#blueprint

402296 messages · Page 688 of 403

zenith trout
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Do that until you reach the last index

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@wary tinsel

wary tinsel
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so on finished I should increment again the indexes

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so it won't repeat?

zenith trout
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Yes

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On finished (forward) increase current index by one

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Then for the lerp, you would lerp from current index to current index +1

zenith trout
worldly leaf
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I can move the actor but it doesn't register its position toward the shader, like it does in runtime

candid nest
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yes he is moving bit over a ground and not going upwards can u help me out i have watched almost all tutorials on youtube and i set the capsule and mesh rotation too but didnt work

tired chasm
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Hey guys, I've been asking a lot here lately but you guys have been super awesome 😅 I have yet another question involving splines. from what I understand, you can't create an overlap using normal splines? I need an overlap event along the path of a spline. Do I have to manually insert box collisions to do this or is there a more procedural way to get this done?

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I'm not using spline meshes, just regular splines, but if I have to switch to spline meshes I will, I'm just learning about splines though ^^

burnt nest
burnt nest
burnt nest
analog perch
tired chasm
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ugh, I had a feeling spline meshes would be expensive x_x

worldly leaf
tired chasm
analog perch
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you can get point at distance along spline

burnt nest
analog perch
tired chasm
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oh... hmm, if I can get regular splines to work, that would be awesome.

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I see I have to put in the point values here. There could be a random number of points though so will this work?

analog perch
burnt nest
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You can also Get Number of Spline Points/Segments.

tired chasm
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alright. I'll try these and see if I can get something a bit more user friendly. thanks!!

burnt nest
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I'm dying with anticipation.

tired chasm
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if not, I may have to use spline meshes x_x

clear meteor
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Does anyone know why I can't see the Blackboard Target drop down anymore? At some point while I was working it disappeared and when I create new Blackboards/Behavior Trees/tasks the field is entirely missing. I can't see how I can do any more work without it. Seems like a nasty bug but I don't know

burnt nest
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I can see the Keys though, so I'm guessing it is set...

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I'm not sure why people insist on using UE5 when it's in early access.

clear meteor
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Yeah...

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I wonder if I migrate the project if it will fix it.

tired chasm
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Yeah people been getting upset when they work hard on something in UE5 and it gets buggy. like, yeah it's buggy. it's early access! lol

clear meteor
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I was hoping there was something stupid that I was doing with the BT because I'm fairly new to it but yeah... looks like I'll be submitting a bug report.

tired chasm
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Yeah I had to submit a bug report after 1 day of using it 😅

clear meteor
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Someone has to break it so they can fix it lol

tired chasm
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yeah true xD

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so I ended up following a tutorial that shows how I can spawn box colliders along a spline

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yes those are all box colliders

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thousands of them all mushed together on a spline :D

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lmao

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I have a spacing variable and I set it to 1 and that's what I got LMAO

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that's just for the luls btw.

clear meteor
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I'm going to try making the tasks in another project and then migrating them over just so I can finish this Behavior Tree

tired chasm
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@analog perch Hey you mentioned needing to using box collisions cause you have the same issue as me. after digging, I found this https://www.youtube.com/watch?v=BIU5zEnXiGY&ab_channel=ShaunFoster. I'm still playing around with stuff to get it working the way I like it but what I have so far is pretty nice :0

Tutorial 2: https://www.youtube.com/watch?v=gMYUjE22mZg
Tutorial showing object along splines and the creation of a road
0:00-2:17 Intro
2:18 Mesh Splines & Create Variables
4:15 Blueprint Construction Script - Loop, Add Mesh & Set Materials
5:40 Spline Math Divide into pieces
6:35 Spline Placement & Randomization

FYI - For a useful HOUDINI b...

▶ Play video
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I wanna see if I can figure out a way to use only one box collider in between spline points and have the length extend across the 2 points. If my potato brain can figure that out, I'll post the blueprint here.

loud cipher
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Hey all i have setup a script where the player can build

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So the fake class variable is my preview mesh

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But i can switch the class to another blueprint by pressing 4 or

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5

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However, the variable i promoted off the spawn actor called Item Being Built 1

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gives me an accessed none error

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Due to me setting the actor location using the 'item being built' actor variable

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It still works but gives me a load of accessed none errors

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How can i tell it that the class has been changed

fringe frigate
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How can i stop and reset a timeline, while starting another?

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when i press, i want the first one to play.
when i release i want it to reset, and play the other one

zenith trout
loud cipher
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How can i have my spawn actor change its class while in my game?

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I want to be able to press a key and then it sets the Fake class to another actor

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However doing it like this gives me an access none error whenever i reference the return value of the spawn actor

lament ginkgo
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Does anyone have any good practices/tips for marking things as TODO in ue4? Like I have a block of code I know I need to go back to at some point, I'd like to set a reminder.

In Unity I would just say TODO in comments, then I could search all instances of TODO, but not sure how I could do something similar in ue

fringe frigate
severe turret
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@loud cipher you cant change the class of an actor at runtime, but you can switch the actor out with one of another class

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unless there is something new I haven't seen of course.

burnt nest
zenith trout
zenith trout
stark marsh
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Hey i have a small problem i was following a tutorial for a ARPG game and i came across a small issue where i cant add my updatehealth function as a event? I put the function in my BPInterface and added a input for the health percentage but i cant add the Event Update Health to my HUD_Widgets event graph? lol

zenith trout
stark marsh
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@zenith trout Im not too certain how would i check that lol. Im a utter beginner at unreal engine lol

zenith trout
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Class settings

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Interfaces

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@stark marsh

stark marsh
zenith trout
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If it doesn’t add it

stark marsh
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@zenith trout Thank you so much that was actually sending me crazy 🤣

zenith trout
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Watch the videos carefully

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Np

stark marsh
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@zenith trout he actually cut out the part where he did that and explained in his description what to add because he forgot it but it confused the life out of me. I cant believe i didnt check that though but aye Thanks again chief i appreciate it! 👌

hoary junco
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wtf are those

severe turret
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there are some objects/functions that are tagged as EditorOnly. They cannot be packaged so you can't use them in your game

hoary junco
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everything in C++ are UPROPERTY(EditAnywhere, BlueprintReadWrite)

fresh sand
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Isn't something supposed to happen here?

split ginkgo
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Can we have "pointers/references" to variables in actors?

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I have a Inventory_Include and I want to make it reference the Inventory that its viewing

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So that when the player drags an item from a chest or something, it moves it from the storage and into the players inventory

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I made something that does that right now, but the inventory in the player isn't actually updated. Its only updated inside of the widget's variable

severe turret
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when you create a variable you set it's type. Then you store the pointer/ref to the object of the type you set. You will have to get the instance of the object first

split ginkgo
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Oh

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Well now idk why its not actually showing the item after the inventory ui is closed and opened again

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Thats what happens

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I set the inventory that the PlayerInventory is viewing right here

split ginkgo
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So I can't just store

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I'll have to store the player?

severe turret
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well creating a variable of that type doesn't mean it's going to reference the inventory. It means it can hold a reference to the inventory. You still need to fill it with an object reference in your world

split ginkgo
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Okay thats kind of annoying

severe turret
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not really. its the basis of instantiation

split ginkgo
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In C++ you can just use a pointer/reference

severe turret
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you could keep one Inventory variable in an accessible location and use that when updating. Its the same result. Or you can copy between different locations.

split ginkgo
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I'll probably just store an "owning inventory actor" reference

severe turret
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yeah that works too. Then you know where the original inventory variable is

split ginkgo
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Yeah

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Well thanks for the help!

severe turret
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no worries good luck

fresh sand
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Anyone here able to help me real quick? Nothing is really happening here

faint pasture
fresh sand
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the spine_01

loud cipher
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It works, but then if i try switching the actors in runtime, it still works but throws an access none error

loud cipher
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Using an array index type thing?

gusty cypress
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How do I "clamp" the decimal places of a float? I get 0.XXXXXX and only want 3 decimal places ex. 0.XXX

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found this online but is all this necessary?

trim matrix
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In place of this character I am using a rolling ball in my game but I am not able to get desired output

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I got this type of rotation for my rolling ball but not able to turn it right and left for a long part

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can anyone help me?

dawn gazelle
clear meteor
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How would I debug an infinite loop error?

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The error references a node and when I bypass that node it just complains about another one. The call stack is long

random ibex
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Hey, everybody.
I'm a little stuck.
I have an Actr that is in the scene when BeginOverlap is destroyed.
However, Resopown is not working.
Can anyone give me some advice on how to do this correctly. Thank you

green shoal
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Hey there. I am trying to adjust the field of view of the camera based on a user input (right click). Its working, but it feels very snappy. How do I add a transistion to that right click? Like 0.5 seconds for it to transistion into it's "zoomed" FoV.

desert juniper
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@green shoal I believe you can do a Timeline and lerp between the values

green shoal
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@desert juniper But I don't want a timeline right? I would more of like a small increment of the fov over a period of time. I guess I would have to write something custom for it.

clear meteor
desert juniper
clear meteor
desert juniper
green shoal
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@desert juniper Hmm oke, I guess I would need to have a closer look at timelines. Thanks

desert juniper
desert juniper
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you'll use the same logic to zoom in / out

clear meteor
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The call stack seems to focus around the custom event "StopShooting"

desert juniper
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this?

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it looks like you are just calling the same event over and over again

clear meteor
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Yes

desert juniper
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so of course you're going to have an infinite loop problem

clear meteor
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Lol...

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I swear that's what the guy in the tutorial did but I'll go back now

desert juniper
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he might be calling a function/event called "StopShooting" in another class instead of the same event

clear meteor
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At least I know where my problem is now, thanks a lot for taking a look for me

desert juniper
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np 🙂

clear meteor
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I think I see what's going on. He's doing that bit in his weapon bp but my firing logic is actually in my character bp

zenith trout
green shoal
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@desert juniper Got it to work. Appreciate it 😄

zenith trout
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you can change the reference of the class in the spawn actor node but its possible that for at-least one frame the reference is invalid

green shoal
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@desert juniper Another little quick question. I wanted to add a crosshair. I have seen some generate it on start, and others through a HUD. What would you recommend (Best practice)?

zenith trout
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and add that to your main UI widget

desert juniper
zenith trout
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or create it and add it to screen in the Hud (keep a reference tho)

green shoal
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Yeh should definetly be dynamic. Increase in size based on movement, crouching, etc.

stark marsh
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Ive come across a problem which seems to have broke my death animation. basically when my health hits 0 its supposed to make the player character play a death animation then ragdoll with a canvas saying you are dead but since i overhauled the health bar so it was actually animated it seems to break the chain link of events and the player character can still walk around with 0 health lol

zenith trout
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some people prefer it layered

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some prefer to nest widgets
or a little bit of both

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as long as you manage it properly and don't overdo it , either one works

desert juniper
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^ that sounds about right. I personally do a mixture of layered and nested widgets

green shoal
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Oke will have a look. Thanks for both your inputs @desert juniper and @zenith trout

zenith trout
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my main Ui is composed of sub widgets that handle their own ish

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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the result is this

tired chasm
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I'm also working on trying to figure this out.

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oh do you want multiple boxes between points with like spaces in between?

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I can show you a BP that I have for that

zinc spear
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id prefer it to just be one large box, thanks for the suggestion tho 👌

tired chasm
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aaah okay. Yeah I'm working to figure out how to make it one box as well.

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If I figure it out, I'll post my results.

zinc spear
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thanks man 🤝

desert juniper
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this might sound stupid, but are you not able to loop through each point, grab the world position of each one, and replace MinX, MaxX, minY, MaxY , get the distance between the X's and Y's, and set that to the bounds of the box?

tacit lake
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So I have this tutorial I'm trying to follow, the concept is it takes a placeholder mesh, changes it to a foliage mesh, then once a capsule overlaps the mesh, it deletes the mesh and replaces it with an actor. Actor class and meshes are from an enum, so does anyone know how I would remove the actor when no longer overlapping?

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I just can't find a way to reference that specific instance of the actor and destroy it from outside of the actor blueprint itself.

desert juniper
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that way you don't destroy the actor responsible for that action, and you can easily keep track of the other actors

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so, 3 actor BPs
BP_ActorSpawnerOnOverlap - Just an actor with a box/capsule/etc trigger
which contains two variable
DefaultActor (Actor to spawn when not overlapped)
ActorToSpawnOnOverlap

lament ginkgo
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How can I ensure an actor does not block clicks? I have a player pawn infront of another object and I need to be able to use the OnCLick event of the other object, but I think the pawn is blocking it.

tacit lake
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Only problem with that I believe is I need it to be just a mesh while not overlapped, not an actor

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Unless that can be done with what you're suggesting

desert juniper
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an actor is anything that can be placed in a scene

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A mesh is something that can be placed in a scene, so it's parent is actor

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oh I think I see, you don't want it to be a blueprint

tacit lake
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Yes, just trying to reduce lag with foliage

desert juniper
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That's fine, just have the default object just be a skeletal mesh/static

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Sounds like you're trying to reinvent LODs

tacit lake
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I have LOD's on everything, having so many actor blueprints* in scene just bogs everything down

fluid compass
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hey im confused at why when im trying to set an actors visibility it doesnt work

desert juniper
desert juniper
tacit lake
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Yes, I think I just didn't explain it well enough, the actor I'm trying to replace the mesh with has script for harvesting and such which is what is causing the lag I assume

desert juniper
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Following your logic, it's "If bVisible, set its visibility to false"

fluid compass
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yeah so if it was visible set it to false so it isnt visible

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before i had the branches i was setting it visible on press and not visible on release and that didnt work either so tried adding branches

desert juniper
fluid compass
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ah

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true

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i think if i add it anyway it still wont work cause i set it to false with beginevent

desert juniper
fluid compass
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yup still didnt work

tacit lake
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Okay, I will look into that, thanks! @desert juniper

trim matrix
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@desert juniper hey I have 4 possible conditions that can execute when begin overlap

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and I wish to execute any of them and not execute 3 when one is found right

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so how can I do it

desert juniper
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@trim matrix what are your conditions? enums? booleans?

trim matrix
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it is an integer value

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@desert juniper

desert juniper
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use a select node

trim matrix
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I used sequence but then all got execute

desert juniper
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change the index to be an integer

trim matrix
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there are actually 4 different integer value

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@desert juniper

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that are possible

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I thought of using for loop or switch loop but I don't know how to use them in ue4

desert juniper
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know what, I take that back

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Switch node

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there you go use that, input (selection) is the value you have, and the output is your possible actions

trim matrix
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I have 4 input

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like it can be +x,+y,-x,-y

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x and y are integer and one of them is right

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every time it check 4 of them one will be correct and wish that now till next overlap don't execute

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@desert juniper

desert juniper
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I'm not sure what your setup is. how are you storing the deciding value?

trim matrix
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@desert juniper

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actually I am making an endless runner type game where I am using ball instead of character so it is giving me tough times

desert juniper
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are you trying to add movement input based on right/left/up/down?

trim matrix
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but not movement input you can say torque

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I tried you tube video but that did not help

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my character is different so whole different logic

desert juniper
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why not something like this?

fleet cedar
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Before I watch 3 hours of youtube videos waiting for somebody to get to the point, can anybody put in simple terms how to pick up a physics object?

maiden wadi
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Just attach it to something.

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If you still want it to move, it should be done via some form of constraint most likely. But if it's just like, pick up to hand, just attach it to the skeletal mesh at the hand bone location.

fleet cedar
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don't I need a physics handle?

desert juniper
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disable simulate physiscs on the skeletal/static mesh when picked up?

fleet cedar
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okay thank you

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wil ltry

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what's the advantage of physics handle? it's still sim'ing while held?

faint spire
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Im trying to make my object on the spline stop once it reaches the beginning again, what am I doing wrong here?

tired chasm
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okay I'm out of ideas here >< Nova and I are trying to figure out how to construct a box collider in between 2 spline points and have the length of the box extent across the length of the spline.

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I only know how to get them to appear at the spline points

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anyone know how to get them in between the 2 points and extend one length across the 2 points?

dawn gazelle
faint spire
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Alright let me try that 🙂

tired chasm
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seems like lots of people are trying to work with splines today xD

faint spire
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It's spline sunday

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😂

tired chasm
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Splunday

tired chasm
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This is what I'm trying to accomplish. I made this by hand but I'd like this to be done in the construct graph.

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tried a few things but nothing I'm doing is right lol

timber pilot
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I've got an object which, in one of my levels, spawns inside a blueprint set to event ActorBeginOverlap. I need the "Begin Overlap" to apply immediately, but it is seeming to only apply when the object leaves and re enters the collision space. Any suggestions?

fleet cedar
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why is this lil jerk shooting off

dense tulip
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hey guys, im trying to follow a tutorial for driving a boat .... its the following tutorial : https://www.youtube.com/watch?v=dkcKwq6xRM4, any of you able to have the BP that is in the download content ?

Hello guys and welcome back to another tutorial. I will show you how to use the free community ocean project to create our own custom driveable boat that has buoyancy and also cloth physics for our sails. The boat model you can download and use for whatever you want. I made it myself a while back so feel free to use it for your game!

Download P...

▶ Play video
fleet cedar
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Argh... I'm really dumb but I need help... I want to attach part of an item blueprint to my character but can't figure it out... If my item blueprint is made up of 2 cubes, can I have just one of them attached to a socket on my character mesh?

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actually I mighta done it

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seems to work

junior yarrow
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is there a blupeprint that allows me to download items on command when actaully playing the game?

fleet cedar
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yay

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it worked

surreal delta
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Is there a way to collapse this into one variable? Im just having invisible walls enable/disable after an animation event on a moving vehicle. Wondering how to call all of the boxes without pulling a reference to all of them

surreal delta
# fleet cedar yay

This looks like a lot of fun 😮 What kind of game are you trying to make with this mechanic

fleet cedar
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I want to make an adventure game about a dog detective

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I was thinking to make a puzzle where you have to use the hose to fill up a hole to float an item that you can then use for something else

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thanks btw @surreal delta

surreal delta
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Sounds interesting foxotiSip

burnt citrus
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I have a question
I want to implement true FPS camera without penetrate arms
so I search the methods
and I found this
https://youtu.be/Ud3EHCs1wsw
what method does he use to prevent arm penetration?
animation? just camera settings? or other than that?

fleet cedar
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@burnt citrus who knows... maybe best to buy it an dissect it?

burnt citrus
fleet cedar
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I have that asset so maybe I can check a little later. No idea though. Is there a part in the video where he sees his legs?

burnt citrus
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maybe no, but he says this uses true FPS camera in video and comments

heady patrol
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I try to set a Skeletal Mesh in a BP but the physic is not working ?

languid lion
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Anyone know why spawned AI refuses to move how it should?

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If I place an actor, it works fine

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but if I spawn the same actor, it just doesn't move

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It does have an AI controller assigned

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also debugged to make sure it has it and it does

next jungle
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Does anyone know how to find the length of an instance of an anim notify state? I'm trying to do some easing in one of these and I can't seem to figure out how to grab the markers

lost solstice
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does anyone know why my grip position is always returning 0, 0, 0 even though my motion controller is at a completely different location?

worldly axle
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I'm making an animation blueprint, and in the EventGraph I want to get the bone location of a specific bone. So I'm trying to use the Get Bone Location By Name node. But that wants a Poseable Mesh Component Object Reference. How do I get that inside the Event Graph?

fringe flame
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I have a problem with my touch controlls when i click it moves to left and and i swipe its unpredictable

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i did my best to fit almost everything in one photo

crimson saddle
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is there a way to generate a mesh from the transparency of an image at runtime?

faint pasture
burnt citrus
flint vector
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so i want to set the players camera to a camera in the level as soon as they spawn but i'm not able to just use a variable because i can't set a camera actor variable in blueprint. How would i do this?

flint vector
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figured it out

next jungle
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Is it possible to poll actions and buttons the same you can poll an axis?

trim matrix
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i have done checkpoint objects that are on my games track, they have an index if wich one the player run thru last , i want to do so i can calculate that if something then set that index - 5 for example. but i dont know how to do that since they are objects and to calculate i as far ad i know have to use like integer and i dont know how to convert between objectd and integers, help ^^

crimson dawn
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This is a noob question, I just switched from Unity. I have an object reference variable, and that variable is exposed. So in the viewport I dragged an actor that I placed in the level into the exposed variable reference. Im trying to use that objects location as a spawn location for another actor when I press space, but the reference returns, "Access none when trying to read property",which I assume means the reference isnt working, but I dont know why. Can anyone help a noob?

burnt nest
# crimson dawn This is a noob question, I just switched from Unity. I have an object reference...

Simply dragging an actor from the level into the blueprint only works in the Level Blueprint. Any other blueprint needs a reference to the actor some other way. If let's say the actor is a button the player can press, the player might cast a linetrace and if the linetrace is hitting a button, you can grab that reference. Or if it's a pressure plate, you can check for overlapping actors. It depends on your needs. The least performance friendly way is to use "GetActorOfClass".

next jungle
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If you want to assign something like a public game object ref in unity you can do it

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if you make the variable instance editable you just need to set it to a scene actor on the placed instance of the bp class

burnt nest
burnt nest
next jungle
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I mean this works the same way. Coming from unity UE calls what you think of as a gameobject an actor.

burnt nest
next jungle
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no I'm saying you can do exactly what I posed a screenshot of. You can make a variable instance editable and then assign that variable to an actor in the same world via the drop down. Which will give you functionally the same unity workflow that he's talking about (get a scene reference to a gameobject placed in a scene by dragging it into a public reference slot)

burnt nest
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Oh, right, so the actor that is placed in the level can set a reference to another actor that is placed in the level. I didn't know that, that's good to know! 😄

next jungle
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yeah it's a reasonable way to test stuff IMO. Unity also doesn't have a default "level script" so that kinda workflow is very common there (wiring level objects together directly). It's a little like UE3 in an odd way now that I think about it.

lunar coyote
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Heya, I have a strange blueprint issue that's been going on for a while.

I'm using my BP Function Library to spawn a popup Widget.

https://i.imgur.com/8a3RnUS.png

You can see the defaults there to the right.
But in my main menu UMG graph, it sometimes resets these defaults to some really old ones or something. It's supposed to be Yes and No, not "Click Me"

https://i.imgur.com/4d6CEcp.png

And even more strange, this is what it looked like when I played and it popped up:

https://i.imgur.com/87E98B9.png

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It's like it forgets what was set inside the BP graph

lost solstice
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anyone know what i would need as the object for my scene component to cast to its attached actor?

lunar coyote
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But when I compile, it reverts both back to "Click me"... 😦

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@lost solstice Something Parent or Owner I think

tight schooner
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@lost solstice get owner

lost solstice
tight schooner
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@lunar coyote compile all your blueprints then refresh node maybe

maiden wadi
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@lost solsticeAre you trying to get the owner, or the actor it's attached to?

lost solstice
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the actor its attached to... which is the owner correct?

maiden wadi
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Not if you attached it to something else.

#

Cause then it'll still be owned by it's creating actor, but attached to something else. In which case one will be the literal owner, and the other will be it's hierarchy owner.

lost solstice
#

oh right yeah i would need just the actor then

maiden wadi
#

Either way. GetOwner always works to get an object's creating owner. If you need it's attachment owner, you can use GetAttachParent->GetOwner

lost solstice
#

Ok thats more what I was going for cause the actor its casting to will be spawned and attached to the player character so thats really good to know

#

thank you!

trim matrix
#

Hello, I'm one step away from creating my game. However, I have a problem. I translate:
I have 2 maps, one is the whole map (FirstMap). The second is the main menu through which I run (FirstMap), but (FirstMap) was running without an actor. I fixed it but now actor is not chasing me or box collision is not working and is not walking on the map. As if the nav mesh bounds volume is missing on the map. But it's not because of that. I do not know why this is so, please help.

#

|

lost solstice
#

anyone know the alternative to Vector.Rotation() in blueprint?

wary tinsel
#

I'm trying to split a struct into 2 structs. One is supposed to contain even array index numbers and one odd array index numbers. After a for each loop I put a condition i array index % 2 is > 0 only fill the struct with even numbers. for some reason this is not working can someone tell me what am I doing wrong?

lunar coyote
#

#blueprint message

Anyone able to unberstand why BPs keep forgetting the values as stated here?

I recreated the Function Library function completely from scratch with a new name, and for a moment I think that had solved it, but now, it's the same issue again, with two "No"s on the popup.

clear plover
#

Hi, i want to make a game in which you control Rocks that can roll. When they collide they should shrink in Size, but for that i have to measure the Impact force or impulse, any idea how i can get the impulse from the collision??

Thanks

lunar coyote
#

@clear plover Get the size of the velocity of the rock, then multiply it by the mass of the rock

wooden owl
#

whats the benefit of using in-engine cinematics? As opposed to screen recording? Is there better quality?

clear plover
#

Yes... But i want to calculate impact Impulse, for that i could do that before and after collision, the Problem is than, that if you bumb in the ground you will not get the right impulse and also for multiple rocks (more than 2) this will be hard

clear plover
cinder dirge
#

Why will the ground be incorrect? It sounds like you want to subtract kinetic energy after the collision from kinetic energy before the collision. It's not technically "impulse" in a physics sense, but change in energy is probably more correct than impulse

#

Alternatively, just calculate the total energy at the time of collision by taking the sum of the kinetic energies of the colliding objects at the time they collide. It will be a fairly good measure of the "size" of the collision

uneven geode
#

Is posible to add components in runtime ? I did it but no errors are shown and no components added in spawned actor

burnt nest
uneven geode
trim matrix
#

let me explain If I am moving forward and I press W it will move forward but as I change camera angle to its right now it's forward motion is towards right
did anyone understood my problem
when we use a third person bp it is set already I want to do this with a ball

faint pasture
trim matrix
#

Hey guys!
Let me know if im typing in the wrong room, but I have some questions about UI scaling
Well not really about scaling, more like "not allowing UI to have different spect ratios.
I can't seem to figure out how to disable window resizing, its disabled in the project settings, but upon maximizing the window on my screen that is not 16:9 all the widgets try to alig themselves to my screen, not the middle 16:9 area that would normally be with the normal screen. Is there an easy way to disable widget aspect ratio modification?
Im trying to implement a tracker system that show where the objective is, even if its not on screen it stick to the edges of the viewport, and it works perfectly on my 16:9 monitor, but on my other that doesnt have that ratio the widgets wanders off to the black bars at the top and bottom that shouldnt contain anything.
I just want those black bars that is there because of the monitor's wrong aspect ratio (or sizing the viewport wrongly") to be ignored all times. I hope I you could understand! Thanks in advance!

loud cipher
#

How can i have a begin overlap that checks if a key is pressed

#

I want to make a door that only opens when i press e in an overlap

trim matrix
loud cipher
#

Hmm, the input key wouldnt work since im in a seperate actor

analog perch
# tired chasm This is what I'm trying to accomplish. I made this by hand but I'd like this to ...

you could get the location of point 1 and point 2, and subtract 1 from 2 and do get vector length, that will be the length of the box ( i think you need to divide that by 2 for colliders) then i think they spawn in the middle of the box, so you would take that vector and divided it by 2 and add it to point 1 to get the spawn location. use find look at rotation from point 1 to 2 to set the rotation. i think that should work

hardy summit
loud cipher
#

Oh thanks ill try that

loud cipher
#

Hmm, but that would only work if i spammed the key down since it checks only once on overlap

clear plover
#

Is there a way to open a virtual keyboard on Screen?
You can select Virtual Keyboardtype in a edibleText, but it dont opens (is that so, because i am on Pc?)

analog perch
# loud cipher How can i have a begin overlap that checks if a key is pressed

i would probably do that the other way around, when you press e then check for overlaps, if the overlapping actor is say BP_Door, then you have a ref to it and can call a function on it directly or use an interface and send that out to all overlapping actors and if they use that interface they can execute a funtion

loud cipher
#

Thanks, i got it working through enabling input on begin play, then i have input action E, connected to a branch, condition is if player is overlapping box collision component then go ahead with door opening

analog perch
#

ok cool, glad you got it working!

trim matrix
#

Hi, I'm wondering why my projectile only travels in the same direction instead of the direction it was spawned in, anything I need to set?

burnt nest
analog perch
wary tinsel
#

Is it possible to add points to a curve at runtime? so I can play into a timeline?

scenic ginkgo
#

Best way to turn control rotation into a -90 to 90 (or 0 to 1) range? Right now looking straight down is 270, horizontally is 0/360, and straight up is 90, and since it "wraps around" where the player looks horizontally, I'm drawing a blank as to how to turn it into a usable range that doesn't include branches

covert aspen
#

Looking for blueprint methodology implementation of a multi-verse value system "UNITS" built on Blockchain technology. The plugin needs bridge the gap between unreal engine and the Array Core wallet. Goal is for any unreal game developer to be able to implement Array wallet Core functions into Unreal engine with easy to use blueprints. Goal is for any game developer to be able to use UNITS value system in their game or unreal engine project. Here is the GIT for Array Core https://github.com/ArrayCoreDevelopers/Array
GitHub

GitHub

The Array is a limitless virtual universe . A universe restricted only by your imagination. The Array is powered by blockchain technology that governs all economy based functions. All commerce insi...

#

moderators if there is a better place to post this please advise

earnest tangle
#

@covert aspen see the job board section, in particular #instructions

covert aspen
#

@earnest tangle fantastic thank you

earnest tangle
#

no, I mean read what it says there

#

lol

ebon venture
#

is there any way to make transforms relative to some other component other than the parent? i have a marker that rotates around my character as an XY scale for a blendspace, but since its location comes from a parent object its local coordinates stay the same no matter the position.

earnest tangle
#

it'll tell you how to post it in the appropriate section

analog perch
ebon venture
covert aspen
#

@earnest tangle Thank you for your help

broken roost
#

Does anybody know why sometimes ue4 instantly hides drop down menu when you press right mouse button?

maiden wadi
#

@broken roost Cause Slate.

#

A better answer would be that the editor likely uses the same Combobox for dropdown lists. And if it is, it's frustrating and very likely lazily relies on OnMouseDown events and doesn't care which mouse button it is.

broken roost
#

So how do i fixt it?

maiden wadi
#

To be fair, I started learning on 4.24. So, it's always been there for me. 😄

#

But yeah, you can't fix it unless you want to edit engine source.

#

And if you're going that far, the same widget has a problem with dropping pointers to things in it's box that aren't UserWidget wrapped.

broken roost
#

so relaunch is the way)?

maiden wadi
#

Not sure I follow?

broken roost
#

idn i just relaunch the editor and it work for some time)

tired chasm
#

Anyone know how I can get the location that's in between these 2 vectors

#

I need the location that is directly in between these 2 locations.

prime stump
broken roost
#

yeah)

prime stump
#

download the first one

#

then re-boot UE but you may need to restart ur computer

#

i had the same issue before i updated to 4.26.2 and the last nvidia driver update

#

I think its fixed now depending on which version of UE and the Nvidia driver your using but if you're on older version if you update UE and it starts doing it again you can just download it again and it should stop and if you ever need to re-enable what its disabling thats the second link on that link i sent

broken roost
#

Wow thx)

faint pasture
next jungle
#

I think I asked this earlier and then fell asleep is there a way to poll action and buttons the way you can poll an axis with a Get Axis func

loud cipher
#

Hey im using ue4 4.26.3 however i cant find that section what i highlighted blue

#

Bottom one is mine

burnt nest
loud cipher
#

Oh thank you

wary tinsel
#

is it possible to create a curve at runtime on bp? I need to assign locations and interpolate them

burnt nest
autumn plover
#

Got a particle notifier. I can see the particle on the server even when the model that has the particle attaches has "owner only see"

#

any way to not make the sever look at this?

wary tinsel
burnt nest
tired chasm
analog perch
#

did you see my posts? @tired chasm

#

i posted a couple bps for you

autumn plover
burnt nest
autumn plover
#

hmm ill see

hexed finch
#

is it possible to modify the time of a timeline with a variable? like compressing or enlarging the keys that are there?🤔

burnt nest
tired chasm
hexed finch
burnt nest
#

Like if it's the length you want to change, you do this. @hexed finch

hexed finch
#

thanks you !😁

tired chasm
#

@analog perch oooh I just saw it. I did end up getting something similar to that. for my setup, I have a setting that you can tick in case I wanna use curves or linear splines

#

in the red node for curves I have this.

#

The transform of that last node goes into this.

#

I think this is pretty similar to yours

analog perch
#

if you use local, you dont need to manually attach it

tired chasm
#

works really nicely :D

#

oh really? even for moving splines? These splines won't be static.

analog perch
#

yeah, the add box collision wants a relative location

tired chasm
#

I attached it because when the splines moved, the boxes stayed in world space

#

let me try

analog perch
#

oh im not sure if it is at runtime

tired chasm
#

oh you're right

#

....idk what I did wrong last time but now it's staying LOL

#

staying local**

#

sweet. Yeah I guess I can get rid of that attach now.

analog perch
#

when i update the splines at runtime, i have to recalculate the colliders, i dont think its possible to not have to do that

tired chasm
#

mine is working even after I removed the attach node

#

I have them moving along the edge of a rotating cube

analog perch
#

as long as the spline points dont move relative to itself, it will work. but i am moving the points at runtime

#

Nice!

tired chasm
#

oooh! I see

#

Yeah I don't think I'll be moving the spline points at run time. just to whole spline

proven loom
#

hey everyone. i see telegraphs in a lot of games to signal to the player that an attack is happening. are there any tutorials around how to do this? especially around custom patterns

my idea is to create a mesh out of the shape that i want, and then whatever actors overlap with the mesh will get hit. i'll hide the mesh and create a shader that only appears when the mesh overlaps with the ground. do i have the basic idea of telegraphs correct? thanks for your help

here's an example of the telegraphs. i might be overthinking it. would decals accomplish the same thing? with decals i'd just need to somehow be able to raycast the actors that are inside of the decals

https://www.youtube.com/watch?v=PgFo28scfYM

Executive Producer Jeremy Gaffney walks us through some of the challenging combat you'll face throughout WildStar.

Keep up with the latest news -- http://www.wildstar-online.com
Follow us on Twitter -- http://twitter.com/Team_WildStar
Like us on Facebook -- http://www.facebook.com/WildStarOnline

We're hiring! -- http://www.carbinestudios.com

▶ Play video
analog perch
#

oh nice, thats sounds cool. gl with it!

tired chasm
#

thanks! x) deleting my last message cause I feel like it's rudely hiding the last question

proven loom
#

Hm… looks like there might be a way to find overlapping actors with a decal

burnt nest
#

I feel like just combining a decal for the visual with a collision shape for the overlapping would be the way to go.

proper wyvern
#

Hi there -- Does anyone know how to modify bone transforms at runtime? From what I understand you can only do it in the AnimationBP, but that seems very messy.. Can't even use for loops inside?

tired chasm
#

@zinc spear Are you still trying to figure out how to make a box collision extent across a spline? I figured it out.

zinc spear
#

havent figured it out yet, but if u could tell how u did it itd be greatly appreciated 👌

tired chasm
#

for sure! Just to make sure, you're trying to do something like this right?

zinc spear
#

I was trying to just have one box surround the entire thing, instead of multiple boxes

tired chasm
#

OH!

#

riiip sorry >_<

zinc spear
#

no worries, thanks for the help tho lmao

tired chasm
#

np haha. hope you can figure out your idea. 😅

flint vector
#

ok so i got a weird problem, i want to set a homing target to my player but i can't get the static mesh actor reference because i'm using a player start. how would i set the player as the homing target?

tawdry dune
#

You can use GetActorOfClass() assuming you only have one instance of your player

tired chasm
#

Perhaps an interface would also work?

burnt nest
# flint vector ok so i got a weird problem, i want to set a homing target to my player but i ca...

Sorry, are you shooting the static mesh actor, or is the static mesh actor shooting at the player? If the player is shot at, you can just do "GetPlayerCharacter". And if it's the other way around, and there's just one thing to shoot at for whatever weird reason, yes, you can do GetActorOfClass to find the static mesh actor... but, I'd assume you'd have some form of target acquisition system, even for a homing projectile.

flint vector
#

basically i'm trying to get the target to change to the player when it enters a collision volume

tired chasm
#

can you do a "cast to PlayerCharacter (or whatever you named your character BP" after you enter the collision volume?

flint vector
#

can i cast to the player from the projectile?

desert juniper
#

@flint vector just look for all actors of class BP_MyPlayerCharacter, and get the first instance, set that to be your target

tired chasm
#

pretty sure you can. is the collision volume on the projectile bp?

flint vector
#

no it's on the other objects

flint vector
desert juniper
#

exactly as you would any other way

#

If the class has a static mesh, then just drag out of the "AS BP_MyCharacterClass" node ande type in "get static mesh"

burnt nest
#

How to get references to other stuff during runtime is a really vital part of game design in general. I'd recommend looking up some tutorials on it. Yes, it will take you a bit of time now, but it'll save you a ton of time down the line if you don't have to wonder about it every time until you got it figured.

desert juniper
#

you'll see the option pop up

#

^

tired chasm
desert juniper
#

cool. you got it

#

but Raptor's right. if you don't know how to do something as basic as that, you'll be stuck every step of the way. consider doing the courses that unreal engine offers

flint vector
#

that gets a skeletal mesh not a static mesh

desert juniper
#

why would your player character be a static mesh? doesn't it have animation?

#

are you aware of the difference between the two?

flint vector
#

yea

#

that's my problem

#

the homing only works with static meshes

tired chasm
#

if the model is using a skeletal mesh then there won't be a static mesh to get

desert juniper
#

then your homing logic needs to change.

tired chasm
#

why won't it work with skeletal? Are you sure?

flint vector
#

the basic homing in ue4 needs a static mesh component

#

wait nvm

faint pasture
burnt nest
#

Know your audience, Adriel. I don't think he's at the level of making his own guided projectile system.

#

Anyway the built-in system takes a scene component, so a skeletal mesh should work fine.

flint vector
#

i was using a branch to check if it was static idk why i did that when i was setting it up

silk hinge
#

Hey Guys I got a problem for the adjustment of my left hand to the weapon depending on the type of weapons etc... The all rest Is done But This particular part dont work. Its supposed to get my Left Hand to move at the location of the socket on the weapon, socket name is correct (ctrl-c / ctrl-v) the name of the socket, and no matter where I moove the socket the location of the hand dont change, did I missed something ?

tough fern
#

How do I change game resolution in a shipped game? For me right now buttons works in a standalone but in a packed game console doesnt seem to work. Any solutions? 🙂

quick lark
#

Hi all, is there a way to have an event listener (in blueprint) that listens to "MoveTo" from a behaviour tree?

#

clarification: this is for a vehicle

#

I can't figure out how to override RequestDirectMove in blueprints

fleet cedar
#

Hey guys..

#

Trying to have a cable component hose

#

But the hose just rotates right through the nozzle... is that unavoidable?

fossil osprey
#

I have this particle system that's hidden but becomes unhidden upon jumping and becomes hidden upon spacebar being released but the problem is at times when i jump its not showing anymore, but i eject from the player and it says its hidden box is set to false so it should appear but it doesnt for some reason, can someone help me fix that issue?

fleet cedar
little torrent
#

I have created a basic C++ UENUM() in a Component and have a variable that is being retrieved in an animation blueprint with this value.

After geting the variable in the animation graph, I want to Blend Poses by Enum and use that enum, but, I am not seeing that as an option, even after recompiling, and even a full UE4 engine reboot.

Is there something I am missing to expose this enum type to the animation graph?

robust shuttle
#

Is there any way I can delay the creation of this Draw Line, or make the come in under what gets drawn in-between the lines?

For context, this goes towards an inventory system. The items are created, and I created a sort of "animation" where when the mouse hovers over the item it gets slightly larger. Problem is, the lines in-between the items are getting drawn over the items themselves, so when I make it bigger you can see the line overtop the edges of the items.

flint vector
#

Well you guys were right, the built in homing is absolute shit.

tired chasm
#

I try not to use built in stuff. They're usually only there for beginners to refer to.

#

look at the 3rd person template and walk off a ledge and see what happens.

#

yup that's right. The "jump" animation plays as you walk off the ledge.

#

lol

late shuttle
#

Out of curiosity, what isn't the homing projectile module able to do for you, @flint vector ?

burnt citrus
#

hey I need help
I want to make a logic
when it execute first time, it will execute next node soon, but when it execute second time or more, it has delay to execute next node
how to make it?

#

I think I should retrrigerable delay or something, but I don't know how to make it

late shuttle
#

Just create an integer that keeps track of how many times the execute has been fired.

#

Do a check to see if the integer is greater than the number of times you want then if that is true execute the delay.

candid blade
#

hey quick question! trying to set bool from one BP and get it in another. how would I go about this without a blueprint interface?

#

sets it here

#

trying to get it in this different bp

tight schooner
#

@candid blade whether you're using an interface or not, the BP that needs to check the bool needs a reference to the actor/object that contains the bool, and there are many situational ways to do that (ray casts & other overlap/collision checks, Get All Actors of Class, etc.)

#

Once your BP has an object reference to the thing that has the bool, you need to check its class with a Cast To [the BP class that has the bool]

#

If it passes the check, the Cast To node will output a class-specific reference, and from that you can Get your boolean variable

#

or Set it, even

tight schooner
#

To make the queue you probably need to put the information into an array variable, so yeah, learn about arrays

#

To process the queue, you can do it on a looping event — examine the node, Set Timer By Event

burnt citrus
trim matrix
#

hey, guys so i've been working on applying animation to my character from unarmed idle to idle with rifle. And its working, when i press input for equipping weapon the animation change from unarmed idle to idle with rifle. So its work perfectly as i want. And somehow, this massage appear when i stop play. When I clicked it, the problem is on Unarmed Idle to Rifle Idle transition

#

and this is the blueprint

tight schooner
#

@trim matrix idk about character animation specifically, but the error means your "Char REF" variable isn't set. The error is saying there's nothing there.

tight schooner
#

Sorry, nope.

glad spruce
#

i just got unreal, and want to start with blueprints but dont know where to begin. does anyone have recommendations?

candid blade
icy saddle
#

is there a way to have UE open the full BP editor by default instead of always having to click this link in order to see my individual actor/scene components?

gentle urchin
#

In your scenario you either need to hard reference the twinklelightBP via editor exposure , (instance editable variable), or with some logic for fetching all actors of that class

candid blade
#

right, so in this instance, I decided to get rid of the bool and instead, I have a different variable on the object I want affected.
in short, I made a chest, that has a spotlight near it in the scene. when you interact with the chest (input E) i want the lights intensity (a variable i already have set) go to 0
what i'm having a hard time understanding, is who casts to who? which BP gets the cast

#

do I cast from chestBP to the light, to fetch its variable?

gentle urchin
#

There are a bunch of roads to rome

#

If this is a one off scenario,

#

its easiest to hardreference the light from the chest

#

with the method proposed above ;
Instance Editable variable, and handpicking the light reference in the editor

#

If you select the correct class in the first place (variable type), you dont need to cast either

candid blade
#

is this the way i'm supposed to do it?

#

if so, it won't allow me to add it

gentle urchin
#

You cant set the default value,

#

you must add it to the scene first

#

then in the details panel, connect the dots

candid blade
#

omfg I finally got it

#

thank you @gentle urchin

#

i managed to get it to work but with casting, i have no clue how to get it to work without casting. but doesnt really matter for my needs atm so thank you!

gentle urchin
#

Glad you got it working

#

if you wanna avoid casting,

#

just select the correct class as the variable

#

In your case it would be named TwinkleLight

candid blade
#

fantastic!! thank you so much

candid nest
#

can anybody teel me what is this error how to fix this i cant open my engine

gentle urchin
#

Not sure what to tell you beyond the error you already see

glad spruce
#

so i opened ue4 fps blueprints and idk wtf all of the spagetti is or how to learn about it.
i just need a small push in the right direction

#

should i google about every node that im not familiar with?

glad spruce
#

ok

fleet cedar
#

Anyone know how to change the loading banner

#

for my project

#

nvm dead easy

novel ice
#

Is it possible to inherit a Macro-function from parent?

#

I've got a base weapon class with spawn muzzle macro

#

But I can't use it in child class

candid nest
#

but u can add a new loading screen and first u will se this banner then loading screen

#

hey i added a fpp cam to a third person player (gasmask) when i play in my vieport i can see the gas mask overlay but i didnot want to see it also i cannot change camera position as my gun animation will not show any fix

candid nest
novel ice
#

I still can't see that macro in my child class

gentle urchin
#

If its generic enough it could fit in a macro library

candid nest
#

u wont see in child class

#

can anybody fix this i am using fp cam in tpp and my chracter gas mask is comming when i play i cant move camera bcz my gun anim will not shown properly then and i am using only one material so i cant hide particular material

woeful pelican
candid nest
#

yeah this character comes with single material that is the main problem

trim matrix
#

how do I line up the crosshair with the linetrace? its so wonky lol

candid nest
#

ohh i didnt new that

fleet cedar
#

Can't figure out why my cable component keeps shooting over

#

Any ideas?

#

during simulate

native terrace
#

lets be fair, nobody reads TOS cause they are usually written by lawyers and it would take a decade to decrypt the 40+ pages we sometimes get as a end user

wary tinsel
#

best way to move an object on a spline with NO constant speed? for example the speed should change according to the distance of each point on the spline. is it possible?

fallen glade
#

how do I get self reference in blueprint libraries?

burnt nest
dawn cloud
#

Hey everybody, I'm a little rusty, but is there a way to change the HUD class per level? I know you can set the default class for the project but I'm not sure how to override that on a per-level basis? Any clarification would be much appreciated.

whole viper
#

is there any way to reference another component in the blueprint inspector?

#

without just hard coding it in the constructor like this

#

I found FComponentReference but this is purely based on the component name which isn't great

woeful pelican
prime stump
#

Hey, does anyone know much about line traces?

trim matrix
#

whats up? @prime stump

prime stump
# trim matrix whats up? <@!605390088247050271>

Im just trying to figure out if its possible to have a blueprint actor respond only if you're within a certain range of the line trace.. for example lets say the line trace is set to 200 units, that works fine if im trying to open a door, but when its trying to open lets say a draw you can open it from miles away so do you know if there is a way where you can say that regardless of what the line trace distance is set to i only want this blueprint actor (the draw) to open if its within lets say 100 units of the 200 units its set to.. does that make sense? lol

sick sapphire
#

so i want to do a bullet impact effect that is perpendicular to the wall
like when you shoot the wall then debris sprays out perpendicular to the angle of the wall
how do i acheive that

trim matrix
#

@prime stumpnot sure I understand but you could do a less then node and set it to 200

cinder dirge
#

@sick sapphire Any line trace or hit event can give you an Impact Normal You can use that to make a rotation for your debris emitter(s)

faint pasture
cinder dirge
#

You can convert the impact normal (vector) to a rotator and use that

sick sapphire
cinder dirge
#

That's the one

sick sapphire
#

so its this one right (my bullet proj)

cinder dirge
#

Yep

sick sapphire
#

ok so it will be a rotation that is perpendicular to the surface or the rotation of the surface

cinder dirge
#

Perpendicular to the surface, yes

#

It's a vector that sticks straight out from the surface. You will need to turn it into a rotator

sick sapphire
#

oh thats convinient
Thanks people

cinder dirge
#

You're very welcome 🙂

runic plinth
#

Newbie question, how does one go about to add a key press input event to a BP that's not the level BP and not the character BP?

surreal peak
#

Well, depends how proper you want to do this

#

The easiest and ugliest way is to call "EnableInput" on that Actor, passing in the PlayerController.

#

A better way would be keeping the Input in the Character and keeping track of what the Character is overlapping (Sphere Overlap or so). And on Key press tell the overlapped actor that you are using it.

#

If you overlap multiple things you would need some logic for "What is the best of all of these to interact with?"

#

E.g. distance, direction etc. checks

runic plinth
#

So that means I would need to filter the overlapped actor?

#

Thank you for the information. I will keep working

#

What about a press E event in the character BP and sets a bool to true / false on released then pass on that variable to the actor BP that has the overlap trigger?

surreal peak
#

The standard approach would be:

  • Create an Interface for Interacting with Actors.
    -- Give all interactive actors that Interface.
  • Give you Character a Sphere Collision (or similar) to detect overlaps with Actors
    -- When overlapping, check if the Actor implements the Interface and if so, add it to an Array of currently overlapped interactive actors.
    -- When stopping to overlap, remove the actor from the array again.
  • On Tick (Yes, here it's fine), go over the currently overlapped actors and determine the "best". Save that one into an extra variable
  • When pressing your interaction key, call an "Interact" function on the Actor, that function should be part of your Interface
runic plinth
robust shuttle
#

Is there any way I can delay the creation of this Draw Line, or make the come in under what gets drawn in-between the lines?

For context, this goes towards an inventory system. The items are created, and I created a sort of "animation" where when the mouse hovers over the item it gets slightly larger. Problem is, the lines in-between the items are getting drawn over the items themselves, so when I make it bigger you can see the line overtop the edges of the items.

prime stump
# trim matrix <@!605390088247050271>not sure I understand but you could do a less then node an...

I guess what im trying to do is have the BP Actor thats hit detect the line trace it was hit by, the way i have it set up is that the character does the line trace and if it hits something it calls a OnInteract function which is part of an Interact Interface, the interface is on every actor that i want to be intractable, if there is a way that i can have the BP Actor itself detect when its been hit by a line trace i could then check if the actor was within a certain distance from where the line trace came from before it runs its logic, in this case its a draw opening so the line trace logic is still ran on the character but somehow have the actor detect when its been hit, like an 'OnOverlap' but for when its hit instead

uncut granite
#

how do i connect my state machine as the base pose for both of these?

#

they are for aim spaces that need the state machine as the base pose

opal ivy
#

If'm going to be simulating physics on a bunch of objects (lets say a few hundred) does it make more sense to do each of them as an individual actor, or as components of a small handful of actors

sand shore
opal ivy
#

The objects themselves will do little more than react to physics, but with spawning them at runtime + the number of them, I'm afraid that it'll spiral out of control pretty quickly if I'm using a full Actor for each

long smelt
#

I have the weirdest issue right now.

I'm running PIE with 2 clients, and trying to debug a Widget Blueprint.

In the debug selector, it has a World selection, and an Object selection.

When I select Dedicated Server in the World selection, the Object selection shows each client's widget blueprint that I'm trying to debug.

Shouldn't this be impossible, or am I confusing Widget Blueprints with actual UMG?

uncut granite
whole oracle
#

So, this is kicking my butt and I can't wrap my head around it, but for some reason my branch isn't firing off correctly and I'm not sure what's wrong with my logic. Essentially, I'm trying to find the largest value that a float is becoming over a session, so I use a check that sees if the value beats its previous value and if it does, set the variable to that new value. Easy, right?

Except it's constantly updating to the new value whatever it is. I've printed the condition and it's always coming up as "false" to top if off, so I don't know what I'm doing wrong. Any help you could provide would be awesome, thank you.

cinder dirge
#

@whole oracle Try moving your Print String to before the Set node to start. Should give you a better idea of what's going on

whole oracle
#

Okay, I'll try that.

#

So, now it always says "true" on the condition, but the value remains at the default value I set, 0.

cinder dirge
#

So it never ever updates?

whole oracle
#

Not that I can tell. The angle itself (which is the value I'm tracking) does indeed change every frame, as I'm printing that one out as well, it's hovering around 90 at the moment. But as far as I can tell with the print string of the Max Angle variable, it never updates.

cinder dirge
#

Your logic there looks sound. Any chance the value is being reset by some other part of your code?

whole oracle
#

I don't believe so, Max Angle isn't called anywhere else. But here's the rest of the function just in case:

#

As well as two Print Strings right after the Add Relative Rotation

cinder dirge
#

And Max Angle is an Actor Variable and not a Local Variable in that function, correct?

#

Sorry if it's a silly question, just want to make sure

whole oracle
#

Oh, it is a Local Variable, is that a problem?

cinder dirge
#

Aha!

#

Local variables start at their default value each time the function is called. They're "local" to the function and so you can't see their values outside the function or across function invocations

#

You'll want a regular variable rather than a local one if you're tracking something across multiple function calls or game frames

whole oracle
#

Oh shoot! Well that makes total sense! I was always wondering what the difference between those two types were. Well, that should fix it up, let me check real quick...

cinder dirge
#

Cool!

whole oracle
#

Ha! Worked like a charm. Thank you so much, such an easy error to make, now I know better.

cinder dirge
#

Fantastic! Great to hear 🙂 And hey the best way to learn is to make errors and then work out why

#

It can help keep your blueprints clean to use local variables where you can - if you use regular variables for everything then you can quickly end up with hundreds of them. In this case though, cause the thing you're tracking applies to the Actor and not just within the Function (it looks like it's the Suspension's maximum deflection angle? So the Suspension owns it), a regular variable is the right tool for the job

whole oracle
#

Okay, that makes sense. That's part of the reason I went with the Local in this case, didn't want to add to my growing list, felt like a in function kind of thing, but now I know the parameters I'll have to keep in mind. Thanks again, was hitting my head against the wall for a while on this one!

open crypt
#

What am I doing wrong? I'm trying to get a linetrace BEHIND something, so I'm multiplying the forward vector by -1 but I'm assuming I'm doing something wrong in the whole thing - I swear I do this once a year and forget it every time

#

ugh

#

why was I not using the actors location? because I forgot

faint pasture
#

@runic plinth We are using the component approach for interaction. We have an overlap sphere on Character. When E is pressed, we RPC to the server inside character, get overlapping components by class (Interaction component), then select one based on distance and direction, and call BeginInteraction on it.

open crypt
#

weird...it's not behidn

#

what am I missing here?

#

foprward is 1, so -1 should be reverse

#

That's based on the mesh and it kinda has to be because the mesh size is variable

faint pasture
#

We have interaction components so the interaction point can be placed in the world and also to store state

faint pasture
open crypt
faint pasture
#

@open crypt that should be a plus not a multiply

#

The node going into end

#

Trace from location to location plus forward times negative some number

open crypt
long wyvern
#

Hey everyone, I just have a quick question.
Should I bother with BP or go straight in to C++?
I'm moving from Unity and want to have the best start I can.

trim matrix
#

how can i set my projectiles static mesh material with a button?

faint pasture
#

@open crypt what do you mean by flexing? How are you determining the length?

trim matrix
faint pasture
#

Are you trying to have a button in the game that changes the material?

trim matrix
#

yes

#

of the projectile mesh before you shoot it

open crypt
#

I should know this - but those other sequence pins WILL still fire after this boolean, even if it's false right? ****

whole oracle
#

Yeah, a sequence will go through them all, regardless if one path stops or not.

open crypt
trim matrix
faint pasture
trim matrix
green shoal
#

Is it good practice to put the input action in their system event graphs? Lets say keypress 3 activates an ability. Should you check this input action in the baseAbility class or should you use it in the player bp?

faint pasture
tough coyote
#

Does anyone have a video teaching how to make a pause menu, using a gif/mp4?

wide nimbus
green shoal
#

@wide nimbus Why is that? Could you elaborate?

wide nimbus
#

because ostensibly you could use one controller to send input to a different pawn class

formal wren
#

Why can't I add components to a scene component blueprint? For example I want to create a scene component blueprint class which also should have a static mesh component

wide nimbus
#

@formal wren components can't contain other components, You'll need to make a BP that inherits from actor to add multiple components

quick lark
#

Where do I override RequestDirectMove for a vehicle? I can't find out where to do it

formal wren
quick lark
#

Is it in the controller or the pawn that is extending WheeledVehicle?

wide nimbus
#

you can, but adding blueprints to other blueprints can be a bit troublesome in my experience. There's a component called ChildActor you can add to your BP

#

the issues I had with it may have been fixed 10 engine versions ago, and I just haven't tried again since 😛

formal wren
wide nimbus
#

that or you could make an interface

formal wren
wide nimbus
#

it's less complicated than it sounds and will probably save you a lot of effort in the future 😛

formal wren
#

I would have simply stored the casted reference in a variable on the parent actor

wide nimbus
#

yeah, if you plan on having potentially other classes in that slot, interface might be easier than trying to cast to x different classes

#

otherwise, just store your reference and live your life, I'm just a guy on the internet

formal wren
#

hahaha okay 😄

#

Thanks

#

will check them out

formal wren
#

solved:

#

😄

runic plinth
#

Guess I will follow up on that casting issues, I don't quite understand why this doesn't go through, weapon is from character

wide nimbus
#

show log bb

#

but I'm guessing you don't actually want to cast your character as a weapon class

#

you probably need to get a component of your ShooterCharacter, then cast that

#

but you might not even need to cast it 🙂

runic plinth
wide nimbus
#

the compile results at the bottom of your BP

#

but as I say you probably just need to get the component from shooterCharacter rather than casting it

runic plinth
#

Well I just want the bool I created in the other BP to control an event in this BP.

wide nimbus
#

is the weapLauncher a childActor or component in the ShooterCharacter BP?

#

if so, just use a getter from the AsShooterCharacter cast to get your launcher reference

runic plinth
wide nimbus
#

might be hitting before your pawn spawns since it's happening on tick. Hard to say

heady terrace
#

I'm trying to find out why SphereTraceByChannel is producing Out Hit structs whose "Normal" Vector is not a surface's actual normal value, and something subtle appeared in "Out Hit Normal's" documentation:

"e.g. for a sphere trace, this points towards the sphere's center"

So does this mean Out Hit Normal is not guaranteed to provide the normal of the surface the trace collides with? Should I use Out Hit Impact Normal, or is it better to switch to "LineTraceByChannel" instead?

runic plinth
runic plinth
#

in case anyone also needs ideas though far from efficient

wide nimbus
fleet cedar
#

Something in my project (using some demo content) is overriding a certain key press so my character can't use it... how can I bypass that or find the culprit?

cursive path
#

Have some question

1- why we use variable reference if we can cast every time?
2- what the difference between reference and class?

severe turret
#
  1. casting is considered as something you want to do as little as possible. A "pre-casted" variable (or a typed variable) means you can avoid the casting as it expects a value of the class type as standard.
  2. A class is simply a type. A reference is the created object of the class in memory.
cursive path
#

@severe turret class is like all enemy but referance this specific enemy

heady terrace
# wide nimbus suppose that depends on the application, but I'm assuming it's something like th...

Ok, that answers a question I had, and unfortunately that is not the problem I am having...

The code to "attach" the player character to the ledge works ~88% of the time. in the remaining 12%, the character's up-vector "leans forward". (See image)

This happens when the character enters the "hang state" on a ledge and it will persist after they mantle the ledge.

What happens in code is a rotator is passed to a"MoveComponentTo" node, that Rotator is generated in a function "AlignToWall" using the "Make Rot from XZ" node, whose Z value is the Capsule Component's up vector and whose X value is the Normal retrieved from a Sphere Trace made from the character's Forward Vector.

The normal I get from that Sphere Trace is not always what I expect. I draw every Normal that's sent to AlignToWall. In those 12% of buggy cases, it's always pointing at an angle, i.e. NOT a normal to the wall whose ledge I am trying to grab. And that angle is aligned to my character's buggy orientation.

heady terrace
#

Here is a video of the problem, so you see it in action. You can also see one of the normals I debug drew. It's possible the sphere is hitting the edge where the 2 faces of the cube intersect, in which case I'd have to switch to a Line Trace.

#

It's set to half-speed, btw.

#

I'm using "MakeRotFromXZ" to make sure the character is always facing towards the ledge they're hanging from. The X component is taken from a Normal generated by a Sphere Trace. I believe that is what's causing my problems, like @wide nimbus suggested.

civic jasper
#

Hay dose anyone know how to make an Ai get as close as it can to a player while staying in its zone (without the player being in the zone) Thanks and have a lovely day

heady terrace
#

Possibly, but in either case the function is going to be generating an orientation based on the Hit Normal of a sphere trace that might possibly be connecting with the edge of a mesh instead of its face, so it would result in a similar unexpected rotator.

severe turret
#

@civic jasper you can do it with a volume that blocks or one that overlaps that tells the AI to stop. Another way would be to keep track of the distance between the two actors and clamp the movement once it gets to a certain threshold.

civic jasper
#

Ok I will try that thank you

fleet cedar
#

I have a sphere with physics, when my character touches it he kicks it like a pro football player

#

Why's it flying so far?

midnight wedge
#

So this code is for the enemy projectile, which when spawned launches itself forward. since it moves fast enough to be inconsistent when registering hitboxes, I am trying to do a line trace in front of it each frame that reaches to where the bullet will be during the next frame, and if the trace registers an overlap the bullet is destroyed and the hit is registered. Is there a way to mathmatically ensure that the line trace ends where the bullet will be next frame, or should I just brute force values in until I get something that works

#

(also yes I plugged the velocity into the part that contols line trace length I just wanted to get a general idea of what I need

#

wait I just remembered that predict by line trace exists. my b

#

This is the setup Im using and it seems to be working, but I was wondering if theres a better way of using this that doesn't involve an event tick. If not its no biggie, but I tend to avoid them unless its absolutely needed

heady terrace
#

I think I just solved my problem: because I cannot predict what z-position the character will be in when the Sphere Trace connects with the wall, there is a possibility the Sphere Trace will hit an edge instead of the vertical face, producing a Normal that is not aligned with the side I want to connect to.

heady terrace
midnight wedge
#

ah ok

heady terrace
#

So like you said, you have an object that might not collide at the connecting point, but let's say you are at 1min, 30 sec, 28th frame in playtime (01:30:28). The missile object will connect with an object at 01:30:28.25, but the update does not occur until later. If Unreal provides "Physics Ticks", then in theory ("in theory" because I have never done this before) when the physics simulation registers the collision, it will save the bullet's position and halt its movement.

midnight wedge
#

also turns out the line trace by location is very much not working

heady terrace
#

Now the question is how to do this in Blueprints. Has anyone done this before?

midnight wedge
#

I think Im just gonna use a linetrace then brute force a roughly accurate value

#

(the prediction trace deals with the arch of the object and I just have it flying straight)

#

nvm I fixed the prediction trace

#

(some values were wrong

heady terrace
#

That's fine. Unreal calls this "physics substepping," and while it is configurable in project settings the first example I saw of this in action used C++, not blueprints.

midnight wedge
#

Ah ok. Thank you!

royal helm
#

Is there a way to have a gate in blueprints that only opens in a PIE session, or cooked build? For example, there are autoplaying sequences in my level that I would like to avoid while in editor when I simulate or PIE.

humble frigate
#

I need help please :) it might be simple but i started yesterday!
Okay so I want an AI to have a faster max walk speed when I have my flashlight on, and when it's off the max walk speed should be slower. How do i do this with blueprints? I have two characters, my first person character and the AIBlueprint.

severe turret
#

@royal helm there is a node called IsPackagedForDistribution which may help in a packaged game. Otherwise there is a C++ equivalent macro if WITH_EDITOR

#

@humble frigate when you switch the flashlight on you can fire an event which sets the AI walkspeed. And vice versa.

severe turret
#

I would take a look at how to use Events and Event Dispatchers

humble frigate
#

Okay. Got any good sites for that? Vids?

severe turret
#

learn.unrealengine.com is a brilliant place to start to learn the basics. Or the official documentation. Or youtube/google it

humble frigate
#

👍

frank thunder
#

Hello, I've having some issues with a blueprint issue when adding a footstep sound effect

#

I'm following a tutorial by AstrumSensei and I'm having an issue with using an interface

#

I have an anim Notify that calls this interface

#

which is supposed to lead to this event:

#

I know the notify event is firing because the test string is printing

#

but the second one is not printing and no sound is coming

#

which leads me to believe I'm having some sort of problem with my interface

#

This is what my interface looks like:

#

I can see that the node looks different in the tutorial

#

I'm confused as to why my node doesn't have that mail icon and has a different object for target corresponding to a different color

#

note that I can get the message for other methods in the interface, but not this one

#

It should note that the notifies are in the AnimBP or Animation Blueprint and the corresponding event is in my BP_Base, a parent of my player

open crypt
#

Is the vehicle movement (**I need to change the vehicle wheels based on the skeletal mesh) ** is this exposed to blueprint? I mean I know it is right there but to be able to change it besides there

coarse orbit
#

Any reason why deactivate component doesn't work on even beginplay? 4.26

heavy gulch
#

I am trying to grapple with a 2H weapon issue. It's pretty common in different martial arts to change the hand positions on a weapon during certain moves, but it doesnt seem like there is an easy way to do this in-engine. If I parent the weapon to a right handed socket, that hand can't move along the length of the weapon to change positions with the left hand. anyone have ideas?

lost solstice
#

Anyone know how I might get the Velocity of the motion controllers? I've even tried getting the velocity of an attached component but it just gives the value (0, 0, 0). Any Ideas?

true valve
vast widget
#

A user posted this image in #online-subsystems and I was curious how their lines look like this.

tight schooner
#

@vast widget there are marketplace plugins that can change the node styling

vast widget
#

oh sweet

#

ty

trim matrix
#

Guys i have a mixamo skeletal mesh with around 30 animations.Now i imported another skeletal mesh from mixamo.I can retarget them from content panel but it will lead to duplication.Can anyone help me how to do runtime retargeting in ue4 without duplicating the animations??

true marsh
#

Is there a way to use the reference viewer to see the exact reference being used? Not just the object

sick sapphire
#

This is the hit info for my Begin Overlap. The ones circled in red are false, and the ones circled in white are all 0,0,0. Hit Actor and Hit Component work though.
What is going on? I want to use impact point and impact normal, how can I fix this?

#

I could cheese it by doing a line trace from the bullet projectile, but thats not a pretty solution and I want to know what is causing this

true marsh
#

@sick sapphire First just curious, is it single player or multiplayer?

#

If it is multiplayer, it could just be a replication issue if your are setting the variable on the server but not the client.

#

Or the other way around

sick sapphire
#

this is what i used to check those values

true marsh
#

Hit info is a pretty big struct to RDP, it might be too big to fit in one packet and your getting loss, try sending the sever just the vector

#

Or are you getting 0,0,0 before the server overlap RDP?

sick sapphire
#

well the print string is not inside the server overlap thing

#

so the hit info is not being replicated i guess?

true marsh
#

potentially

#

But the print string is still 0,0,0 before the server event?

sick sapphire
#

yeah this is still 0 0 0

true marsh
#

Hmm

sick sapphire
#

k its like that even on standalone
it has projectile movement and collision is this if it helps

true marsh
#

So its a projectile you shoot, and shows the hit properly, but the vectors are still 0,0,0?

tight schooner
#

Not sure if an overlap event would even produce impact data...

sick sapphire
#

yes
i have implemented damage, and it does damage whatever it hits properly so hit actor and hit component are working
it also disappears properly when hitting something

sick sapphire
true marsh
#

I think @tight schooner is right, I thought thats what I was doing but I just looked and I pull "get actor location" at the hit moment

#

Also as a note which may not be necessary cause I don't know the function completely, but you can put a Switch Has Authority node after the overlap and you won't need to RDP the information

#

Cause the client and server will both execute the overlap event

sick sapphire
tight schooner
#

it's like the usual BP search box except it searches every BP in the project

mortal cradle
#

Are macros/ functions costing anything by themselves? I mean just creating them without paying attention what's in them, can I use as many of those to organize my blueprints or just like variables they are not free and should be used with some caution?

tight schooner
#

@mortal cradle I think someone did a test by running a simple math operation like a hundred thousand times and saw that collapsed graphs, macros and functions impart some overhead. So, strictly speaking, there is a cost... but using those organizational tools is so fundamental to BP'ing that I wouldn't tie yourself in knots trying to avoid them

#

If you're doing something a thousand times on every frame then that's a target for optimization (migrating or nativizing that class to c++) but otherwise BP isn't slow if you're doing normal game logic

mortal cradle
#

@tight schooner All clear, thank you for helping out

sick sapphire
#

how do I turn an impact normal into a rotation that is perpendicular to the surface

tropic oracle
#

hey anyways i can make it so the a pink button changes the text field of the email?

trim matrix
#

I have two camera component blueprint, how can I blend between these two camera components

#

I tried to Set View Target with Blend but New View Target pin wants actor and camera component is not an actor

surreal peak
#

ViewTarget != CameraComponent

#

A ViewTarget is indeed an Actor

#

The CameraComponent is only an offset to the Actors Location

#

So if you need to blend, you need to have two actors

#

Or you perform the blend by hand via a Timerline

jade frost
surreal peak
#

Yeah, which holds a pointer to an Actor

#

(in addition to other data)

jade frost
#

great

#

if i have multiple screens rendering (SceneCaptureComponents2D) i have multiple PlayerCameraManagers to make the blends, not sure if it is the best way but works for me

shrewd condor
#

Hey guys, I have an issue that I have a struct, it has values when I hover over it, but when I break the struct and try to get values from it there are all null. Has anyone experienced this kind of issue ?

#

this is a struct from get data table row

shrewd condor
#

This is blurred, but you can see that the value is there right

#

But after breaking the values are none

cinder dirge
#

That's odd. Does the same happen if you break the Out Row pin itself?

shrewd condor
#

yup

surreal peak
#

If you print the pin, does it also state nothing?

shrewd condor
#

I can't print the struct itself, but since values return none I figure they won't print anything.

surreal peak
#

I meant the string variable

#

Please try printing it

shrewd condor
#

okay, one second

#

ookay, that is odd

#

so print actually prints the value

#

maybe editor debugger is at fault then

trim matrix
#

i need help with this, im trying to make so if the character is in a trigger and presses a button they teleport, should this work?

long smelt
#

Reposting as buried:

I have the weirdest issue right now.

I'm running PIE with 2 clients, and trying to debug a Widget Blueprint.

In the debug selector, it has a World selection, and an Object selection.

When I select Dedicated Server in the World selection, the Object selection shows each client's widget blueprint that I'm trying to debug.

Shouldn't this be impossible, or am I confusing Widget Blueprints with actual UMG?

maiden wadi
#

@long smelt I don't really understand the last question. UMG is just a blueprint extention of Slate. UMG is to Slate what normal actor and such blueprints are to common C++. As far as what the debugger sees, that's a rough edge. Blueprint debugger is flawed, to put it mildly. It can be a helpful tool in some cases. Networking isn't often one of them. For instance, it may just be showing you everything since the server has none of that type. But unless you have explicitly told it to, dedicated won't have any UI, the functions for creating it won't even run on a dedicated server and that machine will have no ability to directly affect widgets created on a client.

lost solstice
#

Is anyone able to guide me a little bit. I am trying to make it so that when a disc is thrown in VR it will spin like a disc normally around the yaw. My current setup makes it so that it spins around yaw but it sets pitch and roll to 0 and I can't understand why. Setting it as relative rotation does the exact same thing, probably because the mesh I am rotating is the root component. Anyone have any ideas?

maiden wadi
#

@lost solsticeUpVector = x0,y0,z1. GetActorRotation = r0,p50,y70. Multiplied together, they would be 0,0,70

#

Anything multiplied to upvector would zero X and Y and leave Z alone.

lost solstice
maiden wadi
#

But they are for UpVector. Anything multipliedby 0 = 0

#

Oh. Object upvector. Derp.

#

What is your component hierarchy?

lost solstice
#

StaticMesh->SceneComponent

#

should I make a scene component root and then I can set relative rotation then

#

that honestly seems really simple and I dont know why I didnt think of that until now...

maiden wadi
#

No, just checked, that call should be in world space as well regardless of attachment. 😦

lost solstice
#

why would it be world space even though its being called for relative space?

maiden wadi
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I mean the GetUpVector. It should return the pointing direction that the top of the disk points to in world space. So unless it starts flat, or is at a flat pitch/roll, it shouldn't zero. At least not instantly.

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What's the use case with this though? If you're just trying to make it spin without affecting the other axis.

lost solstice
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Thats essentially what I'm going for. I just want the disc when thrown to stay at the release rotation, but spin like a disc would around that Z axis

lost solstice
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Im making like a tron style disc wars game and I am trying to do disc projectile pathing and such and want to rotation to be that way

maiden wadi
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I would just use addlocalrotation then and only add on Z. It'll simplify your logic quite a bit. Alternatively you're looking at transforming rotations back and forth from world and local space. Which isn't hard, but addlocal or addrelative should be much easier.

lost solstice
maiden wadi
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Rotations are a fun beast to tackle. 😄

runic plinth
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Morning, am I missing something? this isn't setting a random new time length

lost solstice
maiden wadi
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That's odd. Only ever seen that happen on pitch.

burnt nest
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It sounds to me like your logic doesn't know whether to spin clockwise or counter-clockwise at that point. How does your logic look now?

burnt nest
runic plinth
maiden wadi
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I might be mistaken, I don't use timelines that often, but won't PlayFromStart simply start it from 0 regardless of what you set the time to?

runic plinth
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Yeah but it runs til the end cause Do Once prevents it from restarting on its own

maiden wadi
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I'm more saying that after you set a time, you might want to try using Play instead of PlayFromStart

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SetNewTime sounds like a seeking function. So telling it to play at 50%, and then start from the beginning, it's likely just going to overwrite that 50% setting back to 0%

burnt nest
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That's my problem as well, I am not sure if New Time sets where it will start or where it will end, nor do I know if it's taken into account if it's the start time that's being set if you PlayFromStart".

maiden wadi
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I'd assume it's current playtime.

burnt nest
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That would make sense, otherwise you have Set Timeline Length for the end.

runic plinth
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Yeah, this is was an user from forums also said "I’m not 100% but i think the ‘set new time’ function actually just jumps the current location along the timeline to that time, rather than change the length of the timeline."

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His workaround was to use Set Play Rate node

lost solstice
maiden wadi
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How is the rotation being set?

runic plinth
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Thank you for helping 🙂

lost solstice
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sorry forgot to send that

maiden wadi
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Try just using spin speed.

burnt nest
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That is one heck of a calculation to get a range between -20 to 20. 😅 Divide by 7500?

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I'm also wondering if your velocity is in one direction, and "Hand Direction" is in the opposite direction... I can't even make a guess as to what the result would be 🤔

maiden wadi
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Won't matter if the result is a single constant number. It can be anything form -38457238947839 to +3890248030748 Right now the addrotation node is adding rotation based on the mesh's world rotation and that's likely causing a negative to positive to negative shift around the low or higher values.

lost solstice
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thank you for help this dumb fool

maiden wadi
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Unreal Rotations are absolutely annoying, until they're not. 😄

lost solstice
burnt nest
lost solstice
burnt nest
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If the velocity is -1000, it will output -20. If it's 0, it will output 0, and if it's 1000, it will output 20. And in between will be... in between. 😄

lost solstice
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oh right i get you

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so its basically doing a similar calulation for me

burnt nest
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Yes, but a bit more predictable than dividing by a massive number.

lost solstice
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yeah ok so sort of like a percentage type thing I understand that

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thanks!

burnt nest
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👌

maiden wadi
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@trim matrixInstead of using a gate, you can do the same thing via getting the overlapping character's controller, casting it to a player controller, and enabling input, and doing the same with Disable Input on the end overlap. Then your keypress can go straight into the teleport logic.

agile valve
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Hello guys, i'm new to ue in general and i have a question.
Ive been trying to make a trigger volume that destroys some blueprint class (falling platforms, thrown arrows...) but beside some static meshes that are already on the level i can't figure out how to do so...

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can't get that mesh or actor on the event graph of the level

burnt nest
agile valve
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Gonna try that now just a second

humble frigate
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what is the easiest way to play a sound at me when an ai is near me? for example heartbeat. I dont want the sound to come from the ai itself.

burnt nest
humble frigate
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ahhh! 2d! thanks

burnt nest
quick grove
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sorry guys, do you know how can I use the "Create Advanced Session" in UE4 (4.26)?

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'cause I can't find it!

humble frigate
burnt nest
burnt nest
humble frigate
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what is the trigger volume?

burnt nest
humble frigate
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alright, but the custom event has got "overlapped actor" and "other actor". whats that all about?

burnt nest
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One of them is the actor being overlapped, and the other is the actor it's overlapping. You don't need to bind the event like that though, you can just select the collision mesh and create an overlap event

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@humble frigate So yours will just look like this.

humble frigate
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ahh! simple

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should i use a boolean to check if im outside the collision and then fade out if thats true?

agile valve
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isn't there a way to make it destroy any actor overlapping it ? so i won't need to specify which actor to destroy everytime ?

burnt nest
agile valve
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Done, thank you sir !

humble frigate
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@burnt nest i cant figure out how to fade out the sound when exiting the collision area. i tried makeing a boolean with branches but i failed. you got any tips?

burnt nest
humble frigate
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wait i did it

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i spawned the sound

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is that the best way to do it?

burnt nest
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Good job! I was unsure if it would be possible with a 2D sound

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If it works, it's good 😉

humble frigate
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nice

primal spire
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Hello !
I'm currently working on a 1v1 online game and i'm having some troubles testing some of my functionnalities alone. I would like to automate my spells test but i can't manage to create a playerstate for my test pawn.
I fell like i'm either going at it completely wrong or it's possible and i didn't find how because i can't believe i should have to play the game to test every single feature that use my playerState.

lost solstice
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How might I get the Velocity of the motion controllers? I've even tried getting the velocity of an attached sphere collision component but it just gives the value (0, 0, 0). I realised i might need to simulate physics but then the collision doesnt follow the controller so it wont give me the correct directions. Any ideas?

burnt nest