
#

Im just doing a very simple FPS Game. Nothing super complex. It uses one base that is derived into different behaviors for different enemies.

sand shore
#

Also if you're not great at C++ you can end up with worse perf

uncut lark
#

Its not at a huge scale

sand shore
#

Well, I see no reason it can't be BP

uncut lark
#

Like a lot of the stuff I am doing/want to do, isnt super complex.

sand shore
#

Don't buy too much into the perf difference

uncut lark
#

Like theoretically, could a basic "free roam" game be done with blueprints?

sand shore
#

But if you want to have more flexibility just define your structs and enums in C++ and maybe do some of your base classes there

#

Widgets can have a native base too

tawdry surge
#

In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recommendations on how to utilize Blueprints to its full potential.

During this advanced class we will go into how to use Blueprints in a future proof and scalable way. We will look into how to c...

▶ Play video
sand shore
#

you can still do most of the game in BP, but it'll be easier if you do decide to go fully C++

uncut lark
tawdry surge
#

He literally covers the difference

uncut lark
sand shore
#

Yeah

#

The difference can be significant, just not in your project

#

not unless you do something very bad

uncut lark
#

Thanks! Ill look more into it

zinc wasp
tawdry surge
#

Enums are the same. Structs are just variable collections in BP

clear meteor
#

I'm having an issue getting physical materials from an animated skeletal mesh. The mesh on the left is the skeletal mesh with no animations applied and the one on the right is the same skeletal mesh but only inside a blueprint with an animation bp applied. Neither should be emitting the mesh particles which are assigned to the default physical material but the animated one isn't picking up the "enemy" physical material like the one on the left.

faint pasture
#

100 times faster doesn't mean anything if all your blueprint takes like one millisecond per frame, but if your blueprints taking something like five or six, that's when you start thinking about moving stuff to code

zinc wasp
tawdry surge
#

In c++? Structs are technically just public classes, and you can do what ever you want with them functionally.
In BP they enforce the convention of just using them as a public container to hold a collection of datatypes (3 floats -> vector)

sand shore
# tawdry surge Enums are the same. Structs are just variable collections in BP

@zinc wasp technically false, MW.

A BP data type has obfuscated real field names and display names that you can author. Additionally, BP types do not constitute a technically static type, but instead describe the layout and size of a block of memory and how to access it.

When a C++ function needs to use BP types, some amount of indirection and/or lookup occurs. It's akin to a dynamic dispatch. When a BP uses any type in the same way, that lookup happens.

The reason I recommend defining core types in native if someone may use C++ in the future is that BP will have always been using the native defined type and will not require any fixing, and the new C++ code can automatically use all the original types.

#

But yes, structs/classes are just loose collections of fields I guess

#

In BP that actually gets even more divisive than in C++

#

BP classes get to be instantiated as a real UObject. BP structs are only instantiated in the sense that a block of memory exists that conforms to the type layout. It isn't so analogous to a C++ struct

#

(also this applies to any BP variable even if it is a C++ struct type)

#

that is one reason why you cannot define reflected functions in USTRUCTs

#

It isn't a convention in BP, in other words. Although, at a certain level BP types aren't actually types per-se

#

depends how much you want to thump the spec

tawdry surge
#

Haha very nice 👌.
I was more just talking at a high-level, enums conceptually work the same and you can look at structs like an extended datatype. As people who ask questions like "how do structs work?", aren't ready for the nuances of unreal's madness

sand shore
#

Its fair, but it sort of undermines the reason for caring at all

#

There are meaningful distinctions between even enums and I don't mean the reflection layer

clear meteor
#

I don't know anything about UE in C++ so I need a translation

sand shore
#

I don't think you can access body instances in BP

#

Although, one can get the physmat from a hit result if you did a line trace

#

I wouldn't suggest doing a line trace just to get the physmat though

clear meteor
granite rain
#

Hi! (sorry for interrupting)
I'm doing a mobile touch interface, but it doesn't receive input, any ideas?

sand shore
clear meteor
sand shore
#

a physical material isn't the same as the surface type

clear meteor
#

I know

sand shore
#

Okay

#

Something odd is happening, do all the sanity checks you can think of. (is the hit mesh component the one I expected, ...)

tawdry surge
#

I mean I know c++ fairly well and I had to re-read that a few times to follow you. It's interesting and nice to know, just a lil deep based on the question

clear meteor
#

It works perfectly with the skeletal mesh but not with one that is inside a character BP

sand shore
sand shore
clear meteor
#

Yes, if I place the skeletal mesh in a scene the print string shows the right phys mat, but if I take a fresh actor BP and place the skeletal mesh inside it and place that in the level, nothing...

#

I tried the physical material overrides on the character, the capsule, etc. too

sand shore
#

Verify the collision settings

clear meteor
#

I tried every collision setting at this point, I'm running out of ideas.

sand shore
#

Not trying to suggest things you may have already tried, it's just what comes to mind

clear meteor
#

No worries, thanks for that

#

I appreciate any input, I'm stumped

icy grove
#

Hello, I am trying to create a match 3 game, so face I have managed to create my grid and am able to do lineTraceForObjects correctly.

#

I have run into a road block tho as I can't for the life of me figure out how to compare the objects for each direction I save out the hit result as a variable but when i try to actually compare i get an error

#

The error that pots up is hit result is not compatible with object reference? Has anyone here successful compared objects using the line trace if so how did you do it?

faint pasture
tawdry surge
#

@clear meteor have you enabled the debug trace to make sure the collision is actually occurring?

icy grove
faint pasture
#

Have some sort of internal model representing the game like a map of positions to blocks or something like that.

icy grove
faint pasture
#

Instead of getting left neighbor by tracing, get neighbor by checking block at (my position + (-1,0))

#

Easy in BP too.

icy grove
faint pasture
#

In whatever class is doing your game logic, make events for ClickBlock and DoGravity and functions for GetNeighbors etc

#

The source data for your game would be either an array of blocks or a map of Int2 to blocks

icy grove
faint pasture
#

Do you know what a Map is?

icy grove
#

Not in unreal, I assume it is an array?

faint pasture
#

No, it's a different aggregate of key value pairs. You add a pair (key = position, value = block that's there) and can check what blocks are at what positions by just checking the key

icy grove
#

Cool

clear meteor
icy grove
#

I will need to go learn how to do that now 🙂

faint pasture
clear meteor
#

I think I'm getting close... going over collision settings again and changing ragdoll to overlap all dynamic seems to be doing the trick now. I was afraid it wouldn't simulate anymore but it seems to still be "ragdolling"

tawdry surge
#

How does Mathew Wadstein only have like 42k subscribers anyway? Dude did videos for the whole engine

faint pasture
#

@icy grove filling the board would look like 2 loops (width and height) spawning random tiles and making an entry to the map. Each entry would map the position (2,7 for example) to the tile (Tile_Blue_1)

#

You'll want helper functions to convert the board position (int, int) to a world position (vector)

icy grove
#

ALright thanks I will try and muddle through this the video is great!

clear meteor
#

I have another question... does anyone know how to make a ragdoll go limp so it' gets pushed around by the projectile because when I Set Simulate Physics on a hit event, the character just sort of slumps over instead of being spun around by the impact

burnt nest
clear meteor
icy saddle
#

Do timelines run on their own async thread?

open crypt
#

Can someone link me a good Linetrace down to ground function? (I want to spawn something on the ground or right above it)

clear meteor
open crypt
#

What do the values say when you hover over them? the rotation amount

clear meteor
open crypt
#

technically you can linetrace a targets location as the start and it's location minus a large decrease in Z, to be sure you hit the ground, and it should return whatever it hits, you'd could filter/ignore some actors or just target a specific collision channel

#

Ah - if you are a beginning, take this time to google Youtube Using breakpoints/debugging in unreal

#

because you are about to learn a super power

clear meteor
open crypt
#

but in any case, play your game in 'simulate mode' and select one of those animations , then go to the blueprint and click this part here - this will let you actually look at what is happening on that specific instance

#

Trust me you want to learn the breakpoint/debugging

#

it's a short video

clear meteor
open crypt
#

the rotation values

#

that's a rotator - you can actually set the value in the BP itself to see how the animation behaves when those values are fed

#

exactly

#

change those values - if your animation changes in the preview window, then your thing is working

#

depend on which way you want them to lean

#

Y should be bending over/backwards

#

so try 15 or neg 15 on Y

tired chasm
#

Hey guys, I have an annoying problem that I can't figure out why it's happening

#

I'm trying to make a begin overlap event on one of my components in my character BP

#

in my Character BP, I have the default "EventGraph" and "Inputs" for organization purposes

#

everytime I create the begin overlap event, it forces it in my Inputs graph... I really don't want it there, lol

#

Anyone know what this is happening?

bold garden
#

Guys , I am facing quite difficult problem , I will be very appreciated if anyone helps me --

1.1 Loot that player picks up in waiting lobby shouldnt be keept in the match.
1.2 another bug, if someone dies in the waiting lobby it will count as a permanent death in the match afterwards , maybe making everyone invincible before the match starts could be a easy solution,

desert juniper
desert juniper
#

And simply dump the inventory contents before the match does begin

bold garden
#

@desert juniperBro I want to talk to you in personal DM , is it ok ?

desert juniper
#

no, sorry.

#

you can simply ask here

open crypt
#

@crude dawn now if you get it to animate correctly but the character doesn't do it in the game, it means your procedural lean isn't getting updated to the anim blueprint - in which case you need to get that character's BP and cast to it's anim instance, choosing ht

#

Try get pawn owner is if you need to send something TO the character from that animation instance

#

remember an instance is just a 'copy' of anything that exists in the game independent - if you have an AI bad guy, and you spawn 10 of them, they all behave the same but will be in different spots and having different states - they are all 'instances'

#

two main points

#

1 - the animation itself, based on values - you can test that, if you changes those rotation values and the animation doesn't change (after you compile it), then it's not setup right on the anim-BP for those changes you wanted

#

2 - animation works but only in the anim_BP, not in the game, then you aren't communicating that rotation value from whatever blueprint you are using, probably the character BP

#

see how I change the speed, it moves from just standing still to playing the 'walking' animations I have set for this anim_BP

tired chasm
#

@desert juniper Sorry for the late response, but the problem magically solved itself. I'm really confused but it's going in the right spot now, lol. As for the category, I'm checking now.

#

Yeah I don't see anything about categories for events.

sudden zephyr
#

Anyone know of any drooling/saliva effect tutorials that I might be missing on? Been googling for several minutes now, not a single thing, with lot's and lot's everything but that. xD

open crypt
#

I'd look for a water shader like a wet road or something and combine it with a particle effect, like a sprinkler, but just slow down and tweak it @sudden zephyr

west wigeon
#

Is there a video explaining/way that I can make my character's movement be centered on an object, so when i go left/right, i circle the object instead of moving straight left/right?

clear meteor
#

How would I get a radial force to set my enemy characters to simulate physics? (edit: found solution. Add a collision sphere to the spawned explosion and then on the character bp, on hit event set physics to simulate.)

#

My grenade has a radial force and it pushes the enemies around but I want to treat them the same way I do with a hit event with a projectile

#

Which is ragdoll death

vast mica
#

Guys, is there a way that i can switch my camera to follow the new actor after i spawned it?

desert juniper
languid lion
#

Hi, I'm trying to get Data Table Column as String

#

the column holds text variables

#

so it comes out like this:

tardy wharf
#

Hi guys, got a problem with save system. How should StaticMesh be saved? I've got a struct with all object data and set StaticMesh as a property (enable SaveData in struct's vars properties). It works on editor, but it does nothing on build, save file has no mesh after level's reloading

languid lion
granite dirge
#

hi there, i was wondering if anyone know how to make a floating pawn movement actor to fly and chase player using navmesh , i created the ai controller for him and set a function using ai move to, he does well (im try to do a AI "Bat" monster for a side scroller game)but actually my problem its that there is two floors and if he touch the 2nd floor its like he didnt fly again and cant get out from that floor, my actual navmesh bound its only one very big that fill the entire part where player should walk.

#

how can i made for this bat dosnt get stuck in nav mesh floor and keep flying around to chase player ? anyone knows this lil problem im having or what can be the reason of it? thanks.

#

i set it to fly true even jump on floating pawn movement but didnt do the trick

#

anyways he fly around good , till he reach that second floor 😦

#

then he start to act like he cant fly and then he just get stuck like if was a walking character :S

sudden zephyr
#

I guess I'll have to do it the hard way. I'm rather shocked not a single tutorial covers some water running and droplets on object from rain. They all focus on rain particle effect but that's about it. xD
Like, maybe they increase the shinines/specular on objects to make them "seem wet" but that only gets you this far before you just like: "uhm, where the actual water at tho?" xDDD

#

For the record, I could make a particle but I wanted to use a material that has like a drool shader effect cuz it's gonna show up on many enemies that are below certain health so having particles per actor don't seem like a bright idea, but damn dat material editor intimidating AF. xD

desert juniper
#

Even the thought of shaders makes me shudder rn

storm swallow
#

Hi Guys! I have a problem with a Level sequence...i see everything right then I am in the sequencer editor, but when y play in the main editor only hear the audio and the screen is black...any clue?

open crypt
#

WTF am I doing wrong here? this was working fine yesterday, why is this not spawning in the location of this actor?

desert juniper
#

@open crypt

#

maybe this?

open crypt
#

possibly but I was doing relative stuff, you are probably right though (relative because I was doing a construction script for something different)

desert juniper
#

but that'd still be at -100 units under the actor world 0

open crypt
#

yes that worked, thank you for your help

desert juniper
#

🙂

scenic quail
#

is there any reference for gravity as a vector?

granite dirge
#

the bat keeps stucking there hmmm he is new with ai character type fly, same results as floating pawn movement and ai controller ... anyone know about how can made fly units that dont get stuck or why get stuck? i remove the edge objects i had that used for climb to edge and moved the platform floor a lil more down so we just can jump to it and still same behaviour , the bat fly character ai with character movement of type fly get stuck there in the upper floor and he dont want to go down 😦 what im losing ? any info? thanks

sudden zephyr
# scenic quail is there any reference for gravity as a vector?

AFAIK the gravity is a fixed thing in UE4 out of the gate. Meaning it's vector is always 0,0,-9.8 (if I'm not mistaken, I sure hope it's not 0,0,-1).
It's always one dimensional so you know the strength of it and things like Gravity scale inside movement component work off of this as a multiplier.

scenic quail
#

i think it might be -1

sudden zephyr
#

Oh well, who's gonna notice the decimals xD

scenic quail
#

nm its -980

#

because we're both idiots

sudden zephyr
#

point being, no need to have a get gravity vector when you know by default what it is in this instance. It's always gonna be negative on Z axis. Unless you make a plugin/rebuilt the gravity system yourself. Fuk me if I know why Epic don't want to add dynamic gravity still even tho more and more ppl want to make crazy multi-dimensional movements and some space like games. I guess just doing "FVector(0.f,0.f,GetGravityZ());" and exposing it to BP would fuk with too many systems. xD

scenic quail
#

you wouldnt want the builtin gravity system for space games anyways

sudden zephyr
#

In this state, ofc not. xD

#

Buuuut, if they made it a but more dynamic...

granite dirge
#

nvm people i just made the fly monster and now dosnt get stuck, after alot of pain actually cant really be sure how i succed with since people say AI dosnt work with fly units , well in my case worked after try many things lol i succed . thanks.

gaunt fractal
#

Hey, I am trying to get a spline that is created along a predicted projectile path to update per frame. But right now I am having problems visualizing the spline. Is there a way I can do this? Either for end result or just simply debug.

wet surge
#

hello, does someone know how to change wheels turn rate?, like the speed of turning of the wheel, im trying to make a functional car but its impossible for me, it impossible for me to find appropiate documentation to make it simple for me

burnt nest
novel ice
#

Hello guys! When I increasing my character's Max Walking Speed in Character Movement component, my character gets that speed with some time... I mean, it starts slow and then goes to the speed I need. How can I disable that and make my character move with speed I set?

#

Pleaaaase help

wet surge
#

i think

burnt nest
#

Then the speed of the wheels turning is not your first problem 😄

magic cairn
#

how to get values of child blueprints? or how to cast them? I want to hover over Items in my inventory so they show their value, damage etc.

burnt nest
#

Getting a reference to another blueprint depends on your implementation and use, as well as what blueprint you're using it from. Hovering over items in your inventory would be done in a widget blueprint, and they have functionality for "OnHover" you can use.

wet surge
magic cairn
#

I just found out that the item values show up correctly when there is only 1 Item, as soon there is a second one it sets his values to 0

gaunt fractal
#

Ok, so I have got my spline visualizer working, mostly. I just need to update/delete them correctly. But I am getting warnings about collision. AttachTo: '/Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonCharacter_167.CollisionCylinder' is not static (in blueprint "ThirdPersonCharacter"), cannot attach '/Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonCharacter_167.NODE_AddSplineMeshComponent-2_16' which is static to it. Aborting.

#

Any ideas on the cause? I tried disabling and removing collision on the mesh

faint pasture
#

@gaunt fractal why are you using a spline?

#

You'd think a particle might be easier unless you especially need a mesh

burnt nest
stark marsh
#

Hey I have a small problem I cant seem to put a variable in my event graph? It says cannot place variable in external scope event graph

gaunt fractal
#

Much like the bombing feature of any game that has a bomber

burnt nest
gaunt fractal
#

So you can see the arc the bomb will take when you release the button

stark marsh
burnt nest
stark marsh
gaunt fractal
burnt nest
stark marsh
open crypt
#

goddamnit

burnt nest
#

Goddamnit Blake. 🙂

open crypt
#

when they interrupt your image sequejnce

#

They are spawning in the shape of image 3, but you can see the shape before, on image 1

#

note - those are static meshes that are spawned in the construction script just to help visualize them - they are not used to spawn the AI

#

That blueprint is, but I can't figure out what is wrong with it

burnt nest
#

Is the crowd zone scale set to 1,1,1?

open crypt
#

yep, first thing I checked

#

I've tried subbint out the get actor location with the GetWorldLocation of the Crowd component of this blueprint actor

#

I raised them up high in the air to rule out potential collision issues

burnt nest
#

Check the crowd zone's location is set to 0,0,0, try changing the collision handling override to "Do not spawn" (just to check), and remove and re-place the blueprint in the world.

open crypt
#

the variables

#

I might just make a vector array from the locations of the manniquins before I delete them and use that since that should be accurate based on what I see in the construction script

#

yes this vector works - I'm not sure what was wrong with the other one though, I'd like to understand if I was missing something

burnt nest
#

Are you actually using the Zone Size variables? You're just using Get Scaled Box Extent in the blueprint, so I guess you must be setting its size somewhere using these variables?

stark marsh
#

I figured it out i had another BP_Enemy that was causing it to have a collision i just renamed the old one to BP_Bob and now it works like a charm again lmao

#

thanks for the help @burnt nest

burnt nest
#

Bob is always the solution.

gaunt fractal
#

If I make a custom event in a pawn class, can I trigger it from an actor blueprint?

gaunt fractal
#

Ok... so I know I am on the right path, but am just trying to set it up.

#

What do I feed this?

burnt nest
#

I don't know, since it's a custom event. And I can't see the error. 😛

gaunt fractal
#

Sorry!

burnt nest
#

Right. You need to get a reference to the character, and plug that into the "Target".

gaunt fractal
#

Oh I think I got it!

burnt nest
#

Then you need to learn more about references I'm afraid. 🙂 Different blueprints won't just magically know about each other, or even which instance of that class you mean to affect. What blueprint are you executing this in?

#

Yes, that'd be the way to reach the player character. 🙂

gaunt fractal
#

Perfect!

#

I need some trigger to kill the created objects from the spline. Which will be particles once I work out how to do it! For now, I will leave it with my ugly mesh

#

That spews errors

burnt nest
#

If you use particles, you can just give them a lifetime, and they'll die off automatically.

gaunt fractal
#

Well, the plan is to have it live update until the player releases and remain until impact

burnt nest
#

Right. I did read beam particle as a suggestion. In that case you'll just be giving it a start and end coordinate, and remove it when you release the button.

faint pasture
gaunt fractal
#

An example of how it is currently

#

I will work this out tomorrow I think... For now, I am happy with todays progress

#

Thank you for all the help!

trim matrix
#

Guys, I wanna ask a simple thing: I normally code using C++, but I wanna know if UserWidget BP Event Construct is the equivalent to the NativeConstruct() in C++, is that true?

burnt nest
#

I'm a bit rusty in C++, but basically the Construct event happens in the editor itself, not during runtime. So if you place the blueprint in the level, the Construct event will run. If you move the blueprint, it will run again.

zenith trout
#

While event initialized is called when the widget is created using create widget

trim matrix
trail kestrel
#

i have a interface call that sends a integer to my pawn
but i cant figure out how to send a boolean back into the interface call, out through the output node

zenith trout
#

If the interface call has an output

#

Any time it’s called on said object it will call that objects implementation

#

Say you have an invalid interface function

#

You can implement that in the widget blueprint to always return false then if you make an interface call to that function using that widget blueprint it will always return false

#

@trail kestrel

trim matrix
#

Hum, am I missing something, when I'm trying to add a widget to the viewport, using BP? There is nothing in the screen...

zenith trout
#

Just creating it

#

Use add to viewport or add to player screen after you create it

trim matrix
#

lol sorry

zenith trout
#

No worries

trim matrix
#

i forgot the Addtoviewport

#

I was sure I had called it

zenith trout
#

Does it work now ?

open crypt
#

I'm trying to match in the construction script the size of this box -

#

You can see it gets really big, even with the scale

#

I've tried parenting it on different levels but I can't get it to stick

#

to match the size, because one is a volume and the other is just a static mesh

#

(I wanted it so I could see the boundaries easier as a level placing tool

gentle urchin
#

Think what i usually do is set the extents equal, and displace the box with half the size

civic ledge
#

how would i create a time since unix epoch variable in blueprint? sorry im new

quick grove
#

sorry guys, how can I specify a maximum value for a float variable?

gentle urchin
#

probably easiest using a clamp

lavish tundra
#

Does anyone know how to do a team system?

quick grove
lavish tundra
#

If I'm not wrong yes that's how you do it

quick grove
#

ok thx guys

gentle urchin
#

Exactly

#

So if you're adding something to Health, just add a clamp before the set node

lavish tundra
quick grove
gentle urchin
#

Just add the clamp on the first set.

#

No need to have a second

#

Also, you'd probably want to make a function inside the character bp,

#

Something like "ModifyHealth" or smth

#

that way there's only one place you need to setup the health modification ..

#

be it damage, or healing

quick grove
#

I'll try in this way!

#

thx

#

how can I add the clamp to the first set?

gentle urchin
#

just like you add any other node

#

then you'd simply call the function

quick grove
#

thanks

#

it works fine for me!

#

how did you do the OnDeath event?

gentle urchin
#

just another function

quick grove
#

ok thank u very much!

quasi frost
#

Is there no way to foreach a map?

gentle urchin
quasi frost
#

Ah makes sense thank you

gentle urchin
#

making it a custom macro could make things easier i suppose

#

Hmm, I'd expect that to work 😂 Apparently it doesnt like wildcarded wildcards.

#

While setting up the entire thing manually does seem to work... but it gets confused.. weird.

lavish tundra
#

Guys I'm trying to do a ready system, that when a certain amount of people click ready it sends them to a map, but I've made the variable replicated and tried to add to it but the server and the client add to different amounts

gentle urchin
#

In theory, you dont have to care about the player (client) seeing the correct amount. Server is authority, and should send all players along when the number of ready checks is within your limit. Also #multiplayer

lavish tundra
#

Ok ty

cerulean raft
#

how do we get this 'get' function, when I get it like this I get the one below it with no execution pin

gentle urchin
#

Validated get, bottom option

green needle
#

Not sure where to put this, but I can't interact with the content browser and there are these lines, what's going on?

gentle urchin
#

Not sure what causes it, but its the same stuff that shows up when you drag and drop widgets in editor

#

try draggin a new widget over it, (And back again) should solve it

#

'or restart editor

night fog
#

Is it possible to get and set values in a material parameter collection with the Editor Property node? If so then what should be the name of the property? The actual name is used it returns false.

wet surge
#

hi guys someone knows how to apply a force on an specific point of car?, i want air car control but the forces seems to be applied to the center of mas of the car, i want a force attached to the floor of the car in so if the car gets upside down you cant get it right again

storm vigil
#

Hi. what is the logic for damaging weapons (durability) when hitting an AI? I was planning to destroy a melee weapon when hitting hard enemies or that it would affect its damage. I was thinking that the logic is adding an event any damage and casting it to the base AI, also setting the health of the actor if <0 I will add the logic to affect its damage? Thank you

night fog
#

What do you need the arrows for? Are you spawning something?

wet surge
#

this is what i have

#

and it makes the impuse in the center of mass

#

also how do i get the location of the car

#

i tried this but it applies the impulse on a corner

night fog
# wet surge

It's adding impulse at the root of your mesh because you didn't specify a bone.
You can get the location of the Mesh itself

#

Drag from the mesh and type world location

wet surge
wet surge
night fog
#

Is that where the pivot is on your mesh?

clear marsh
#

I'm trying to take and load a screenshot from a SceneCaptureComponent to a RenderTarget. I use Export to Disk to save a new texture, then import file to create a dynamic material texture and a new decal for each shot. When spawned, it always seems to lag behind one image, can someone figure out why?

wet surge
#

i dont know why

night fog
#

Are you adding the impulse while driving?

wet surge
#

this happens

open crypt
#

How do I get this to match? Static mesh of 100x 100 x 100 cube to this box extent?

night fog
wet surge
#

and then it flyes

night fog
#

I don't know what you mean by that

wet surge
#

this

night fog
#

Not enough force

wet surge
#

but its the same as before

night fog
#

It needs to be just right

wet surge
#

thats the thhing

#

sometimes it flies to the sky and other dont even lift

night fog
night fog
#

relative

open crypt
#

hmmmm @night fog

#

Thoughts?

scenic quail
#

is there any constructor for scenecomponent blueprints? I'm trying to check/make changes to the owning actor upon the component being added

#

is there any form of "requires..."

open crypt
scenic quail
#

i'd like to check to see if there is an existing component called Cube1

#

and if not

#

add it

open crypt
#

So make a variable of that component type on your blueprint (it will probably be a static mesh component )

#

and from that drag an "ISValid" check - if it is Valid, do nothing, but if it isn't, use Add Component Blueprint

#

that return value is what you use to set that variable which you will do an is valid check on

scenic quail
#

but

#

where would i put this code?

open crypt
scenic quail
#

i'd like this to happen when the actor component blueprint is added

open crypt
#

I literally just told you

scenic quail
#

i get what you've said

open crypt
#

When you add the static mesh component, you set the value of that new variable that was on your blueprint (but never set )

scenic quail
#

oh

#

no

#

Assume I have an empty actor

#

i cannot do anything to that actor manually

#

when adding my actor component blueprint, I'd like that blueprint that i am adding as a component, to check the empty actor

hushed pewter
#

Theres no rotation lock. But the player chracter cant rotate on the Z axis. It works in the other axis/axees? So the movement isnt overwriting. Ive tried using everything from rotating player controller, adding rotation and setting actor rotation. But no matter what its just stuck

open crypt
#

Is Valid is the node you want, and you check if a reference exist, if the object doesn't exist, then your is valid will say "Not valid"

scenic quail
#

the isValid node is an event?

open crypt
#

yes

scenic quail
#

sorry

open crypt
#

you can run it like any other execution wire in blueprint

scenic quail
#

thought it was a qualifier

open crypt
#

it is, but it is executed

scenic quail
#

i can start a blueprint with "isValid"?

open crypt
#

there may be pure functions of it that run without execution but I've never messed with them

scenic quail
#

what event do i use to trigger when the component is added to an actor?

#

that is really the question i am trying to find an answer for

sudden zephyr
scenic quail
#

no way to get it to call automatically?

sudden zephyr
#

Dunno, I tried to search for it, nothing found.

#

Don't think so, almost 100% sure. You'll either need to hack it via some delegates and what not (so better to call a custom event or a interface), find a plugin that adds that or make your own plugin to add that functionality. But again, I see no reason for it. Unless you are so far in your project and that there are 100's of actors that could add to your actor a component, all you need is a custom event and you can have that event actually handle the add component. What I'd do is any actor that want's to send a (create/add component to an actor) it would send that to the target's event with input for who sent it and what it is it wants to create. This way You can hookup the event to even check if it's allowed to create more then 1 component of same type, knows who sent it, etc etc. ¯_(ツ)_/¯

scenic quail
#

im trying to make a tool component that can be added to an actor, which i can then use to populate the parent actor with various other components

#

maybe there's a better approach for that need

sudden zephyr
#

Uhm, not sure I fully understand the flow.

#

So... A tool component that adds more components to the actor? Let's say is it playable? Is it for the player?

scenic quail
#

the components added will influence the physics of the actor

#

the tool component will allow adding of those customized components