#blueprint

402296 messages Β· Page 687 of 403

scenic quail
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and also do the calculations at runtime for the gameplay

sudden zephyr
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Oof, that's gonna be a tough one and also can be very hard to follow/make play nice if you add multiple components and things start clashing. Just keep that in mind.

scenic quail
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so my plan is to have a custom scene component, which will be my tool, add that to the defaultroot of the actor, and any components it spawns will be children of itself

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but i think i'll have to use editor blueprints

sudden zephyr
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So who needs the event? The actor it was added to and not the tool component itself?

scenic quail
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i was talking event in a more logical sense

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is there any builtin 'event' or whatnot, for scene or actor components, that fires when that blueprint is added as a component

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kind of like a component constructor for when its added via the UE UI to the actor

sudden zephyr
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I guess not then.

scenic quail
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a startup of sort

sudden zephyr
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πŸ˜…

scenic quail
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will look into editor blueprints

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that may give me access to some form of editor events

sudden zephyr
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Since I'm here, anyone know of a good tut for wall walking? Not wall running character like most YT tuts where the player is a human and runs along walls or upwards or grabs ledges etc, like xenomorpgh wall walk and that's not a payed spider plugin thingie? xD

scenic quail
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like Jamiroquai wall walk ?

sudden zephyr
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Uhm, never heared

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That a YT-er with a wall walk tut?

scenic quail
sudden zephyr
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You know what a xenomorpgh is, right?

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May I point out I did not see any wall walk whatsoever xD

scenic quail
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i blame drugs

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this will probably get me most of the way there

graceful forum
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Is it possible to use same animations for different skeletons? Like the concept of the inheritance, I have a skeleton and an animation for that. I want to add a few more bones to that and create another animation, but want to be able to use the previous animation as well

sudden zephyr
hardy summit
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i can use my Editor utility widget to select my character/track in the sequence, i am trying to get the set editor property to change a float value to 1 then save that setting, has anyone does this before? always giving unsucessful

graceful forum
celest pagoda
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Doodlespagootle i need some help! I'm a beginner so pls be as gentle as if you were to explain it to your grandma. My blueprint shows my current way of making the AI play a sound upon sensing the player. I want to change it so that not every AI plays a sound (simple horde game so not every actor should spam the soud fx). I tried to do that with a multigate but thats not working too well.

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😦

jade frost
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when is that event fired?

celest pagoda
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Why would i need multiple blueprints ? I just want to add a "random" continue this execution path or not. As you mentioned ever AI executes this BP on its own so it would do the trick

zinc wasp
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Here a picture I found on Google.

lavish tundra
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This is probably dumb but how can I get a player state ref?

dark crow
raw orbit
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Anyone know how could i make an animation bluprint do things in a multiplayer environment through a clientside widget?

For example a player eats or drinks something on a loop so i want all players / clients to see that

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Even new players loading in etc

raw orbit
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Thanks, ill do that once im at the pc again so i can explain it better

wary tinsel
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Is someone familiar with ghost replay? I did a record of location and rotation of my vehicle and did a lerp with timeline. So far all good BUT it's still laggy because lerping from index 0 to 1 and from 1 to 2 and so on, will make the actor 'hit' two times the same index causing a micro lag, do someone have a solution for this???

icy dragon
wary tinsel
icy dragon
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Doesn't really matter if your game is multiplayer or single-player - it can be applied to both.

wary tinsel
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is an asynchronous multi

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ok I knew about the demorec but I didn't really give him a chance haha

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I will try this dude, thanks a lot!

maiden wadi
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@wary tinselOn a side note. If you don't care about pinpoint accuracy, you can save a ton of memory and bandwidth by saving transforms with timestamps at much larger intervals than every frame and lerping between them. I did that once for a rewinding system.

wary tinsel
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but lerp still causes little lag because it repeats the index 😦 maybe I 'm doing something wrong

maiden wadi
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Specific timeframe saving makes that even easier.

open crypt
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Still trying to get this static mesh cube to match this box extent - this is super basic stuff, what am I missing?

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the red cube is what I

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should be the size of that orange box extant

fringe frigate
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What's the best way to have the springarm camera, not move left/right with the character turning?

open crypt
fringe frigate
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these are my components @open crypt

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what would i attach it under? I only want the up down movement of the character movement to be inherited

open crypt
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I don't know a way to block it from doing that, that's the nature of having something parented, it's going to pass it's movement to the children

boreal ether
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look at this for example

true valve
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Is there alternative way to change the parent class of a BP

boreal ether
true valve
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I know the later

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How you do the first one?

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You right click?

boreal ether
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open the blueprint

sudden zephyr
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Screen snip baby

true valve
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Is there any other way by not opening the BP

sudden zephyr
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lol, why?

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I mean... perhaps you can write some sort of editor utility widget script to perform such a task but why does it matter not to open the BP lol?

boreal ether
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If opening it crashes your editor I guess

sudden zephyr
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Well that suks.

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Hm... I always wondered, what to do in case of a screwup let's say inside a construction script and how to remove that script without opening it or maybe even outside of the editor like inside the windows explorer.

boreal ether
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Not sure if that is the case but I've had it happen before. I'd try to use an autobackup then

cinder dirge
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You could perhaps go around the problem by putting something else where the parent class is/used to be. If the parent class is one of yours, that is

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Essentially use the filesystem to do your reparent for you

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An empty subclass of the thing you actually want to use as the parent, perhaps, as it should act the same way

open crypt
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I have the location of an actor (not moving), simple vector - how do I get another actor to rotate to face that actor?

sudden zephyr
shrewd cedar
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Man that is simpler then what I was going to propose lol.

sudden zephyr
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Then simply use lerp/interp/timeline whatever to rotate him.

sudden zephyr
open crypt
shrewd cedar
sudden zephyr
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Just put in start whatever it is you want to rotate and the target whatever it is meant to be looked at.

shrewd cedar
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Not sure if it would work tbh. But it feels like it would work in my head.

open crypt
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Thanks I knew there was a simply way to do it

sudden zephyr
shrewd cedar
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Exactly.

sudden zephyr
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Nah, think lazy, lazy gets the job done more often then smart. xDDDDD

surreal lantern
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@trail crane sorry to bother but do u know if its possible to 'increase tick rate' of timeline node, so the difference between my values to use in a lerp node will be lesser

gentle urchin
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Tickrate can afaik never exceed game tick

burnt nest
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Indeed, you can tick every frame, it doesn't get any smoother than that.

gaunt fractal
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Don't suppose someone could help me work out why my decal is not doing what it should be doing.

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These are my materials

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Being created here

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But looks like this

maiden wadi
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@gaunt fractal My initial guess on that is that your material you're using in the decal isn't set to Defered Decal domain.

gaunt fractal
thin iris
icy dragon
thin iris
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Great! Thanks so much

slender idol
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Hey is it possible to customize the editor to play different sounds when doing stuff such as clicking buttons and menus or when connecting blueprint wires etc?

sudden zephyr
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clicking buttons and menus or when connecting blueprint wires etc
Why on earth would you want that? Must be one of those that also has a sound when typing on the phone. Very annoying. LMAO
I guess tastes, just hope you don't sit next to me with your editor. xD πŸ˜›

slender idol
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Uhm its actually for someone visually impaired so that he knows whats going on in the editor but sure dude you do you

sudden zephyr
sand shore
sudden zephyr
sand shore
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Nah, categorically true

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Refute me, let's go

slender idol
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I mean, at least make a funny joke

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so I can laugh

sudden zephyr
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Oook... Everyone jump on my back? Jeez... Ok, np. LMAO

sand shore
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I'da just left it at what I said, but you come back with a "eh, partially correct"? πŸ˜‚

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the letters, mason! what do they mean??

gaunt fractal
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On more on topic conversation, my decals are still funky

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Any ideas why it might be using this texture instead of the one I set?

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Its material Domain is "Deferred Decal"

sand shore
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Yeah that's the texture to be used when the material isn't set up properly

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this is perhaps #graphics, but let's see the full material graph?

gaunt fractal
sand shore
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have you done the apply/compile/etc thing materials have?

gaunt fractal
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Yup

sand shore
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also are you on UE5?

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Maybe something broke

gaunt fractal
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UE5 might have been the issue... its working now and all I did was turn some things off and on again seeing if I had missunderstood something

storm dove
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how do i delete all unconnected nodes in blueprint like "clean up" in material?

indigo bough
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Hey folks, just a quick question about 'ownership'. Is the built-in multiplayer ownership setup appropriate for also establishing a gameplay 'owner' of a particular actor? Or should I keep a record of the owning player (from a gameplay perspective) separately?

Say I have a "House" BP, would I just store a reference to the PlayerController within the actor I want them to 'own', and check against that if they try to paint the walls, for example?

sand shore
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Ask in #multiplayer - I think Owner can determine the network channel used and you probably don't want to lump everything into a single channel. But make sure that's the case.

If my suspicion is correct, you'd want a different field for the owning player - I would actually suggest not using an actor reference at all - particularly if you want to ever persist this data

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using a net ID would be the better choice

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Failing that you could track a faction ID

indigo bough
sand shore
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Permissions system could also work, too

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All of that is more involved than Owner = Controller

indigo bough
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I think I'll try storing a map of int > netID or something, and then I can iterate over that to find the right player I guess

sand shore
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wait what

indigo bough
sand shore
sinful hound
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Hello! I'm new to Unreal Engine and I would like to learn blueprint. I am currently working on a game prototype. The current problem I am having is setting up the camera. How it works is that the game will be a linear platformer with an on-rail camera (similar to Crash Bandicoot if you've ever played that). The method I would like to use is a spline system where the camera follows the player on a spline based on the level's layout. It will follow the player along the spline as the character moves forward and backward. I have tried to search for guides on YouTube but, no dice. If anyone would like to assist me, please let me know.

open crypt
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Why would I get a pending kill error on a blueprint function that happens in a construction script - It's on a level that gets loaded and then unloaded

tight schooner
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@sinful hound your camera component (or camera actor), on tick, would have to set its position by getting it from the spline. In the BP editor, there's a panel called Palette or Library or something... You can look up all spline-related nodes there and you might get some ideas. For example, there's several "get closest [something] along spline" nodes where you can use the character's location or whatever and figure out a good place along the spline to place the camera.

I don't have UE4 in front of me, but in my imagination, you'd get the character's location, get closest distance along spline, subtract some amount from that distance (because you want to offset the camera behind the character a little), and then get location at distance along spline, and use that to set the camera location.

I'm not sure how you'd handle camera rotation though. Maybe there's some tutorial or project example you can get some ideas from.

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Also you'd need to make all these actors aware of each other (camera, character, spline) so there's some level of "BP communication" involved.

open crypt
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where is this bound setting and i'm assuming it's for some collision detection of this actor?

open crypt
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and this does what exactly? why would it be set higher than 1/

burnt nest
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I have no idea. πŸ™‚

zinc wasp
sinful hound
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Don't know, haven't tried

zinc wasp
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Ah. Ok. Thanks.

junior yarrow
storm dove
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how do i add delta location offset equal to velocity?

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how to turn velocity into offset delta?

burnt nest
keen goblet
# open crypt and this does what exactly? why would it be set higher than 1/

From what I understand, it's just a scale applied to the bounds of the object, which the engine uses to determine if it's in the view frustum.
If you've got a simple 1m cube mesh with a bounds scale of 2.0, you're basically telling the engine "pretend this cube is actually 2m and don't frustum cull it until the fake 2m cube is out of view"

open crypt
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what was weird is every component of that actor was set to 1, despite the map error

storm dove
runic plinth
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Quick question, how can I either add a component to a Blocking Volume or copy the grid format for other things?

burnt nest
runic plinth
burnt nest
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Can't you just use the mesh for that then?

runic plinth
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Yeah I tried, but it gets too many triangles and messy. I either manually set a shape myself or use an existing one

burnt nest
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Right! Hmm.

burnt nest
tame moon
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i dont understand rotation ,even though i have locked roll ,my camera still looks like it rolls when the pitch and yaw combine ,how can i fix it

clear meteor
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How would I limit the number of hit events that can happen per a certain amount of time to prevent spamming?

tame moon
clear meteor
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I'm trying something like that now but still don't have it right I guess

tame moon
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should look like this @clear meteor

clear meteor
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I never thought of feeding the delay backwards like that...

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That's awesome

tame moon
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np

clear meteor
tame moon
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its like a filter gate

clear meteor
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Yep, makes sense

unborn radish
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how do i get the world to local transform for a socket? i'm trying to set a world space rotation of a mesh relative to its root component, but the root component is attached to a socket that applies a weird rotation

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does that make any sense?

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ah, does the component transform not update when you attach it to a socket until the following tick?

tame moon
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@unborn radish there is a command called attach component to component but i am not sure if thats what you are looking for

runic plinth
burnt nest
tame moon
pale bone
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How might I beable to update the WASD controls so that when I rotate a free camera that W is still "forward" and doesn't become right or left if that made sense!

dark crow
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You could use the Forward Vector of the Pawn instead of Controller or such

maiden wadi
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@wooden rapids #online-subsystems Channel will likely be able to help you better with that.

wooden rapids
maiden wadi
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Haha. All good. People there will just likely know better.

shrewd oar
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hello, ive got weird bug, trying to make that Npc move when I interact him with keyboard, when I press the key nothing happends, its event not getting into that InputAction on debugging.

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maybe it's beacuse on a Npc ( that its basically duplicate of my character )

burnt nest
icy dragon
trim matrix
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trying to put an icon on a minimap representing the player's position, but it's not very accurate

burnt rivet
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quick question, I need to determine if my current rotation is within a said number of degrees of the look rotation, its in my head but brain dead when trying to do it in bp

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would i break the rotators and minus the yaw then check to see if its greater/less than number of degrees?

snow harness
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There doesn't seem to be Delay Frames in 4.26. Does anyone know why/when they removed that node?

mortal cradle
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Is it okay to use a static mesh as a overlap register (just like box collision)? I want to have a flat cylinder collision but ue4 doesn't have it in by default.

keen goblet
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@mortal cradle I mean, sure, it's ok. Just keep in mind that the higher the poly count of the mesh, the more expensive collision calculations are for it
edit: To clarify, I think mesh poly count only directly affects complex collision queries and the simplified collision volume for the mesh determines simple collision query cost

keen goblet
burnt nest
mortal cradle
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@burnt nest Will check this out, thank you

candid blade
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hey! how do I call setactorlocationandrotation from my characterBP to move my character to a chest so the animation plays right on it?

candid blade
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I ended up placing the location rotation node on the chestBP, and it does indeed teleport my character to it upon interaction but it teleports straight to the middle of the chest (inside of it) and it won't rotate the right way! how do I combat this?

proud sable
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Does anybody know what I'm doing wrong here? I'm trying to get the health of the character (BDO_3PC class) my component overlaps, but the cast always fails. If I print the Other Actor pin it does print the expected reference, it just doesn't seem to successfully cast.

(Looks like a couple different issues, it was overlapping an extra actor and returning cast failed. I think this part is working now)

trim matrix
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If I have a user widget as a variable, how do I get the size of the widget (X and Y size)

surreal peak
shrewd oar
storm dove
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@trim matrix get cached geometry > get size , or get as canvas panel slot > get size

shrewd oar
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still got the same problem , i dont know why when I press play i can see that the overlap is happening yet when im pressing "E" - my interact key nothing happend. the casting in event on begin play

gentle urchin
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Show the possess node :p

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But as mentioned, surely interfacing or input forwarding with bindings or whatnot could be a better approach if you're not ment to fully control the npc

shrewd oar
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this is all the possess node, or i dont understand. its my first project in unreal

gentle urchin
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There's no possess node

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Enable input doesnt work on pawns.

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Which i assume your npc is

shrewd oar
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oh yes he is. ic now. didnt know this ill try to find another way to communicate with it then

tight schooner
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When I add an event to the graph of a child BP class, 99% of the time I'm also calling the parent class. Is there a way to speed up this workflow / make this happen automatically? It's annoying and sometimes I forget to do it, causing me to bug-hunt.

gentle urchin
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Maybe not transferable but dispatchers cant be overridden so its like always calling the parent event aswell

shrewd oar
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so the possessing just kicking me from my player and camera to the other character. its not working either @gentle urchin

gritty plover
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Hey, I'm trying to make a blueprint actor spawn a spline actor, is there a way to set up its starting spline point location, its final spline point location, and how many points are in between, all dynamically within blueprints?

gentle urchin
shrewd oar
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but i just want to click E when im on his trigger box, i dont want to control him in anyway.

gentle urchin
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Then event dispatcher is the way to go

proud sable
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Is there somewhere I can read about "actively" working with arrays? I've only used them for setting/grabbing references to single actors.

I need to run an on-tick event on an array from a sphere trace, if I use a For Each Loop to get the actor will only the last actor be affected? I don't know what to google to read up on how this works πŸ˜…

shrewd oar
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@gentle urchin ill try to look into it πŸ™‚ thanks :)!

storm dove
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@proud sable i dont know links but for each loop will affect every actor in array

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it will go through whole array and excecute the code for every member in array

proud sable
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Thank you, what if I were to plug an array member into a set variable? I'm guessing it wouldn't work the same way?

storm dove
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it will set variable every time code executes so the last one will be set after array finishes

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you can use for each loop with break

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so you can for example check if actor name contains "BoxActor" and if true, pop that noodle into break slot and it will stop that foreachloopwithbreak node

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what are you trying to do?

proud sable
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I'm trying to perform a sphere trace to get characters in an area, apply radial damage if they die within a certain duration and then repeat the ability to any other characters who get hit. Got stuck a few times and was told to use an array and assign the results to a variable but I think I misunderstood, it makes more sense now that I've reread it again

storm dove
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once you get a hang of it its very easy

proud sable
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Yeah, I usually pick it up after one or two tries. Hardest part is just finding the documentation on how to actually do it first πŸ˜…

storm dove
celest pagoda
celest pagoda
scenic quail
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is it possible to draw debug style lines in the viewport in the editor?

hardy summit
scenic quail
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are you saying to expose the tick with a custom event?

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and call from editor?

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nm

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i didnt have plugin enabled

fallen glade
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anyone know why the node "Find Path To Location Synchronously" would return a partial result when target is in a continuous navmesh ?

tame moon
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if anyone is wondering ,i figured out the issue from yesterday ,turns out local rotation and relative rotation arent the same thing , i replaced it with set world location

weary crown
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How would I go about this?

icy dragon
weary crown
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Oh true, ty

faint pasture
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Since you can have multiple instances of the same effect in a chain reaction.

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You'll also want to use a dispatcher or some other way of listening for the death event.

icy dragon
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Is there any reason not to use built-in damage system in single player game?

faint pasture
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It's not really a system as much as just an interface to pass numbers around in a couple nodes for dealing damage in different ways.

icy dragon
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Alright, I'm going to use it. Thanks.
Had some conflicting results with google-fu about it, so wasn't sure to use it at all.

faint pasture
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I mean it's not really a super great system, it's very simplistic, but it'll work.

proud sable
faint pasture
proud sable
faint pasture
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For single player just roll your own system.

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I would just make an actor that on spawn, does the sphere trace, adds hit targets to an array and registers their death event with a dispatcher. If the dispatcher gets triggered, it spawns another of itself at the triggering actors location.

proud sable
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That's mostly what I have minus the dispatcher, I'm not super familiar with how they work. What do you mean by register the death event?

RIght now I have a sphere trace, add to array, for each loop and break result. From there I'm not too sure, I'm casting to the enemy blueprint for the "dead" bool on a loop and it's a bit of a mess.

faint pasture
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This would be a subclassnof a more general Buff or Effect actor

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Michael Eizenberg

In this quick tutorial we're going to talk about event dispatchers in Unreal Engine, and how they can be leveraged to manage complex relationships between multiple actors. Event dispatchers in Unreal, are essentially just a way for actors to subscribe to certain events of other actors and then react to those events. This is very useful because w...

sand shore
# icy dragon Is there any reason not to use built-in damage system in single player game?

You could even use it in a multiplayer game, it isn't super terrible but making a better framework is somewhat easy - say you wanted to implement something purely in terms of a component. There is a bit of room between the damage functions and GAS, which can be overkill.

But in general most tools in the kit are there to be used (with a few exceptions). If it seems to make sense to use the built-in stuff, go for it. It does work.

proud sable
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Okay that makes much more sense than the other explanations I saw. I think the blueprint works now, but is there a cleaner way of getting a dispatcher from an actor array than casting?

faint pasture
proud sable
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How would I get the dispatcher for that though? Is there a way to pull directly from the actor reference or do I need to cast first? I'm getting a ton of errors this way so something isn't right

faint pasture
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I would use the casting as you might want to do other things to other types of actors

warped spindle
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Does anyone know how to trigger something for multiples object on the scene?
I mean I have sort a super power and when I overlap with it the trigger works ,but when I overlap with the second it doesn't work

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I did not put a " DO ONCE" node or anything about that

warped spindle
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?

proud sable
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I have the enemies set up with a custom "EnemyTrace" channel for TraceByChannel, I couldn't see anything like trace by class.

Casting works for me in theory but it spits out errors half the time about pending kill. I think what's happening is enemies are dying before the for each loop reaches them or something? It seems like the faster they die the more errors I get

icy dragon
warped spindle
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Yes

fallen glade
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You got there just as I finished this implementation. It works but sometimes the first path generated is way off course so I don't know what to do about that. Thank you for the insight!

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is there an async path collector?

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I couldn't find anything searching the forum or here

warped spindle
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This is my blueprint. I can't find why it's doing just for the first object

fallen glade
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at least when the path is going the right way it's an improvement

zinc spear
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in my bp actor, i have a spline and a box collision. i tried doing this to make the box collision contain the entirety of the spline but it doesnt seem to work. anyone have some ideas?

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this is the result

icy dragon
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How big?

fallen glade
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thank you for the help I guess i'm locked out then πŸ™

icy dragon
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It really depends on the genre you're going to work on. No one fits all solutions.
But generally few things to keep in mind:

  • Use naming convention for your assets and folders!
  • Use source control to keep track of changes to your stuff (Git, Perforce, SVN, Plastic... the choice is yours)
  • Adhere to coding standards.
zinc wasp
icy dragon
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First of all, thank you so much for being specific. I'm not sarcastic.

You have two options:

  • Blueprint Interface - this is more of a one-for-all solution for cross BP communication; all you need is to assign the BP into the interface and either make interface function call or define the event.
  • Event Dispatcher - similar to BP Interface, but more for specific actors use case
#

What is a Blueprint Interface in Unreal Engine 4 Blueprints?

Source Files: https://github.com/MWadstein/wtf-hdi-files

β–Ά Play video

What is Blueprint to Blueprint Communication, or how do I call functions or get variables from other Blueprints, in Unreal Engine 4?

Source Files: https://github.com/MWadstein/wtf-hdi-files

β–Ά Play video
heavy burrow
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Hello Everyone
I had a question. Im working on my very first game and I am amateur in blueprints. so far I made a character that walks in an environment and collects flowers. What I want to make is when the number of flowers reach 8 the game ends with a slide or a cut scene. How do I make that in unreal blueprints? What I thought works was to make my character Score equal to 8 and if its valid quit game. but it does not do anything!
Thanks in advance!

zinc wasp
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Does quit game work in editor?

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It works in builds I know that.

lone garnet
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If you're adding 1 flower every time you pick one up, you should perform a check after each pick up to see if your flower amount => 8, if true, quit game or whatevs

.

#

Need some serious help myself. Im dying. It's been 3 days of struggle. I need to get the distance between 2 sockets. getting the world vector wont work because it changes as I move or look around since the item in question is attached to the camera (first person). The catch here is that the sockets I need to measure the distance of are separate components. Imagine a rifle with a socket on the iron sights, then a sight of some kind added with a socket on the reticle. I need the distance between the reticle socket and the iron sight socket. I swear I have tried everything

zinc wasp
lone garnet
#

@zinc wasp Its for attaching a different sight, if thats what you mean?

icy dragon
#

Yes, I am working on RPG game, quite grandeur in scope for single player RPG nonetheless.
My struggle is more so of animation stuff, as BP interfaces and gameplay tags provide elegant logic organisation and propagation for me.

heavy burrow
lone garnet
#

Why do you need to quit on begin play?

icy dragon
#

Why do you even have to abruptly quit the game process after reaching the goal?

zinc wasp
lone garnet
#

@zinc wasp I have done that already. The sights are modular, different sights that can be attached to different specified weapons

#

I'll show you the example

icy dragon
#

Abruptly quitting the game in the middle of gameplay doesn't make sense design wise, unless you're making FNAF like set pieces where certain events would abruptly quit the game.

lone garnet
#

@zinc wasp I am trying to minus the distance between the iron sight and the socket I have placed at the Sights retical. Because the sights will have different heights from the different guns so It needs to be done dynamically

zinc wasp
#

And since it begin play it'll only fire once and thats it.

heavy burrow
icy dragon
# heavy burrow

Also, do the check either on tick (which I won't recommend) or everytime the player collects the item.

lone garnet
#

@zinc wasp The sights are modular. Im trying to minus the distance from the sights reticle to the original iron sight position so I can dynamically adjust the height of the gun. You see when I aim the gun, the white dot (my crosshair) should match up the same as it does with the iron sights, with the new reticle. This example is without any adjustment to demonstrate without

zinc wasp
#

I picked up a flower... Let me check if its 3... Oh look its 3... I could quit.

heavy burrow
heavy burrow
heavy burrow
#

in this widget I collect these 3 and the widget says 3 so I think thats working

zinc wasp
lone garnet
icy dragon
# heavy burrow

BTW, consider adding scary effects to spice things up, and wait a few seconds before quitting πŸ˜‰

lone garnet
#

@heavy burrow

heavy burrow
zinc wasp
lone garnet
# zinc wasp Ok thats why.

@zinc wasp the socket locations dont seem to measure between each other if they are separate components. The relative locations are different and the world locations change as I aim the gun up and down weirdly

heavy burrow
lone garnet
#

actually heres an edit. Forgot to add the flower @heavy burrow

#

its a custom event. However you're adding the flowers now

#

on overlap or press E or whatever

zinc wasp
#

I'm actually assuming all the sockets are in the players skeleton.

lone garnet
#

the sockets are different weapons

#

different components

#

like this -

heavy burrow
zinc wasp
icy dragon
zinc wasp
#

LOL.

heavy burrow
heavy burrow
lone garnet
#

@zinc wasp I have a lot of unused arrows and such cos of my abundance of tests but Im currently using the Sight skeletal and the weapon component

lone garnet
#

.

@zinc wasp The weapons have different skeletons for animation and such so I cant include it in the player skeleton, But yes I dont have a player mesh at all so XD

zinc wasp
lone garnet
#

@zinc wasp This essentially demonstrates the process I am trying to achieve - (this doesnt work)

heavy burrow
# lone garnet

got it . So I called it and it does quit the game but the numbering is weird. if I make it 0=> it will quit with the first flower. if I make any number higher like 3=> it will not quit at all.

lone garnet
#

@heavy burrow lets see your blueprint

heavy burrow
#

so this number is what i am not understanding

lone garnet
#

you arent adding anything on your points at the beginning

#

that number you pointed to is the number you want to have collected before you quit

heavy burrow
heavy burrow
lone garnet
#

so if you want to quit when you have 8 flowers, it would be 8. But you have to add 1 when you collect everytime or it wont be called

#

what are you doing in your widget?

zinc wasp
#

Is distance vector giving you the correct numbers? Does the springarm changes location from weapon has sight = true?

#

I feel more that this is debugging than actually programming. The logic makes sense to me but something in it isn't working the way it should.

lone garnet
zinc wasp
#

Oh.

lone garnet
#

tell me when you spot it XD

zinc wasp
#

The pitch

lone garnet
#

yes

#

its being a pitch

zinc wasp
#

Lol

#

The springarm is moving in an non parallax way.

heavy burrow
#

ok I see why it adds 2 point when I make the first number 1. here:

lone garnet
#

If i include the X and Y in the distance check, it doesnt rotate weirdly but the distance is off

zinc wasp
#

Is it centered with the camera?

heavy burrow
#

this guys has 1 in itself

zinc wasp
#

Center the springarm with the camera and than adjust the offsets.

heavy burrow
#

but even turning that to 0 and making the point 1 and the 3=> still does not quit!

lone garnet
#

@heavy burrow you dont need to increment the score with your widget if youre doing it with your character. Just cast to the character from your widget and get the points variable. then set that to show as the text

#

@zinc wasp The spring arm is centered

zinc wasp
#

Maybe because its giving you a negative number when looking up

#

Connect a abs

lone garnet
#

it didnt appear to be

#

I think i tried before. It all prints as lower values in the center but higher values as i look up or down

faint pasture
#

They are obviously not aligned

lone garnet
#

they are very aligned

zinc wasp
#

IS your lerp always = 1?

faint pasture
#

Which arrow is the master for the gun? And which one is the location of the spring arm?

zinc wasp
#

The lerp alpha

lone garnet
#

the gun is the arrow directly from the camera there and the spring arm is selected

#

my lerp goes from 0-1

faint pasture
#

@lone garnet so are you directly moving the gun and then animation for the Bob when moving? What is directly controlling where the gun mesh is?

lone garnet
#

ignore any hand mesh information. I have no hands or mesh for the character. Just floating guns. If i need bob it is either camera shake or animation on the gun directly

foggy lake
#

hello , everyone is it possible to increase the text size for print statement in blueprint .

lone garnet
#

or spring arm lag for bob on the weapon

faint pasture
#

Attach a static mesh or another arrow to the gun attachment point, does it move at all relative to the camera?

lone garnet
#

the gun location is controlled via those arrow locations and attached to the spring arm which is attached to the camera

#

when I aim, it goes directly to the spring arm end with 0 offset

faint pasture
#

So spring arm is parent to camera and gun with no other component in between? And control rotation is what's driving the spring arm?

#

And aiming does nothing animation-wise?

lone garnet
#

spring arm is attached to the camera. The camera has no spring arm like usual. The weapon is attached to the spring arm. So it goes Camera>SpringArm>weapon

heavy burrow
lone garnet
#

aiming currently Just sets the animation to the rest pose

faint pasture
#

Show spring arm transform and weapon transform

lone garnet
#

the weapons origin is set to the iron sights

#

so it may not look like it but the weapon has no offset from the end of the spring arm

faint pasture
#

I mean the transform in the details panel loc rot scale

zinc wasp
#

He has a distance as an offset.

lone garnet
#

and ive tried having no spring arm length too

#

this is the transform of the weapon and the spring arm. They are both 0

zinc wasp
#

Is the distance always the same?

#

I'm just guessing it has something to do with world location and relative location.

lone garnet
#

the distance from the camera when I aim is always the same

#

it is definitely to do with the world location in some way

#

like I said, if i include X and Y in the distance check, it doesnt effect pitch, But then the value is off

#

And remember, this pitch problem doesn't happen without a sight so it isnt to do with where I have my offsets in the viewport

faint pasture
lone garnet
#

I am moving the weapon from its 'Hip location' to its new target 'aim location'. But these can be the same place and the problem still occurs

#

no rotations occur

zinc wasp
#

getsocketlocation is world location?

lone garnet
#

i believe so

zinc wasp
#

That has to be it than.

lone garnet
#

unless I use transform and specify the space

#

which I also have tried XD

zinc wasp
#

Because your setting up relativelocation.

faint pasture
#

Ya that sounds fucky

lone garnet
#

so what are you suggesting?

faint pasture
#

Is gun a static mesh or skeletal?

lone garnet
#

skeletal

zinc wasp
#

Maybe just set a float variable as distance and than add it to the setrelativelocation.

#

Because the offset shouldn't need to change.

#

Once you get the distance.

lone garnet
#

I tried that. I set the distance when I added the attachment but it just depended on which way I was looking when I added the attachment

faint pasture
#

Why are you having offsets and distances? That sounds super weird. Just have a socket or scene component that the gun is snapped to when aiming. Make sure that socket or scene component is riding with camera

lone garnet
#

Im doing that

#

I have an arrow component its snapping to when I aim

zinc wasp
#

Just hard code it lol

lone garnet
faint pasture
#

Make the arrow component visible and check if it's parallaxing

lone garnet
#

it isnt

faint pasture
#

Show that whole attachment graph

lone garnet
zinc wasp
#

The distance as an offset shouldn't change. Find the right offset when facing straight forward and use that at all times.

faint pasture
#

Does It screw up when you don't take the weapon has sight path?

lone garnet
#

it just uses the normal Iron sights instead

faint pasture
#

Well yeah of course but does it still do the parallaxing?

lone garnet
#

no

faint pasture
#

Okay then the problem is in your offset calculation, and I'm pretty sure it's because you are getting the position in world space instead of local.

lone garnet
#

yes thats where Ive got to

faint pasture
#

Just get the LOCAL z position of the sight bone and use that

#

No distance calculation, nothing

lone garnet
#

but i cant measure 2 different component sockets with each other in relative

zinc wasp
#

Get the world and translate to local

faint pasture
#

You just need the sight bones Z location in local

#

I mean I'd just give each weapon a float SightOffset but that's whatever.

lone garnet
#

like this?

faint pasture
# lone garnet like this?

Yeah something like that. I don't know where your root bone is and all that stuff but it'll be something of that sort

lone garnet
#

I have given each weapon sight an offset in the struct of the item but the weapon heights may be different where you attach the sights

#

so the sights wouldnt be a hard offset every time

#

yeh that code doesnt work btw

faint pasture
#

What are the other options for space

lone garnet
#

World, actor, component

faint pasture
#

I would probably pick actor or component, depends on if the gun mesh is the root component

#

Anyway, that select node looks Goofy too.

lone garnet
#

hows that?

#

Neither actor or component space works

#

it gives a large offset

faint pasture
#

Are you scaling anything?

lone garnet
#

nope

faint pasture
#

Also is the AimPoint X and Y 0 and 0?

lone garnet
#

X aim point has an offset

faint pasture
#

Then what's that select return if it's false? All 0s right?

lone garnet
#

just moves the gun to the aim point

faint pasture
#

So when you have a sight you're offsetting in X and Y? Cuz if it's false it's moving the gun to 0,0,0 relative to parent which is not aim point

#

What kind of output is the get socket location Z returning?

#

And what kind of number would you expect from it, something like five or six centimeters

lone garnet
#

if I have a sight, it moves the gun to the aim point as it would without a sight except it also adds a different value to the Z. Yes I'd expect something like that

faint pasture
#

But the only way it'll actually line up with where the AimPoint is if it has a sight, since you just said that AimPoint has an X offset but that node will return 0 x

lone garnet
#

it is currently outputting with local bone space, -0.00002

faint pasture
#

What about component or actor space

lone garnet
#

and in component space, 49.6

#

and in actor it changes based on where im facing. In the hundreds though

faint pasture
#

Yeah something is scaled or rotated somewhere. Try the other coordinates in component space.

#

Also I would move gun to AimPoint Location + (0,0,bUsesSight x Offset)

#

No select or anything

lone garnet
#

Y changes on where Im facing but X gives a nice value Id probably b elooking for. 4.something

faint pasture
#

Yeah shits rotated lmao

#

You export from blender?

lone garnet
#

yes blender

faint pasture
#

Ya I bet all your meshes have some weird scale or rotation on them, on the assets themselves. It's a pain but I'd get the export settings dialed in

lone garnet
#

its definitely possible

#

whats the standard unreal

#

?

faint pasture
#

I don't recall but I'd just play with the coordinate settings and experiment till it comes in without rotation or scaling

#

Don't quote me but I think something like this is what we're using

wet surge
#

hey, does someone knows how to apply a force in a specific face of an object?

faint pasture
#

What's the context, what are you trying to do

wet surge
#

im trying to make my car fly from the botton, so in that way if it tilts you wouldn't be able to recover but any impulse or torque applied doesnt want to work, i've tested other models to see if my rigged car woul have some problems but it happens the same on the other models too

faint pasture
#

Just apply the force at a location towards bottom of car

#

CarLocation + UpVector x -100 would apply it 100 below car origin

#

Or just put a socket there and use it's location

wet surge
#

a socket would work?

faint pasture
#

Yeah a socket is just a named transform relative to something.

wet surge
#

ok ill try it, thanks so much for the help

#

nope

#

it doesnt work

#

its like the force its applied over the global z axis instead of the car z axis

#

i dont know how to fix that

#

this is what i've tryed

scenic quail
#

is it possible to spawn a copy of the camera on my player actor, and switch to it?

lone garnet
#

Thanks for your help both @zinc wasp and @faint pasture Still not fixed so far but I imagine it does have something to do with export/import. I'll just have to mess around with it for a bit

vivid fog
#

Hey everyone, I'm having what I hope is a pretty simple math/control related question.

I'm trying to get the yaw rotation in 360 around an object which is easy to do by itself, but what I'm trying to do is have that rotation value always start at 0.

So for example no matter which angle you're looking at the object, once you start moving the camera, the yaw would start at "0" and then be able to rotate all around up to 360 (back to where it started)

#

The problem is I don't seem to be able to find a way to do this without getting the world rotation of the camera/object involved, which is not what I'm aiming for

wet surge
vivid fog
#

Huh, I think I follow what you mean! So I'm assuming the mouse X value is what is driving most of the "starting point" for the new rotation?

wet surge
#

yeah

#

you can change that value to whatever you want

#

so you coul orbit the object properly

#

if you think about it its like a shooter scope aiming system but fixed in a point

vivid fog
#

Okay, I'm going to give that a shot. Thank you for the help!

wet surge
green shoal
#

Hey there, I am fairly new to UE got a quick question. I have a BP_Player blueprint that contains a public variable called PlayerStats (structure). I have an UI element where I want to show that player's CurrentHealth just as a text. This is my current player ui widget. How do I access the PlayerStats variable of my Player Blueprint from the UI wiget? And is this the correct way of doing it?

wet surge
cursive path
#

Can i damage enemy using tag without using get all actor with tag?

burnt nest
fading wren
#

hello, i have a vector variable. How can i vizualizate this variable? I mean, to use Draw Debug line you have to have Start and End position of line

#

or could i get start and end position from this variable to use Draw Debug line

#

?

fading wren
#

i just want to invert this variable

#

and be sure, it goes to right direction

#

is it posible?

clear meteor
#

I'm trying to activate an enemy spawner when my character enters the sphere collision on the spawner. This is the setup I'm trying but I still get no overlaps when I check with a print string. Both the capsule on the character and the sphere collision on the spawner are set to overlap eachother on a specific object channel with "generate overlap events" or whatever turned on

maiden wadi
#

@fading wren DrawDebugArrow. StartPoint is Location. Endpoint is Location+(Normal*100)

#

Line works too I guess. Either way.

tired chasm
#

Hey yall, got a quick question. Is there a way to fire an event when an object hit's a certain rotation point or do I have to have a rotation check on tick?

faint pasture
maiden wadi
#

@tired chasmNot in blueprint. Not unless you're setting your rotation in blueprint. Normally you'd override whatever movement component you're using, override a virtual function involving movement when it's set, check it after the super call and if rotation is what you want, broadcast a delegate.

olive chasm
#

How can I set the controllers rotation input? There only seems to be blocks that add to it

surreal peak
#

ControlRotation is part of the Controller

#

Get the Controller of the Pawn and then you should be able to access it

olive chasm
#

How would I do that?

#

Sorry if i'm stupid lol, I just started learning blueprints minutes ago

surreal peak
#

Just use the GetControllerNode

#

And use the return value of that

#

That's is the Controller that possess the pawn

olive chasm
#

I see

#

Also, would I be able to make my own function?

#

I have a lerp function that i made because the existing lerp function is confusing to me

maiden wadi
#

@olive chasm Lerping is simply taking two values and getting a point between them based on a 0-1 scale.

olive chasm
#

I know

#

I lerp like this

#

But I was wondering if I could simplify it down to a single function

maiden wadi
#

What is confusing about the default one then?

olive chasm
#

I just don't know how to use the default one lol

surreal peak
#

You put in Value A and Value B and a value between 0 and 1

#

0 is A

#

1 is B

#

everything else is in between

native terrace
#

isn't there lerp nodes tho?

surreal peak
#

Well yeah we said that already :P

native terrace
#

LULW soz, i'll crawl back to my cave

surreal peak
olive chasm
#

Oh, i see, I figured it out

#

I thought the lerp node didn't work the way i thought it would because the alpha i was putting in was too small

faint pasture
native terrace
#

nah jk imma chill and watch something, cya
thanks for your compendium on networking btw sir pajaMLADA

surreal peak
#

No biggie

olive chasm
#

Like sometimes they take in a time variable

surreal peak
#

That's Interp iirc

olive chasm
#

Oh i see

maiden wadi
#

@olive chasmLerp will always just go off of a 0-1 scale. For instance. Lerping between 0 to 100. An alpha of 0 is 0. Alpha of 0.5 is 50. Alpha of 2 is 200. Alpha of -1 is -100.

faint pasture
maiden wadi
#

But to answer the original question. Yes you can make your own function in any class you want. Just click here.

surreal peak
#

Something like a generic "lerp" function, that you might want to use everywhere, should be place into a special Blueprint

#

Called "Blueprint Function Library"

#

Cause that will be a static function you can call nearly everywhere

olive chasm
#

I see

#

Another thing, how would I make view bob with a sine function? Just like, while moving, it moves the cameras y rotation from 0 to -10 with a sine function so it bobs up and down

tired chasm
#

@maiden wadi hey thanks! I'm not quite sure what this means "check it after the super call and if rotation is what you want, broadcast a delegate" but I might have physics dictate the rotation of the object so I think that might make it a little complicated haha. If I have to use tick though it shouldn't be that bad I think. I might use a timer instead actually.

maiden wadi
#

I'm not familiar with the calls that physics uses to rotate objects. But that'd still be C++ territory. You can honestly likely just use tick.

faint pasture
tired chasm
#

aaah alright. thanks! Yeah I think I can get away with using a tick for this! : )

faint pasture
#

If you're going to be reusing it everywhere it would make sense to make a function but you're still going to have to call that function on tick. But I would look into the camera shake system, it's probably a lot more robust than whatever you would cook up.

runic plinth
#

Hey can I ask for ideas on how to get a float value? I need to calculate the player height from ground when not jumping/falling, and only when the player climbs/goes up in a more sloped ground. So far this is spaguetti of ideas

tired chasm
#

that was also my thought.

runic plinth
tired chasm
#

also just to let you know, if you're a BP that's in the character class, there's a node that checks weather the character is in air or not

faint pasture
#

When walking up a slope, the distance is going to be very small, on the order of like 20 cm maximum. When climbing, assuming you have a climbing system, the distance will be arbitrarily large.

olive chasm
#

Oh wait nvm

faint pasture
#

Do you mean height from any collidable geometry or height from the actual terrain actor?

#

I mean by definition, if you're walking on something, you're not that much above it. Anywhere from 0 to like 20 cm

runic plinth
#

My english isnt the best so I will paste the picture, for example when the player goes up that slope, I need to know the value (and then filter to distinguish from more normal slopes)

tired fossil
#

Good afternoon βœ‹
Is there a good way to update a blueprint's asset from a marketplace's library? For example, a new version came out, but I moved the folder from the previous one to a more suitable place. Inside there are blueprints and they are used in many places. How to update them to a new version if it is downloaded by default in /Content/AssetName
After all, the result is 2 different directories πŸ˜•

faint pasture
empty needle
#

Hi everyone, is there a way to. At runtime import a Static Mesh (FBX), and show a list of meshes in UMG. In the UMG I’d like to see a preview of the mesh?

faint pasture
#

What are you considering "the ground"? Just Z= 0?

faint pasture
runic plinth
# faint pasture What are you considering "the ground"? Just Z= 0?

I started to calculate the "ground" from the lowest possible Z position player can be, and thought process was to go from there.. But you gave me the right words, google now brought new forums and posts, will check there thanks; (and be back if I need more ideas) πŸ™‚

empty needle
#

I’m able to bring FBX in, this was done in CPP.

#

I’m thinking of something like the Static Mesh Preview image as a texture.

pallid spoke
#

hi guys i am using a mixamo character for some tests and i am having problems with the animations but i dont quite understand, could someone help me or have you ever gone through this problem

wet surge
faint pasture
wet surge
#

take a look

#

this is all i needed

faint pasture
#

Everything I'm seeing on doing this in a game basically just spawns the mesh in a little studio under the map and renders to a view Target

faint pasture
# wet surge this is all i needed

Yeah that'll just give the car a bump and it's up Direction every time you click the right mouse button. That doesn't sound like what you wanted to do but it'll work

empty needle
#

Thanks Adriel, I’ll ask the CPP guys.

wet surge
#

also do you know how i can detect if the car is in the air?, because the is flying function always return false

#

no matter the state of the car

empty needle
#

You can use a simple line trace, in the middle of the car.

faint pasture
empty needle
#

Point it down, and check the distance. If it’s more than a certain distance it’s in the air.

#

πŸ™‚

faint pasture
#

Basically every frame it is touching the ground, there should be an event hit on one of the tires.

#

You could also just keep track of acceleration, and if it's close to (0,0,-980) you are in free fall

storm dove
#

hi guys, can i see which blueprint is giving me framedrops? im getting random frame drops, no idea what is causing it

wet surge
#

but seems greats thanks

storm dove
#

thanks

faint pasture
wet surge
#

seems to be easier

storm dove
#

very nice

#

is it possible to detect the part of code that is heavy processing wise ?

faint pasture
#

That's how I found out that moving a couple math operations to C++ made my vision system over 100 times faster

faint pasture
storm dove
#

holy moly

#

daaaamn nice

#

thankx

faint pasture
#

Just learn how the tool works, you'll be using it a lot if you're doing anything even remotely heavy

storm dove
#

my new friend

trim matrix
#

Would anyone be able to direction me way of how to make camara turn when the charactor model turns ? i am trying to look up what it called basicly im trying to make camara turn in top down blueprint as i left click around

#

i assume what i need is rotation value of charactor model some how attach that to left click i dont know what to look up to do that o.o

#

nvm i figure it out

zinc wasp
#

Don't use a event tick.

#

Begin play

trim matrix
#

ok, i have this widget which let you open all the others in-game menu and set characters movement through the map; this widget is called pressing a sequence of buttons (alt + T)

#

can I place this logic on Player Controller or there is a better one if I want to let this widget be accessed in every situation that the game proposes?

#

I was thinking in Game Mode however I can not set a keyboard button command in the Event Graph 😐

coarse orbit
#

Hello, I'm stuck somewhere and my mind can't get why this happens, So I have a gun that play animation when i fire and then there are 2 bullets spawning, 1 as ejecting shell & other as shooting from transform of 2 different invisible bullets , now the problem is when I add impulse to one of them the other one is affected as well with the other one's impulse, any idea why this happens?

pine idol
#

The server can only have one level loaded at once, correct?

raw orbit
#

is there any way to 'shield' the character without directly editing the character blueprint? anticipate the damage using an actor component or anything of the sort

#

but still register the damage somehow so lets say i wanted some sort of a power word shield type of deal or perhaps a 'cheat death' mechanic would this have to be done in the bp directly

scenic quail
#

hey, i'm noticing some slight ghosting in the movement of my player character. I remember in the past seeing a video that described how to fix this, but can't seem to find it. anyone got any pointers?

#

something about predicting the location i believe

flat raft
#

Anyone have the ancients demo installed? Can some take a look at tell me what the character max speed is and acceleration, please?

haughty wing
#

Hey guys, pretty low level question but is there any built in way to detect if the instance of the game is being closed down (i.e alt+F4 or closing down the game via ways not coded in by me)?

It's to do with saving game data and i'm sick of using a save game button to save variables, I was thinking about updating the save game data every instance of the variables in the save game data changing but StrikerLul that sounds a bit extreme compared to the method i'm using atm.

I'm not crazy good with UE4 so PepeHands

sand shore
#

I have no idea if that's early enough to actually do anything

#

But if you still want a "Exit without saving" you can set a flag to prevent the GI from saving on exit

#

You'd also need to track the currently active save/autosave slot

haughty wing
#

Hmm, sounds risky but is there any way to stop them being able to exit the game instantly? Like I remember trying to exit some wacky games where they pop up a "Are you sure you want to leave q.q?" UI

#

I mean if i can force them to click a save button it works that way too, which would be the exit button

#

Ok i'll go about it from the game instance. Thanks a bunch ❀️ if it works i'll put you in the credits of this game i'll never let see the light of day.

sand shore
#

I could suggest some things in C++ with a bit of research

#

But in BP that sort of thing is likely not exposed

#

best you can hope for is to just do stuff on that event but not do anything async

#

Test it out - that's the obvious solve here.

haughty wing
#

ty

heady burrow
#

how do you normally organize blueprints?

#

any good practices

sly berry
#

Hello, I'm using a controller to rotate my camera in game by getting the axis values with the 'Gamepad Right Thumbstick 2D-Axis' event. However, after a bit of moving the camera, these axis values are set to small numbers like 0.016 which makes the camera rotate by itself. Does anyone know an easy way to fix it ?

fading wren
#

Do i understand correctly, vector variable it is variable that contain coordinates (X,Y,Z) ? in that case, what coordinate will store "Wall_vector" ? Coordinate of Impact normal ?

burnt nest
burnt nest
fading wren
#

or, if rephrase my question, how can we store a direction, using just coordinates of one point

#

if i undestand correctly, we need two points, to show direction

burnt nest
fading wren
burnt nest
#

I'm sure you will! πŸ˜„

sly berry
#

Thank you Raptor it worked πŸ™‚

fading wren
#

ok, now i am really curios, how vector variable could store a direction, using only cordinate of one point

#

i checked variable

#

it do store only one coordinate

#

and that allow it, to draw a line, that align to ball direction on a moment of hit with wall

#

screen was taken few second after ball hit a wall

fading wren
fading wren
fading wren
#

so in that case, variable just store a coordinate of blue point(normal) and then just draw a line from world (0,0,0) ?

#

and that is showing a direction

flat raft
#

It's the DIRECTION of the FACE NORMAL on the plane that was hit

#

@fading wren

flat raft
#

Nope

fading wren
#

ok, what exacly this

flat raft
#

1 sec..

fading wren
#

i mean coordinate of what point is this

#

?

flat raft
flat raft
#

The plane in my video has only 1 face, and it is facing (1,0,0)

#

here, my plane is facing up. so the normal of the face hit by the trace is facing up.

#

this prints (0,0,1)

#

@fading wren

#

shoot your trace to the floor, and you'll get (0,0,1) . This is because the face of the ground plane is facing up. +Z

#

Normals of the plane

fading wren
#

it will show me a normal of wall

#

which is mean 1, 0, 0

#

but i was asking about

#

if i draw a line from the ball

#

it show this coordinates, after ball hit a wall

flat raft
#

Is ur wall perfectly aligned to the +X aaxis?

fading wren
#

oh

#

nope

#

wait

#

oh no

#

wiat

#

it is

#

it is aligned

flat raft
#

Is that a Unreal made cube, or a fbx u imported?

fading wren
#

i belive unreal

#

not imported

flat raft
#

Ok..hmmmm

#

Actually .. what's the box Collision set to?

#

Set it to BlockAll

fading wren
#

for what

flat raft
#

The box

#

In ur component list there

fading wren
#

i mean for what purpose

#

why should i do that

flat raft
#

To see if ur trace is actually hitting the box

storm dove
#

hello can someone help me understand why my cpu stalls ?

fading wren
#

blue line is wall normal

#

red and yello it is direction

#

of a ball, on moment of hit the wall

#

i just try to figure out. how does this red and yello line works. if vector variable store only coordinate of one point

#

i mean to draw a line, you should have to points

flat raft
#

Vector is a point

#

When a vector is describing a vector direction , then it's from 0

#

Can you print out HitComponent and tell me what you get?

fading wren
flat raft
#

Vector is a point

#

xyz

fading wren
storm dove
#

how to launch your game in a non-debug build ?

flat raft
#

Plex, remove the static mesh from the Bp

fading wren
#

ok

flat raft
#

Just keep the box

#

@storm dove try asking in cpp?

fading wren
#

@flat raft removed

#

and get this

flat raft
#

Ok, select ur box in the Bp, and turn Collision presets to block all

#

Then u should get what I expect

#

(1,0,0) or something whole like that

fading wren
#

i do not need normal of wall

#

i need ball direction

flat raft
#

but nevermind... I think the answer is because the champfer box is slightly off. πŸ˜‚

#

Ok, sorry... you need the ball direction?

#

The forward vector of the ball ?

#

Is ur ball moving? and u want to know which way it's going?

fading wren
#

it is coordinate

#

of red square

#

place where ball

#

hit a wall

#

and it show a direction

#

of ball

#

at the moment

#

when ball hit a wall

#

ball on the screen in another position, because it screen taken like 10 sec after ball hit a wall

#

blue one is wall normal

flat raft
#

When the ball hits the wall... you want what to happen?

fading wren
#

i already done what i whant

#

i just want to understand

flat raft
#

Oh ok

fading wren
#

if i have only one point

#

how ue4 draw this red yellow line

#

how does UE4 draw this red and yello line

#

?

#

if vector

#

is just a point

#

not a line

flat raft
#

In ur trace you are giving it 2 points , no?

fading wren
#

yes

#

ok

#

i got you

#

yes, undestood

#

ok

flat raft
#

In ur trace, you are saying ... OnCollision ... trace start of ball, to end of ball plus ..

#

ok cool

fading wren
#

could i draw i line using this variable

#

lets say i want to draw a inverted line

#

using variable Player vector

#

how can i do it

#

?

#

i have only coordinate of place where ball hited a wall

flat raft
#

From wall to sphere?

fading wren
#

correct ?

flat raft
#

Where do you want to trace from ?

fading wren
#

i want ue4 draw me this line

flat raft
#

you give the trace 2 points and it will give you a line

#

Start and End

fading wren
#

start point will be variable "wall_vector"(which is wall normal) - variable of "player_vector" (red and yellow line showing a directon of ball at the moment ball hit a wall)

flat raft
#

From the Red box to where?

fading wren
#

i need calculate and draw a line that will show inverted

#

direction of ball

flat raft
#

Check this out when you have time

fading wren
#

yeah

#

i checked it

#

it doesnt help πŸ™‚

#

didnt*

#

they showing how this should work

#

but doesnt show blueptint

flat raft
#

what is inverted Direction of ball mean?

flat raft
#

Facing away from sphere?

fading wren
#

not really. red and yellow line show a direction of ball, at the momemnt where ball hit a wall. screen was taken afte 10 second afte wall hited a wall. thats why ball placed not near a wall

flat raft
#

this?

#

my internet keeps dropping

fading wren
#

yes

#

looks like

#

i will check it

#

thanks for help

flat raft
#

Yup. Look up laser beam on YT. Basically draw multiple lines in different angles

#

@fading wren just a final though ... the +X axis is generally regarded as the forward axis in Unreal. So when u have a point. The x axis is forward

#

+X being the forward direction, +Z up... so that how you get Direction from point.

fading wren
flat raft
#

If u say Go Forward, it will take X as forward and go that way

#

I would say think of vector as a math/programming function, rather than physics function

#

vector stores 3 values.

#

That's it. forget about Direction. πŸ˜‚

fading wren
#

πŸ˜† this vector math is not for 3d artist brains

flat raft
#

also, look up Linear Algebra

fading wren
#

what for we need linear algebra in blueprints

flat raft
#

very helpful for game mechanics

#

this playlist is very visual and easy to understand

#

This... what you just did, is Linear Algebra

#

vector + (vector x 500)

#

why do you plus GetWorldLocation to (GetForwardVector x 500) ? What is the effect of doing so? watch the linear algebra playlist to understand. 😜

#

Ok, I'm off . Nice talking to you. Night!

fading wren
fading wren
fringe frigate
#

Can you not preview values while playing?

#

even when my character is moving these values remain 0

native terrace
#

by default it's not selected FeelsDankMan

fringe frigate
#

ehh, which top :V ?

native terrace
#

in your blueprint

#

there's a dropdown

#

which tells the engine which entity you wanna debug

fringe frigate
#

d'ya mean the debug dropdown?

native terrace
#

ye

fringe frigate
#

i can select the blueprint debugger. But with that on, the values watched still just remain still

native terrace
#

uh FeelsDankMan

fringe frigate
#

they just look like this

#

I guess it only works if the game is paused? Tho i'd like to debug it live, to see what the values are

fringe frigate
#

think i figured it out

quick imp
#

Hey so, how does one get this variable? I was only able to create the variable from promoting a open level blueprint.

#

It says world, and is a soft referance

#

Cant seem to find it when I go to create a new referance lol

sick sapphire
#

If I directly put a particle system as a component on the player pawn, it seems to disappear after setting the player's transform (teleporting the player). Is there a way to fix this

odd gull
#

hey guys im trying to make a shoot system for my marble game but im stuck,i want the projectile to be shot from the player(marble) to the crosshair i have.
But it keeps shooting from the player straight ahead.Any tips?

native terrace
tardy wharf
#

Hi guys. Got a problem with saving. What's a proper way to save selected mesh? Trying to save it as Static/SkeletalMesh ref, it works on editor, but it fails on build. Soft references and path are fails too

shrewd oar
#

Hello, Question. when I execute this functions the game stuck for 1 -2 min and then continue, (all I'm doing is when Key pressed some of the actors's Material is changing and one of them is set to invisible- each of them alone works good only when im trying to apply all together its stuck) anything I can do to make it change smoothly?

candid whale
#

is there any way to convert a struct text writeout into a new struct instance??
This is what I get back from the C++ side after an ExportTextItem

(EventName_23_3D53544A416C0930FF1931A8D83AC617="Event_BuildChest",SegmentName_5_06B0D40D46D4CC3D8B934B891D73FB16="Chest",BuildPart_18_EC765E91488CCD2B58837E8B8E49F964=(),SegmentDescription_7_E070DB7243757ED932867DAF456C600A="Build a usable chest",CustomIcon_19_61C359F744F0DBED73A218A8BD39D70A=Texture2D'"/Game/TemporaryAssets/Textures/Icons/T_Icon_War_Hammer.T_Icon_War_Hammer"')

gentle urchin
#

If it still lags, half a loop per frame etc etc

#

I would think its faster to bind them up to a dispatcher instead but dont have any data to support that statement

civic ledge
#

is there any implementation of SHA256 HMAC for blueprint available? if not, how would I implement it

candid whale
#

if you have any experience with C++ at all, blueprint function library for your blueprint/C++ connection; and a C++ library you can find online should do the trick

native terrace
#

you're not using the completed pin

midnight cove
#

Hey can someone help me? So my project was working fine yesterday, but when I reopened it today I got this error

#

why is everything an infinite loop

native terrace
#

show the faulty blueprint? maybe it failed to save the latest version or disconnect some pins randomly eShrug

midnight cove
#

this apparently

scenic quail
#

not sure what i should be doing here... i'm using a default player start

shrewd oar
#

They dont share the same array size. Will it still work? Never used Macro before

faint pasture
#

@shrewd oar Put the loops AFTER one another, not inside. You're doing a billion loops here

#

@shrewd oar

celest pilot
#

Hmm could it be doable to make a mirror shows what the server sees? This way you could perhaps see if what you're doing is replicated

trim matrix
#

@midnight cove casting every frame is very expensive

#

on construct, get a reference of the character then just call it on update instead of casting it everytime

#

and from what I see, that shouldn't be an infinite loop error. Do you have other casting to bp player somewhere?

proud sable
#

Is there a way I could adjust this setup to smoothly move my camera between characters?

Right now when I swap character, the camera does smoothly move to them as long as they're standing still. If they're moving the camera moves to where they were when the swap was initiated and then jumps to the actual location on attaching.

burnt nest
# proud sable Is there a way I could adjust this setup to smoothly move my camera between char...

Hmm... with the setup you got here, I'm inclined to think "no". Since "Move Component To" evidently cannot update the location, you can either perhaps put another "Move Component To" after the first one, set the time to something quite low, and turn off "Ease In/Out" to make it catch up the the character quite fast. It'd be an improvement over teleporting at least.

Or you need to work with Timeline and lerp instead, and attach the component once it's close enough to the character.

proud sable
burnt nest
proud sable
#

I thought so too but it doesn't seem to be the case, repeating Move Component To also seems to make it worse. I guess I'll scrap the idea for now, it wasn't too important

burnt nest
faint pasture
proud sable
#

3rd person, in between top down and over the shoulder would be the best way to describe it I think

burnt nest
#

Can I ask what your alternate character is doing while you're not controlling it? Sounds interesting. πŸ™‚

proud sable
#

It's bare bones at the moment, but the other AI stay in formation and have their own fighting behaviour

worldly leaf
#

Hi there, I got a small question concerning blueprints that runs in the editor viewport without pressing play or simulation. For some fast context : I have an Unlit planet shader with a blueprint where I can link any actor to act like a light source in the shader ( It takes the actor position and process the vector to determine from where the planet shader should be lit)
It works well while playing or simulating but I wish I could move my actor in the editor viewport without pressing play, then I could easily find the right position for the planet lighting and have the values registered in the material instance, wihtout having it reset after I closed the Play/ Simulation.
What would be the best approach for that ?

midnight cove
candid nest
#

hey everyone i got a error when i hit play my character autmaticaly step up and start walking in air all animation are working fine but why he walk in air i am using ik foot can this be the reason

native terrace
#

uh somethinbg is probably setting your movement mode to flying

burnt nest
burnt nest
hushed pewter
#

Ive just had too scrap a massive script cus of how many bugs it has

#

Whats the best way too have the player rotate towards a set rotation

#

Like if you want to move right it finds the shortest path too 90/-270 degrees

wary tinsel
#

Hey guys is someone familiar with ghost replay? I'm trying to interpolate my vehicle saved position with a timer set at 0.2.The replay it's fine but it's still laggy because I noticed that it repeats the index (for example it goes from 0 to 1 then from 1 to 2 then from 2 to 3 etc) Anyone know a better way to interpolate between position of the same array?

zenith trout
burnt nest
wary tinsel
#

what I did but nothing...it's laggy

burnt nest
zenith trout
#

Then when interping the rotation make sure x and y are zero on target so only the yaw rotates

zenith trout
#

If you add indexes every second then you just have to lerp between index x and index x+1 every second

wary tinsel
#

i did this

zenith trout
#

And the lerping can be done by a timer

#

Also thanks for your question , you just helped me solve this in my own project

wary tinsel
#

there is a timer set a .2 and the timeline is the alpha

burnt nest
#

That will be very strange. You'll set the new index every .2 seconds, and the Timeline will try to finish before the timer ticks again. πŸ€”

zenith trout
#

If your willing to wait I can try to implement this once I get home

hushed pewter
#

@zenith trout Bruh thanks, Didnt reallythink to use it like that

zenith trout
#

But that won’t be for another 2-4 hours

wary tinsel
#

I mean, it looks good the result but when printing it repeats the index and it gives like a micro lag

burnt nest
wary tinsel
burnt nest
#

No, it won't. πŸ˜„

#

What I would do, is not run a looping timer. Just run the function you got, then run it again on the timeline's "Finished".

#

What you are doing currently is updating the index, then starting the timer, and then after .2 seconds, whether the timeline is done or not, you update the index again. They're interfering with each other.

wary tinsel
zenith trout
#

Run the timer on start

#

While it runs lerp from the current index to the current index + 1

#

Once that’s finished increment the current index and play the timer from start

#

The speed of the timer will be the same as the time between each index (ie if you added the indexes every 2 seconds the timer would lerp over 2 seconds)