#blueprint

402296 messages · Page 689 of 403

primal spire
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If i use playInEditor, my pawn won't have a playerState assigned to them which mean i won't be able to test everything i need to

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As fas as i know, pawn get a playerState only when they are possessed which make the testing phase really tedious

formal wren
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Has anybody ever had issues with child actors not colliding / overlapping with other child actors? I have a Character who has a child actor attached. On that child actor I have a collision sphere. The sphere collides/overlaps with other collision meshes in the scene but wont fire an overlap event when it overlaps with any part/child actor of a character which is the same class as its own parent actor

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I found various posts online regarding this issue, but no solution

jade frost
formal wren
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mmh

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but I cant do that in blueprint hierarchy

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I would have to do that on runtime?

late fulcrum
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hello guys, I've a little red circle in my blueprint, and I can't figure out what it is

jade frost
late fulcrum
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Ohhh ok it's a breakpoint

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Didn't know it was there for blueprint

jade frost
late fulcrum
jade frost
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:D

ashen relic
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let's say I want to make a blueprint where the player's mood changes based on if they're within a certain distance of another player and depending on the other player's social standing, any suggestions on how I could go about that? I know it would involve a hit box 😄

jade frost
burnt nest
ashen relic
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okay 😄 this whole programming thing is a pain but at least it works to make the games I plan to make 😂

wary tinsel
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hey guys how can I make line trace follow my look? on first person?

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I need the line trace to go exactly where I look with my mouse

whole oracle
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Assuming the character is rotating with the camera, you could use Get Forward Vector for the Start, then Get Forward Vector * 100 (or whatever value works for you) for the End.

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Otherwise, if you want it from the camera itself, just use it's Front Vector instead.

wary tinsel
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the camera stand still

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I can't move it

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when I rotate the line trace is not following where my look is

whole oracle
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So the camera isn't rotating when you move your mouse?

wary tinsel
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no

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I can look around but apparently the camera doesn't move

whole oracle
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Are there multiple cameras in the scene, perhaps one for first person and one for another perspective?

wary tinsel
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nono I just have a capsule component and a camera

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and the very basic movement component

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brand new project

whole oracle
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Okay, can I get a screenshot of the line trace? Just to see if there's any issue with how it's set up.

wary tinsel
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start from camera-> get forward vector
end camera->get forward vector * 100

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correct?

whole oracle
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Yes, that should work

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I should clarify, are you setting up the line trace via blueprints?

wary tinsel
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yes I am

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such a simple thing Is giving me nightmares

burnt nest
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If the camera doesn't move but you can look around, you probably aren't possessing the actor.

wary tinsel
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I have auto possess player on 0

sand bloom
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Hey does anyone know a good way to get a reference to a actor in your level? I'm not quite sure how to do it im stuck

whole oracle
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Ah, I think I've got it. I decided to test it myself and made a brand new project. I tried the same line trace on the default player start and it wouldn't work, it just stayed in place. It probably is because it is spawning a new character which you possess automatically and thus is only tracking the camera from the original "player start".

I recommend making a new blueprint altogether and make that your starting player, the line trace works just fine on that

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I unfortunately do not have enough experience to explain why it won't work on the default player start given to you.

wary tinsel
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solved it...wasn't able to get the world rotation of the camera, my bad

whole oracle
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Ah good!

sand bloom
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oh wait I think I may have it now

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don't even need to cast anymore i think according to unreal

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alright ignore me i guess

daring pewter
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Hey guys ! Is there a way to use complex collisions but only for one mesh ? Like mesh A will collide with all other meshes complex collisions but mesh B will collide with them with their simple collision ?

whole oracle
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Well sure. You can set any model's collision to be simple or complex. Whatever collisions it collides with will be the collisions that have been set up for that model. It's not a universal setting for all models, just the one you're editing.

Now, if you're saying how to separate one model into two separate collision models, it would be better to split that into two different models entirely.

daring pewter
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Second option is what I mean. Basically, I'd need an object to attach to anywhere in my map (so complex collisions because my simple ones even though precise, are not as precise) but I need the player to interact with the simple collisions to avoid performance loss

uneven geode
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Someone knows if it is possible to create an actor with dynamic components? I mean, "build" an actor depending of the number of meshes that i have. Example:

Folder: mesh1, mesh2, mesh3. Actor: sceneRoot > mesh1 component, mesh2 component, mesh3 component

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n meshes and n components

uneven geode
whole oracle
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Hmmm, yeah, Profi's got it. It takes some work, but setting up reactions to different collision channels would be the solution you're looking for.

gritty elm
# late fulcrum hello guys, I've a little red circle in my blueprint, and I can't figure out wha...

Hey guys, in today's video, I'm going to be showing you how to create and use a blueprint interface. In this example, I will be creating one to interact with different blueprints as my player character.

#Ue4 #UnrealEngine4 #Ue4Tutorial


00:00 - Intro
00:24 - What Is A Bl...

▶ Play video
late fulcrum
gritty elm
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Yes it is breakpoint

late fulcrum
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but Edu already answered me

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Thanks @gritty elm

gritty elm
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In visual studio, if you work in C++ code, you can press F9 to add breakpoint, so when the program reach that function or line of code, it will be paused, so you can debug the code in better way, for example if you want to verify that when my function is calling at what time etc, same in blueprints

unique wyvern
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does anyone know why GetOverlappingActors returns nothing. I am filtering objects of a specific actor class and the actors are definitely overlapping.

I have both actors Generate overlap events turned on, but it seems it doesnt work

burnt nest
unique wyvern
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do you know any other causes of GetOverlappingActors not returning anything

burnt nest
vapid ibex
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Have anybody here ever tried to implement an A* algorithm in blueprint? I'm struggling with that for my custom BT movement node.

fleet cedar
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They don't tell you you can ride the fish in this free asset... surely that's a selling point

lost solstice
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anyone know how i might get this to always curve on the relative yaw of the actor and not just the world yaw?

stray island
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I think there was a node to choose a different entry each time i press a button

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Not sequence , similar to flip flop but with more entries

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What was it?

gentle urchin
# vapid ibex Have anybody here ever tried to implement an A* algorithm in blueprint? I'm stru...
wary tinsel
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how to interpolate my character camera from point where i'm looking to Pitch = 0?

wary tinsel
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Yes but if I set camera rotation it doesn't do anything

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is something in the character blocking me from this action?

burnt nest
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Not that I know of 🤔

gentle urchin
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Is camera connected to a springarm?

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Or attatched to a socket

boreal lion
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trying to convert this formula to blueprint, but I cant get it to be perfect. tan(68.5 degrees / 2)/tan(103 degrees / 2)

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Google shows = 0.54159303819 unreal outputs 0.51 ish

quick grove
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do you know which plugin I need?

burnt nest
# quick grove do you know which plugin I need?
quick grove
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ok thx u!

gentle urchin
covert aspen
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need blueprint or adaptation plugin for UNREAL marketplace to adapt Array Core into unreal engine. DM for payment https://github.com/ArrayCoreDevelopers/Array

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...

boreal lion
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@gentle urchin ah I see, do you have an example?

gentle urchin
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So tan before divide

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According to your own equation

boreal lion
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Will try to take a look at it now, cheers

burnt nest
covert aspen
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@burnt nest seems unable to post there. Sorry for posting here .

cinder dirge
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@covert aspen There's instructions on how to do so in #instructions

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I believe you have to message Manny the bot

covert aspen
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@cinder dirge I see thank you so much

covert aspen
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@cinder dirge just messaged Manny the bot but nothing ?

cinder dirge
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You messaged "$job"?

covert aspen
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@cinder dirge thank you . Your the best 🥰 unreal

cinder dirge
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You're most welcome 🙂

quick grove
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I mean in the widget graph (OnClicked)

quick grove
runic plinth
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Connected to a Tick and triggered by an overlap. I don't understand why it doesn't transition smoothly

analog perch
analog perch
runic plinth
real garnet
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ue4 can i use "/" key for variables

humble frigate
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Hi! an error always pops up when i play: "Blueprint Runtime Error: "Attempted to access AudioComponent_0 via property 2Dsound, but AudioComponent_0 is pending kill". Blueprint: AIBlueprint Function: Execute Ubergraph AIBlueprint Graph: EventGraph Node: Stop"

What is it? how can i fix this?

tame pecan
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@humble frigate The sound has played and when the audio is finished playing, it destroys itself due to the bool you have checked "Auto-destroy". When it's pending kill, it is that it has been destroyed and is waiting for being garbage collected

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To solve this, is either by unmark the auto destroy or have a valid check on the end overlap

humble frigate
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thanks

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ill try

quaint portal
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hey everyone, is there a way to manipulate the value of the axis mappings through character blueprints? something like, if "this" happens then decrease camera maneuverability

wide nimbus
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Just use a float variable called like [Camera Sensitivity] and multiply your axis by that value

uncut granite
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as no one seems to know in #animation, ill post here: I'd appreciate some advice on this problem, I have my character animated and bringing the weapon up to aim with blend space then blend per bone on spine to only affect the the top half but when you spam aim, it is resetting the animation for the legs. I only want it to affect the top half and not sure where to improve:

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This is the blend details

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blend per bone*

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and i want to stop the dancy feet in the gif but can't figure out what i've got wrong 🤔

wide nimbus
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looks like it's not just the feet that are jittering. Hard for me to say, but how's it look if you bypass the blend poses by bool?

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Ideally I'd think that bool would control the blend weights on the blend per bone (with a timeline or interp) and just toggle that blend for spine and above

uncut granite
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In the gif i'm spamming right click to aim. I only want the anims from the spine and up to be affected by the aim animation but because it's not outside of the state machine, i can't create a cache of the animation

long schooner
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Hey, guys, is there a way to add colisions to my main character, I want to make so the hand has a collision but I cannot make it work

uncut granite
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it works but the issue is that when i aim, the animation for the walking resets so when you click it quickly, you do a little dance which looks silly

long schooner
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For some reason it keeps clipping through walls

wide nimbus
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@uncut granite just try something like this

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it might pop because the blend doesn't have interp, but you can fix that if it solves the leg jitter

uncut granite
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I'll let you know in a mo, cheers

uncut granite
green eagle
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Advice on removing/closing a widget via a Action event? I am kinda stumped only node i find is "remove all" but that shuts down the HUD as well. Any help is appreciated. Thanks!

burnt citrus
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I have a question
Can I attach component to component with blend?

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or is there a similar way to do it?

open crypt
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What's the trick to taking the left side of a mesh and not rendering a texture to it ( I'm trying to do turn signals on a mesh that's using a mirror MAP

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right now both turn signals light up

desert juniper
ember veldt
open crypt
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how do I mask out half of it ?

ember veldt
open crypt
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That wont' work, it's mirrored

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so it's effectively only half of the mesh

dapper lion
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hello guys, could someone help me? i try to attach/stick my current character to a moving object (cube).
i try to do this with blueprint, but i dont know how i get my "Cube" into my Character Blueprint.
i dont know, if that is even the right way, or would even work, but maybe someone could help me, because youtube and google couldnt 😦
thank you ♥

autumn grove
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is there any plugin that exposes all of c++'s remaining functions into bp's?

tight schooner
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@autumn grove offhand I know that Rama's Victory Plugin does some of that...

wary tinsel
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line trace by channel not working when packaging for development????

carmine peak
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hey so i wanted to ask for a lil help

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im trying to make a cool camera viewport rotation when you click in widget continue

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but it doesnt want to work

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i made a actor with camera and setted up it so it would be the viewport and i think i referenced it right in the widget BP?

sand shore
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if they can do emissive

river spruce
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On BeginPlay I am creating a timer by function name. On EndPlay should I clear and invalidate timer or does it automatically clear the timers?

fleet cedar
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damn this program sometimes... adjusting focal length when it just ramps up intensity and shoots off into a crazy value which just locks up the program

carmine peak
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Well i can say that theres a lot of ppl needing help and bcs of that a lot of ppl get burries under new help requests sonyadisgust

carmine peak
fallen gazelle
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I created this blueprint with the intend to update a countdown timer until zero is reached, then destroy the timer. However the handle is instantly passed, destroying my timer before it could even do anything.

Is it possible to halt on the timer node until it is done looping?

tight schooner
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@fallen gazelleYou'll have to put the Clear and Invalidate Timer on the event/function being called
e.g. at the end of the event/function being set by the timer, it checks the "count" variable, and if <= 0, clears timer

fallen gazelle
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I see, thanks @tight schooner I'll give that a go

tight schooner
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@fallen gazelleyeah. Basically the "Set Timer" node isn't like a delay node... You're basically setting then clearing the timer on the same frame in the screenshot

fallen gazelle
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@tight schooner With "event/function being called" you refer to the Delegate, correct? How can I access the handle either how can I pass the Handle to the timer to this delegate?

tight schooner
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@fallen gazelle Sorry for the late reply. You can save the handle into a variable, or Clear Timer By Function Name

south pier
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Is it possible to use Line Trace to attach a projectile to using math to randomly generate location of said projectile?

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This is what I currently have, but have no idea how to feed in that information to spawn a projectile based on the math I have

long schooner
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Hey can anyone help me with an issue, I want to make the character hitbox different, but i dont why when i add collision boxes into the main blueprint it doesn't have collisions

tight schooner
# south pier

I haven't used the node Rand Num in Circle before, but assuming it does what it sounds like, the line trace should work to trace a path from the gun to some point where the camera is looking + some randomness. IDK what "bulletBP does" though. You seem to be spawning it at the "Big Gun" location. If you want to orient it in the direction of the trace, you can use Find Look At Rotation with the vectors you're feeding into the Line Trace By Channel.

south pier
fleet cedar
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I can't get rid of DoF on my camera... still getting near blur, any thoughts?
Tried disabling Post Process and it didn't help
Set aperature all the way up

south pier
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This is the Rand Num In Circle Function I recreated from a tutorial. It generates random points within a circle hence the function name

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Bullet BP is just my bullet projectile blueprint

south pier
fleet cedar
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sharp in preview and blurred in gameplay

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nvm looks like maybe a BP is overriding it

tall bloom
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For the past few days I’ve been working on a level in my project and when I just open my computer it auto deleted itself I know 100 percent I saved it but it’s gone I need to recover it ASAP

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Can anyone help

fleet cedar
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oh lord

dark crow
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Well, if it's gone it's gone, only luck would be if you have it on a HDD and use a recovery tool and hope that the sector was not written over again

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This is why Source Control is important

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Yo could check in "[Projectdir]/Saved/Autosaves/Game/Maps" too

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If you have Autosave enabled

icy dragon
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Unless it's so mundane or experimental projects, if you create something, use source control.

dark crow
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Azure DevOps is pretty good if you wanna hold something bigger with Git LFS and it's free up to 5 users

icy dragon
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Though it's rare to have something larger than 100 MB, unless it's a super high-end projects.

dark crow
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looks at own .umap that weights 162 MB

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Woops

icy dragon
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Yikes.

open crypt
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Can't believe I've not done this before (or have forgotten) but just to confirm, if I want to disable a parent function from running (over override it) I just disconnect the pin to the parent correct?

icy dragon
open crypt
fleet cedar
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I'm trying to set my character's Position and Rotation through sequencer, however the camera seems to remember where it was...

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Any ideas? I would have thought since I'm rotating the entire actor the camera would come with it

ember veldt
burnt citrus
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hi
I have a question
Can I attach component to component with blend?
or is there a similar way to do?

ionic gull
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Is it possible to dynamically change Timeline lengths? I want different weapons to have different amounts of time to perform an action

open crypt
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I'm trying to get this to blink more like a turn signal, so more rapidly - can someone help me tweak it ?

sand shore
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You've locked it into a cycle that ultimately takes a second to iterate. Your param controls how long the light is on for

sand shore
strange matrix
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Hey, this is pretty basic but I'm getting stuck on it

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Why is it that in the default ThirdPersonCharacter

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rotating the camera is setup like this:

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but when I try to copy that in a new character

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it rotates the character as well as the camera?

tight schooner
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@ionic gull you can set playback rates on timelines... There's a node for it

sand shore
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you'll keep the If node

faint pasture
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Powered to a high number

ionic gull
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@tight schooner Thank you!

ruby sandal
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because it didnt really look like you got any responses to that

green eagle
green eagle
bitter star
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Hi guys, I'm trying to have a light intensity controlled by music. Here's what i have so far but how do I connect the "get spectrum" to the light intensity?

sudden nimbus
bitter star
mortal cradle
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What is better, casting to the character from controller on begin play and caching that character variable or using get controlled pawn every time I try to communicate with a character?

gentle urchin
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First one I'd say. Caching it would made alot of sense

mortal cradle
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That's what I'm doing now but I'm running into some issues with controller sometimes throwing a "accessed none" error in very specific scenarios where with get controlled pawn this doesn't happen so my question should probably be if get controlled pawn is slower than caching the variable on begin play?

sudden nimbus
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and yes be careful about just fetching and casting what you need on demand, especially if it's done in tick (which itself you should avoid as much as possible). I was previously fetching game mode / instance on demand and casting it in a convenient bp library- replacing all of that with some well cached variables brought levels that had hundreds of characters from 15fps to 60fps. at scale, 0.09ms per call really adds up

mortal cradle
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Thank you, I'm gonna try to cache it on OnPossess, I always try to avoid casting on demand as much as I can but I couldn't really think of anything else than just using get controlled pawn (not sure if this is equivalent to cast tho) because I haven't looked into Event OnPossess yet.

sudden nimbus
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OnPossess runs when the controller begins possessing the character- so its the ideal place to save a reference to the character. OnUnpossess would be used to clear that reference

ashen basin
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So i have made camera movement though i put it in camera BP should it be in my controller bp?

sudden nimbus
ashen basin
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setting up all the camera movements and controlls

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they work under camera bp but the actor doesnt move

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if that is a concern

sudden nimbus
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ok so really the camera is the "character" then yeah?

ashen basin
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yes

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i moved all my functions to controlla though nothing works

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changed all references and added camera reference etc

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and variables needed i created again

open crypt
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well fuck guess I'll have to do this message again

ashen basin
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Blueprint Runtime Error: "Accessed None trying to read property RTSCamera". Blueprint:  RTSController Function:  Execute Ubergraph RTSController Graph:  EventGraph Node:  SetActorTransform
open crypt
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Why can I not get this to blink correctly? I'm just trying to make a turn signal

ashen basin
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ignore that

open crypt
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It's not, I realize what I am doing is screwing the math up

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I need to somehow compartmentalize that

sudden nimbus
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@ashen basin i personally prefer the input logic on the character, though others seem to prefer having it live at the controller

ashen basin
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bit confused there

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couldnt ya just make a boolean so true and false for each side

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just have a event that trigers true on and false off

open crypt
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nah, I need this to be inside a material

ashen basin
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i havent got that far yet so i cant help sorry

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this my first time in ue4

short pawn
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does anyone know the language codes I should use when setting the language to Russian,Portugese, French and german? i have found out language codes for all the other languages I'm searching for but I can't find these

tight schooner
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@open crypt you're better off asking in maybe #graphics cuz material graph isn't BP. Something to know about the sine node (maybe you already know this) is it produces a wave ranging from -1 to +1 and it looks like you're multiplying those negatives with the local position (which also ranges from negative to positive numbers I think) and the result is that alternating blinking. Maybe use UV (texture coordinate node) to differentiate lights instead of local pos? Maybe use a constant 0 (black) and a constant 1 (white) as your inputs into the "A > B" and "A < B" on your If node, and then you'll get rid of that weird alternation at least.

Not sure of the best way to approach your material parameter into turn signal selection. But if you can differentiate the lights by UV coordinate, maybe you can figure out something.

sudden nimbus
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isn't there a random node for arrays?

storm dove
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there is

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4.26 at least

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i think it just appeared recently

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get random from array

sudden nimbus
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very handy

storm dove
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totally

quick grove
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like that? (using those nodes is actually very hard for me!)

sudden nimbus
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yep

lost solstice
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Im trying to make it so that on tick my thrown object will slowly start to flatten out to its closest value which would be 0, 180 and -180. I've manage to get this to work for just 0 but is there a way that I can make it for all angles?

agile valve
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Oha, so, i made a ragdoll function that occurs to the character when there is a collision with some actors (traps and stuffs). Till now the respawn was a basic "Open level", but i did manage to put implement checkpoints around the map. You surely figures it out, i respawn without my character mesh. I tried some "possess" function to get my mesh back but didnt make it.

tepid cipher
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@agile valve So one way to fix this would be to add a good foundation for the respawn system now.

Make a function that is "F_Respawn" (I name my functions with F_)

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F_Respawn

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underscores are a discord code thing I see

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any who what you want to do is have that as your stat reset, you could place it on the game instance, that would be alright I would imagine, then call that when you want to respawn, you will need to update a "spawn location" variable on the game instance so that the game knows where to place you back.

agile valve
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I see, gonna look that up, got the idea, just need to know how to do that. thx bud

tepid cipher
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@agile valve Yeah no worries, when I slap something together and then need to improve it, I always just go "oh I've used this twice now, time to modulate"

agile valve
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i did make a basic respawn function, so ill just need to plut that on the game instance

tepid cipher
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give if you do multiplayer you will have to use gamemode so it talks to the server, and a bunch of replication stuff, but it's more or less the same logic

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@agile valve Yeah I would use the game instance as that's primary what you want carried over level to level as it won't change, so you could just pull "last saved stats" from there too as saving and loading would be game instance too.

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but that's about all you want there, game mode is everything to do with game mode, player state is the state of the player, so that's a good spot for respawn trigger and feeding information back to the game instance, then game controller is all of you game controls, basically.

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incase you didn't know about those

agile valve
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i saw a guide about checkpoints that talked about game instance and modes and i honestly tried to find an easier way since im just doing some sort of a "rage simulator" 3D platformer. I think ill just dig in and learn that

tepid cipher
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@agile valve eh, that is the easy way, you can't store it on the blueprint as they get destroyed

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and a player state/player controller isn't specific to a model so if you wanted to possess something when the blueprint dies then you would still have the data for that level, but then if you transitioned level it would wipe everything

agile valve
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oh i see what u mean

tepid cipher
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yeah there's a reason for all of that stuff

agile valve
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well, ty sir for your time

tepid cipher
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it's all good, i'm streaming and being a basic help desk every thursdays for a few hours, seeing if that's a thing people want to see

agile valve
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wait before u go

tepid cipher
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so this all provides good content

agile valve
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is there a way to cancel disable the movement function

tepid cipher
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I don't use it really

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I'm more of a manual type of person, so I'd make my own to ensure that I can toggle it, and improve

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I probably should start doing C++ and fix a lot of these functions and make more

agile valve
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oooh thats kinda cool, im on your sttream, u earned a new follower today

tepid cipher
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@agile valve yeah thanks

neon frigate
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I only get LoadClassAssetBlocking (?!?!)

tepid cipher
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@neon frigate

neon frigate
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Must be due to a custom engine then

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I can't find anywhere that this function might have been removed/disabled/hidden in an .ini file
I've seen this before on other functions

tepid cipher
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I'm on 4.26.2

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try unticking context sensitive

neon frigate
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tried, same

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must be custom engine then. ok. lemme try retail 4.26

tepid cipher
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yeah maybe it's disabled on yours

neon frigate
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ye, could be.

fleet cedar
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Any thoughts on how I could do a weird trick where I have a small box that you look into and see a massive room?

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Needs to be able to be entered though so it can't just be a texture. I guess it's sort of like the effect of Portal maybe?

tepid cipher
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@fleet cedar Camera where you want to view and a render target of that cameras focus point

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It might be pixelated though

fleet cedar
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hmmmm

#

But that wouldn't give parallax as I rotate right?

#

Unless that camera's rotation was linked to my camera

#

Hehe yeah I'm gonna try it

tepid cipher
#

@fleet cedar Set world rotation of the camera you could even have a hidden bone for what ever reason

spare pike
#

Question, been trying to do a satisfying feeling settle system for going from sprint to not moving, how would i when my character stops receiving movement inputs from sprinting, to keep it going for a step or two gradually slowing down before halting to a stop?

livid iris
#

Long time Houdini user, unreal newbie:
Inside a actor BP, what is the best way to import/access properties or data from any other actor in the scene?

#

Let’s say a radius from a sphere or the world position from a cube

#

(Meaning from an object, which doesn’t have the current BP event graph as a component added, if that makes sense

tepid cipher
#

@spare pike well, you would use the animation sequence, but because when you press a button you're "instantly at 300 walk" the animation has no time for build up so you need to go to your controller and create a system that when you release it slows the movement down, so a consistent speed variable, if that makes sense

#

@livid iris GetActor, that will get the current scene actor, if it's presistent and never destroyed you can use GetActor and set a reference after it's spawned, GetActors are a tad expensive from memory

fleet cedar
#

Hehe yeah I'm gonna try it

late fulcrum
#

Guys, I'm trying to find Asset Refrences into files... but I have no idea where it could be... The ThirdPersonAsset is listed into a UI asset... Is there a way to quickly identify where it could be?

#

Yeah, but it doesn't give any results

#

I guess i'll need to go in every functions and properties to find it 😄

tepid cipher
late fulcrum
#

this is the option I get

#

I have no idea what it is 😄

kindred marsh
#

hello guys. I have a question to ask. i am working on a achviz vr project. i want to allow the player to see in wireframe mode if he want. is there any bp that could make it possible?

teal dove
#

Hey guys, does anyone here know how to "overshoot" with a linetrace if I have 2 locations - but I want the linetrace go further than the point 2 location?

late fulcrum
teal dove
#

@late fulcrum Yeah that's what I tried, also with "Get Unit Direction Vector" but it's not working 😦

late fulcrum
#

you're not getting the direction like that 😄

teal dove
#

@kindred marsh If you want the player to see a wireframe of all objects, I think you have to switch all objects to a wireframe grid material.

teal dove
late fulcrum
kindred marsh
teal dove
#

It shoots the linetrace into a different direction

late fulcrum
#

well

#

you need to do :

#

Origin vector + Direction(origin vector, target vector) * Distance = End vector

teal dove
#

@That's what I tried, or what is wrong here?

late fulcrum
#

when you do Direction * Distance

#

you're simply getting a vector with a specific distance

#

but you need to add the starting point to it

agile valve
#

Hello, made a platform that falls after the player jumps on it, and then respawns at the original position after reaching a trigger volume that destroys it. the problem is, the physic keeps simulating and it keeps falling again and again, any idea how to deal with this ?

teal dove
teal dove
#

You could probably do that with an outline effect that creates an outline on the "edges" of each polygon

tepid cipher
#

@agile valve what's falling again?

agile valve
#

the platform

#

its supposed to fall after the player jumps on it, and then respawn after a short time at the same place

teal dove
wary tinsel
#

user interface material working in standalone and editor but not in packaged? any reason?

#

I want to make this icon disappear on my widget but it's not working

kindred marsh
teal dove
#

Glad I could help 🙂

tepid cipher
kindred marsh
agile valve
#

i mean, i want to make the platform and the player fall, so thats why i simulate the physics on the platform. The platform does respawn at the starting position, it just falls down even if not triggered, thats the problem

tepid cipher
#

oh

#

yeah you must not have destroyed it

#

before you destroy try setting simulate physics to off then

agile valve
#

gonna try this

ivory shadow
#

Hey guys

#

Is there a way we can get values of the curve in Blueprints? The variable type is RunTime Float Curve. Id like to create a curve that is editable in an actor, then use the data for a mechanic in the game

cinder dirge
#

@ivory shadow Are you able to use a regular Curve asset for this?

ivory shadow
#

I can, but I might end up doing this a lot so creating a curve asset for every blueprint actor that I place in the level sounds inefficient but it would still get the job done. I'm trying to figure out with a RunTime Float Curve variable type because it allows you to edit the curve in the details panel as shown in the photo

cinder dirge
#

Hmm I see

ivory shadow
#

Im guessing this is possible in cpp with a bit of code but Im pretty bad at it lol

cinder dirge
#

You could also use curves in a DataTable, which would get you away from one-asset-per-actor

ivory shadow
#

Right Ill take a look

cinder dirge
#

Hmm

#

Seems you can't create curve tables without C++. That's a pain

#

You can only create Composite Curve Tables via the editor... which are tables of curve tables. Though not the curve tables to go in them :\

#

What is it you're using curves for? Would Timelines be an acceptable substitute at all?

ivory shadow
#

So basically I use spline a lot in the game I'm working on, so I'm trying to come up with a way to manipulate the spline through the curves without going through the pain of selecting each point in the viewport and etc

livid iris
#

@tepid cipher
Thanks, will give it a try.
Not in front of unreal rn, but can I get any actor with GetActor from outside the current BP I am in?

cinder dirge
#

^ that's a good point from Lorash. It wouldn't take too much to get sampling going on your curve I suspect

ivory shadow
#

I totally agree with that, which is why I beat myself for not learning ue4 cpp properly after all these years using blueprints

#

Thank you!! Will be doing so 🙂 Appreciated

trim matrix
#

I cant find the ''camera shake'' actor anymore?

lost canopy
#

Under CameraShakeBase

trim matrix
#

oh thats it! How confusing haha

#

thanks 😄

hybrid ether
#

Is there any way to detect is player using keyboard or xbox controller? I would use it in widgets beginplay. If using controller it would disable mouse cursor and focus button.

trim matrix
#

there is, not sure whats its called tho

#

just dont make it try and detect every tick lol

real garnet
#

what means they

#

from Layered blend per bone

torn kettleBOT
#

:no_entry_sign: Amongbytes#3024 was banned.

lusty basin
#

Hi ! If I do a line trace and I want to pull the hit actor towards me (i.e. the opposite direction of the line trace), can I and if yes how can I invert the forward vector used to define the line trace?

lusty basin
solemn musk
#

Anyone know how to make a gmod like toolgun spawn? Im using linetracing but it wont spawn in the actor that i wanted

#

I made it so itll take the linetrace end and spawn in the actor, it spawns it in but doesnt show it for some reason

uncut granite
#

Not experienced with animBPs but anyone know how to lerp a float (see the bottom) i need to smoothly change between 0 and 1 based on the boolean and not sure what nodes to use

#

FinterpTo?

#

not sure how to plug it in tho

#

Tried this but I'm just guessing that this point. Anything i search always has action pins in event graph not in anim bp

faint pasture
#

@uncut granite you are trying to interpolate over a certain time span when the Boolean changes?

uncut granite
#

yeah

faint pasture
#

You're going to want a state machine

uncut granite
#

For what specifically? the nodes i posted are inside of one already

#

I've done a workaround, made a float value in event graph and when aiming boolean changes, it sets the aim float for the layered blend using FinterpTo

heady burrow
#

Anyone knows why when setting the simulate physics check to true on the collision cylinder of the player, can't walk anymore?

#

like, I press forward but doesn't move.

faint pasture
#

@uncut granite that bool should drive a state change

#

Unless layered blend per bone has a response speed parameter

lime karma
#

Hmm is there an obvious reason why enabling my simple HUD I made after following a tutorial would suddenly be killing my FPS?

#

all I'm doing is displaying the player's current health and ammo, nothing real fancy with it, but enabling the hud makes the FPS in play mode steadily go down from 120 to like 20 over the course of a couple minutes

#

okay I tried disabling the bindings and even with no actual functional elements on the hud it still steadily drains my FPS

#

so I guess it's not part of those

faint pasture
#

How are you spawning the widget?

trim matrix
#

something weird on the tick event?

lime karma
#

I just figured it out, apparently the default hud class is called on every frame for whatever reason and I didnt realize that

#

so I was creating a new hud widget on every frame

trim matrix
#

yikes

#

ill help anyone with there game if they teach me

lime karma
#

so I'm gonna go ahead and change that to begin play and hopefully we should be good

trim matrix
#

carefull with tick events haha

lime karma
#

yeah I didn't realize that the draw HUD thing was essentially a tick event

trim matrix
#

if its on event tick then everything is

lime karma
#

okay yeah now it's good

#

it didn't appear to be on event tick

#

I honestly don't know where that function is being called, which is probably a bad thing

#

like I said it's part of the default blueprints in the FPS project template

trim matrix
#

aah my bad haha

lime karma
#

it was this function in the default hud class

#

I just attached the create widget thing after it not knowing this was called every frame

#

but yeah like I said I moved it to a new BeginPlay call and we're good

kind stag
#

Hello, posted in unreal engine a couple hours ago and I think that blueprints was probably a better place to post this.

Looking to see if anyone could explain an issue that is something possibly basic. I just started using Unreal Engine the other day, but do have experience with programming in general.

Question: While using "Move Component To" in the way of a coin toss motion, it seems that the rotation is acting up.
Initially it rotates a full 360 degrees upon attempting once. On the second attempt, it starts spinning in the opposite of the original direction and then reverses halfway back to the starting position.
Is this possibly from a constraint or issue with the "Move Component To" function?

Version: UEv4.26.2

Attachment:
Blueprint flow for the coin toss, as an actor component. It takes the inputs for how high to flip, how many flips, and how fast it will do the motion.
Also, here is a small video showing the issue - https://i.gyazo.com/c6802d62e57b92681e82df359b51fb42.mp4

Appreciate any and all help!

autumn plover
#

Im using modular fps hand models (2 separate models for shirt and arms) sometimes animations go out of sync. Is there a way to avoid this?

humble frigate
#

can someone figure out whats wrong? i get this warning all the time...

"Blueprint Runtime Error: "Accessed None trying to read property 2Dsound". Blueprint: AIBlueprint Function: Execute Ubergraph AIBlueprint Graph: EventGraph Node: Stop"

lofty hound
#

Does any one have experience with creating ability systems without using GAS? im trying to create a turn based rpg similar to pokemon so I need a range of moves that can be used by a range of different actors. I have made test actors that contain the needed stats but i cant figure out how to create and tie abilties to them.

faint pasture
#

Think of what the data describing a move would look like. You got PP, Hit chance, type, side effects, applied buffs, etc

#

Then think about the stats an actor that can do a move or get hit by a move need to have. HP, speed, special, etc

fleet cedar
#

How can I set my player character's location and orientation? I did just set actor and it doesn't update the looking direction, I tried this and it's still off somehow

sudden nimbus
#

orient rotation to movement could be interfering

fleet cedar
#

mmm

proud sable
#

Hopefully there's a simple solution, but I have an ability that spawns a portal that produces a projectile that homes towards a target. Right now the behaviour side works, but the projectile doesn't rotate towards the target. If I enable "rotation follows velocity" the projectile comes out sideways. It doesn't seem to respect changes to the object rotation in viewport edit mode or set relative rotation nodes. Any idea what's up with that?

fleet cedar
#

Thanks for the idea Rezonant

faint pasture
#

Put those stats in a component, make systems that can apply effects consistently, and bam, you've basically recreated GAS without the prediction

sudden nimbus
fleet cedar
sudden nimbus
#

set relative rotation modes in blueprint on the component in the actor should work

fleet cedar
#

Still happening

sudden nimbus
# fleet cedar Still happening

hmm, my guess would be that something is actively setting the rotation per tick. certainly the controller can change the rotation when "use controller rotation" is enabled but set control rotation should handle that

fleet cedar
#

It's very likely thank you. I didn't build this character so I'll dig around

proud sable
sudden nimbus
#

oh dont rotate the capsule, rotate the mesh

#

you would think that rotating the capsule with set relative would also rotate its children, but perhaps not? really just rotating the mesh component in your projectile blueprint should do the job

proud sable
#

Ah yeah that makes sense, I thought about doing that but I figured it would screw up all my hitboxes and vector math if I tried to re-fit the capsule component to the mesh

sudden nimbus
#

i would just use the rotate gizmo on it in the actor's viewport view since you would always want it facing the X vector

sudden nimbus
proud sable
#

The original capsule was so the projectile (sword) would sink into the ground a bit on collision with a larger collision sphere on the end for area damage

#

The rotation works though so I should be able to fix it up from here, thanks 😊

long wyvern
#

I'm following along with this tutorial: https://youtu.be/OhlgE1gFQ7A
Up until now (19 minute) it's been going well.
When I try to copy the part shown in the image below I have 'toggle active' and 'toggle visible' instead of 'toggle inventory' like in the image.

In this new series I go through a method of creating an inventory system, similar to a survival game. In this part I go through the setting up and display of the interface elements such as the inventory window.

There are unlimited ways to create a tutorial, all based on your own tutorial design. As per usual with my tutorials I will explain eve...

▶ Play video
#

Does anyone know what I may have done wrong?

languid nexus
#

Hey guys, im pretty much a noob at programming/visual scripting.

I basically am trying to get something to change visibility if it is below a certain value or over a certain value.
-29 and 29 in my case.

Is there something like an 'or' node? I did see that there is an 'and' node for booleans.

What would be the better way to go about this?

#

this is basically what I am trying to do

trim matrix
#

how do you all make your variables out of a break hit result? its so messy doing like 4 or 5 ''promote to variables'' lol

desert juniper
trim matrix
#

this just kinda looks stupid doesnt it?

desert juniper
#

on no. nvm you don't want a between. nvm.

#

just drag out and type in OR

#

and you'll get the OR node

languid nexus
#

i tried MonkaThink

#

lemme try again

#

wtf

#

ok

#

that worked

#

thanks LUL

desert juniper
#

🙂

trim matrix
#

a what?

desert juniper
#

look up the WTF IS video on structs

#

they're like a data container

burnt nest
# languid nexus this is basically what I am trying to do

I strongly recommend you to not use Tick if it can be avoided. Checking for something every single frame maybe 60 times per second or more is terrible for performance. If there's any possibility of doing it differently, then do it.
Instead of asking "are we there yet?" over and over again, just say "we're there now" when it actually happens.

trim matrix
#

will do! thanks @desert juniper

languid nexus
#

hmm ill have to think about that some. I try not to use the event tick node, but couldnt figure out how to get it to work without it

burnt nest
languid nexus
#

Yeah I understand that. Thanks.
The issue I am running into right now is that i use a move component node. And from what I can tell it only updates when it is completed.
But if I disrupt it midway while it is moving, it will break.

faint pasture
trim matrix
#

yea but I need a bunch of stuff from it. like location normal bone name hit actor etc

#

so you end up with 5 or 6 ''set variables''

#

maybe thats the way to do it but it feels messy is all

trim matrix
#

what do you mean tho?

desert juniper
#

he means you don't have to create your own struct. it's already a struct

#

so just create 1 variable of type hit

#

and set that variable to equal the hit result

faint pasture
#

Just drag off the hit result and click promote to variable and go from there

desert juniper
#

yup

trim matrix
#

mhm I understand its just messy cause I need other results from the break hit result lol

#

maybe were misunderstanding eachother

desert juniper
#

hmm, you're not really understanding

#

so the hit result contains all those variables already.

#

so you just need to save the result as a variable

trim matrix
#

oh!

#

I understand now

desert juniper
#

in the future, when you need any of those, you just get the hit res variable you saved, and pull the data from there 🙂

trim matrix
#

nice! thanks 😄

#

never thought about it like that

lament ginkgo
#

Can someone tell me how to set an editor icon for an actor? Mine all have the default sphere and I'm starting to get them mixed up

trim matrix
#

you can add a billboard?

#

or do you mean in the browser?

desert juniper
lament ginkgo
#

Surprised you can't do it in the content editor

desert juniper
#

just right click the asset in the content browser, and Asset Actions > Capture Thumbnail
or something like that

lament ginkgo
#

Guess I need to make a thumbnail corner of a greybox level

desert juniper
#

it auto grabs the screenshot from whatever level is loaded, and whereever the viewport camera is facing

desert juniper
sudden nimbus
#

yes I agree, why not take the capture from the actor's editor viewport

#

I mean it's nice to make one where it's used "in context" too sometimes but more hassle than it's worth. all my actors are white sphere icons

desert juniper
#

there is a marketplace addon for custom thumbnails, but tbh.. seems to be more hassle than its worth

burnt nest
#

I have to admit I'm a bit confused what you guys mean. What versions are you running? The engine generates thumbnails from the actor viewport automatically.

autumn plover
#

I'm using 2 separate models for fps arms (shirt and arms). Sometimes animations go out of sync. Is there a way to avoid this?

desert juniper
#

or if the parent is something else, then it may not generate the thumbnail sometimes

burnt nest
#

That makes sense though. It's hard to take a screenshot of something that isn't there. 😅

desert juniper
sudden nimbus
desert juniper
fleet cedar
burnt nest
#

i think your dog might have eaten some mushrooms it shouldn't have eaten

fleet cedar
#

Would not put it past him

desert juniper
#

well.. that's kinda cool. is that the fake interior (paralax?) effect?

fleet cedar
#

That helped a bit

#

This is a duplicate of the dog house -2000 units below that is enlarged, and a render texture camera that is linked to his camera

#

Does this one look better?

#

Thank you

#

I'll go that route then

#

Very hard to get right

surreal delta
# fleet cedar Thank you

I'd suggest not doing this if the player isn't meant to go in there. If they are then sure this could be used for a loading screen transition or something but otherwise this would be an affordance problem for the player. They would expect to be able to get in there and can't. While it's a nice detail i would consider reiterating it so the player understands they can't get in it now, and will never be able to get in it later after failing

#

EA used something like this in PVZ: BfN to add details inside of house windows to give them a decent amount of detail to the inside without actually decorating and placing actors for each one. In that use case, it makes more sense to add more livliness to those level interiors that otherwise would have nothing, and imo parallax is better suited for that

fleet cedar
#

I'm planning on having a cut scene to go in

#

It's a gag not to save polys or anything

#

Small dog house but you go inside and it's a massive room

#

It might be a dumb idea

surreal delta
#

Its an interesting concept I would just try hiding it a little more so its not distracting bc you are making something that is technically not to scale, which would look cool but could be distracting from a distance. Maybe even putting a door over over it or having the back of the wall lift up to reveal it might make more sense, to have the detail exposed for a shorter amount of time so it doesnt look weird further away

#

bc right now the perspective makes it look like its just mini furniture in there imo with a bit skewed perspective

fleet cedar
#

Let me try it with camera move

#

I can even shrink him as he goes in

#

It might work

surreal delta
#

It works as is technically but I can immediately tell in 3D thats just a 2D plane, and part of that is because that dynamic lighting is gonna play a major role in believability

#

You might need to make a large copy of the outside with the room and use that for a paralax, bc what you can do is bake the lighting for that scene to match the shadows for the indoor/outdoor transition - so you would have your mini version for ingame and a giant version that mimics the lighting you need. Possibly a third version that looks different on the exit if you wanted that

#

Even better if parallax can handle dynamic lighting from that replica - I personally havent tried this

fleet cedar
#

It works as is technically but I can immediately tell in 3D thats just a 2D plane, and part of that is because that dynamic lighting is gonna play a major role in believability

#

Hehe

#

It's actually Geo

surreal delta
#

I see, but yeah just 1 major element will be the lighting and of course adjusting for the least amount of distortion possible

fleet cedar
#

Lol discord bot thought it was NSFW

fleet cedar
#

that dog is too hot to handle

proud sable
#

I'm having a bit of a struggle here. I want to increase the "Damage Multiplier"(1) of each overlapping actor by "Amount"(0.5) for "Duration"(5) then return to the previous value.

The first half works, the overlapped actors' multiplier goes to 1.5, but only one of them returns to 1 after the delay completes. If I repeat the process on the same group of actors their multipliers go up to 2, then 2.5 etc.

Any idea how I'm screwing this up? Even if I replace the "as cast result" variable with the CastTo output directly I get the same issue

sudden nimbus
#

well the as cast result variable definitely won't work, it will overwrite the result of the first loop on the second loop

#

local variables aren't scoped to loops

#

you should set some breakpoints and inspect the values

proud sable
#

How would you use them in this case?

#

I've been trying but I can't figure out how to use them properly here

ashen basin
#

i need help with something simple

#

explaining error in log

#
Blueprint Runtime Error: "Accessed None trying to read property RTSCamera". Blueprint:  RTSController Function:  Execute Ubergraph RTSController Graph:  EventGraph Node:  SetActorTransform
#

is it saying there is nothing to access?

sudden nimbus
#

@proud sable right click the node you are interested in (needs to be a node with exec pins) and click Add Breakpoint, then just run the game in PIE

#

if it doesn't fire, you should check the combo box shown at the top of the blueprint editor, if it shows a specific object name, go to "No Debug Target"

#

there is another "gotcha" here is that, at least in unreal 4.26, ive noticed if you only have one breakpoint that you expect to be hit multiple times, it will skip them when you use "Resume"

#

so if that happens, just set two so that you can "walk" through the loop

#

when you are paused on a breakpoint, you can hover over the pins and edges and unreal will tell you what value they have.......... most of the time..... (grr)

proud sable
#

Yeah, I've gotten this far at least. When I had a breakpoint on the first Set Damage Multiplier node I'd have to "resume" multiple times. With the second one, if I resume once it goes to the Print String breakpoint once (not in the screenshot) and then resumes playing without breakpoints

#

So it seems like the Delay node only completes for either the first or the last actor? That's about as much as I can gather

sudden nimbus
#

i know timers work like that (if you set them multiple times they reset a single timer each time) but i dont believe delays are supposed to

#

hrmmm

#

you could try just doing one loop over them all to set them, then on the Completed edge, do one delay, and loop over them all to reset them

#

oh

#

if you disconnect the DestroyActor

#

see if it works when thats disabled

#

that one

proud sable
#

Yeah, same deal unfortunately. I tried that too 😅

#

That's what the duration + 0.1 was for but I'll give it another shot just to triple check

sudden nimbus
#

yeah i wonder if its happening first

#

you could also set a breakpoint on the destroy actor and one on the post-delay set

proud sable
#

I'll give the second loop on a delay a shot and see if that works, I had the same idea I just wasn't sure how to execute it

sudden nimbus
#

sounds like destroyactor isnt the culprit eh?

proud sable
#

Doesn't seem like it was, no. This works at least, though I still don't know why the original one didn't

sudden nimbus
#

if that works then delay must be "one delay at a time per node", but I swear I've done this sort of delay-in-a-loop and it was ok. now I think I should go back and see if I was wrong lol

proud sable
#

Yeah no I'm thinking the same thing, I have a similar ability that adds a status effect on a for-each-loop, goes on a delay and then removes it and it works fine 😅

sudden nimbus
#

well on the plus side it's perhaps aesthetically nicer though double casts aren't ideal

#

could cast it into a local and then loop over without cast, but for something that doesn't happen every frame it's whatever haha

proud sable
#

That's why I was a bit hesitant to go this route but thankfully there's no heavy calculations. What do you mean by cast into a local btw?

sudden nimbus
#

oh you can't do that here cause it's the event graph oops

#

I meant make a local variable array, loop once thru, cast and add to the local variable, then loop without casts on that variable but casts are worst when the code runs over and over, especially per tick and clearly this doesn't

#

by the way I really wish we could use "island" parameters in event graph. it sucks to trade off a clean blueprint function for a spaghetti event just to take advantage of asynchronous stuff like delay

proud sable
#

Ahh gotcha, thanks. Yeah, I've learned my lesson with casting on a loop lol, my first attempts in this project really weren't pretty. Thanks for working with me on this 😄

sudden nimbus
#

no problem, glad its working

#

by the way, Low Entry Standard Library has these Latent Actions that are a lot like promises in javascript that let you pass around a value that you can wait on and trigger programmatically

#

its free on the marketplace

#

ive only just got a chance to start using them but its quite handy

#

and i think this is the blueprint i was thinking of, so i guess async in a loop works fine for things other than delay, because the Done Loading Input Images definitely triggers

#

there's a Latent Action (None) value that widgets and other actors wait on for all the input images (ie A button, B button, etc) to be fully loaded

#

only issue ive had with LE Standard Library is that once it crashed the editor (it was clearly the culprit according to the stack trace). it happened an hour after i installed it so i was worried, but then never again

mortal cradle
#

is there any way to override a default variable value on a parent from a child for everyone? So if another child tries to access it he will access an overwritten version instead of a default parent one?

sudden nimbus
#

@mortal cradle I assume you mean at runtime, and as far as I know, no you cant override the default value on a parent class's variable from anywhere in unreal at runtime

#

what is the goal?

mortal cradle
#

Yes I meant at runtime, I have an array that has a bunch of actors and everytime a child uses any of these actors I remove it from an array and I would like another child to have an array that has one less actor and cannot draw the one that just was used. I guess I'm just gonna put that array somewhere else instead.

sudden nimbus
#

ahh yeah. you could put it up on the game mode, or you could make a manager actor class and add it to the level, then use Get Actors by Class to find it from the instances

#

wouldn't be right to put it on game instance, as it lives across multiple maps, and actors dont

mortal cradle
#

Would it be fine to just put it on the player character blueprint? I never really messed with game mode bp.

sudden nimbus
#

if your player character doesn't change during gameplay then it's probably fine

ashen basin
#

i created a ControllaBP that has all controlls to control actor though not working out

Blueprint Runtime Error: "Accessed None trying to read property RTSCamera". Blueprint:  RTSController Function:  Execute Ubergraph RTSController Graph:  EventGraph Node:  SetActorTransform
sudden nimbus
#

though player controller might be better in this case

sudden nimbus
ashen basin
#

it is the actor

#

yeah still trouble looked online couple videos

sudden nimbus
#

so Controlla is the controller, and you've possessed the camera as the pawn then?

#

the possession happens for you if you set Controlla as the Player Controller in maps & modes section of project settings, and RTSCamera as the default player pawn

ashen basin
#

i see where i might of went wrong

#

2 secs

sudden nimbus
#

you can use Get Controlled Pawn to get a reference to it, then cast it to RTSCanera type

#

if you go that route, do the Get Controlled Pawn in the OnPossess event of Controlla, cast it there and save it to a variable for use elsewhere

ashen basin
#

I had copy and pasted my bp from camerabp to controller bp though forgot to leave set player controller

#

yeah still no controlling but camera is positioned right now

ashen basin
#

just an actor

#

i have a reference to my camera pawn and im trying to get the spring arm length but cant attach the target camera pawn to it

sudden nimbus
ashen basin
sudden nimbus
#

wait

didnt create the BP as a pawn
versus
i have a reference to my camera pawn and im trying to get the spring arm length but cant attach the target camera pawn to it

ashen basin
#

sorry i created a pawn makes more sense to have

#

i have set controller and pawn in project settings aswell

sudden nimbus
#

the "Controlla" should extend from Player Controller and the RTSCamera should extend from Character or Pawn

ashen basin
#

the controlla

sudden nimbus
#

The "Controlla" needs to get a reference to the Pawn it controls, which will be of type Pawn, but in order to reference stuff defined on RTSCamera, you need to cast it to RTSCamera

ashen basin
#

i have the pawn reference now i need to cast it to rts camera

urban mango
#

Good morning Blueprinters! I had a long shot might as well try here. I have BP_MagFull, which when it interacts with the magazine slot, destroys BP_MagFull and adds a full mag to the pistol.

#

thing is i'm using get actor of class to find the bp_magfull and destroy it. But in doing that, it destroys all version of the bp_magfull in the level

#

I wonder then, what avenue I need to head down to ensure only the BP_Magfull that interacts with the magazine slot is destroyed, and not every instance in the level?

#

Thanks for reading this far, I appreciate not everything gets answered here and will continue looking. Have a great day.

proud sable
gentle urchin
#

It's pretty interesting to see you check the incoming class being magfull, and not using said reference for its purpose

#

In this part;

#

You're already checking that the incoming object reference is of the class MagFull. Meaning, this exact reference, is the exact mag that you want to pickup and destroy

urban mango
#

@gentle urchin, thanks for the response, I'm a bit novice and appreciate it. How do I pull a reference out of that check/ class is child of?

gentle urchin
#

The easiest thing is usually just casting

#

Cast incoming actor to the MagFull type , and go from there

urban mango
#

🙏 thanks

#

ayyyyyyy @gentle urchin that works a treat, thanks so much

gentle urchin
#

Npnp.

#

If this is a VR game, you probably wanna generalize the classes some,

#

so it becomes a straight up magazine instead

#

Containing two variables, MaxAmmo and CurrentAmmo. So when the player ditches a mag that still has bullets in it, it will remain in the magazine

proud sable
#

Trying to diagnose a weird issue I'm having with one of my array variables not updating correctly. When I try to find references to see where it might be going wrong I get "unrecognized tab". Any idea what's up?

(Welp, found where it was being overridden. Couldn't figure out the find references issue though)

fleet cedar
#

Does anyone have any good tutorials to help "build a game" lol... I know it sounds like a dumb question but so far I've learned a lot about graphics but not really how to program gameplay mechanics, just basic stuff, picking up items, inventories, sequencing the level

lost canopy
gentle urchin
#

I could be wrong but it sounds like a broader question than a specific setup?

#

As in game design theory or whatever

fleet cedar
#

Thanks both. No, I do mean more UE4 based learning. I just don't trust random Youtubers really because I've seen some really poor technique already. Any recommendations?

#

Hate to say it but I don't really like Codelikeme either

lost canopy
# fleet cedar Hate to say it but I don't really like Codelikeme either

You will likely not find an entire guide that you agree with, so watching multiple and then deciding from there is a better approach. Some of the Youtubers will use the fastest method of doing something. But if you want to optimize on it you can search for that specific area and research it

fleet cedar
#

Thanks

#

So far I quite like Ryan Laley's

#

Pretty thorough and explains what he's doing better than some

#

Wow.. I didn't even realize these were there

#

They do feel very introductory though

lost canopy
gentle urchin
#

Many pages have this,

#

they do seem to be fair value when on sale tho

#

compared to more shady sites, for sure

#

guess i've been lucky then 😛 no misses so far

#

according to my standard ,ofc

gentle urchin
#

(Min should also be 0 )

#

since first and possibly last index could be 0

formal wren
#

How do I properly use this node, if I want to convert a World Space Location to Local Space?

#

T = World Space Transform of Component, Location = World Space Location I wish to convert into component space?

gentle urchin
#

Component world location - Actor world location = component local location

formal wren
#

duh

#

makes sense

#

xD

gentle urchin
#

would think there was a node to get relative location aswell but i could be wrong

formal wren
#

doesnt seem to help though. Anyone knows what coordinate space the control spoints on SplineIK node use?

candid nest
#

hey can anyone help me my nav mesh is not working when i press p it doest turn to green and my ai is also not moving

hallow night
dawn warren
#

Anyone can help me on how to replicate a web browser to all players? Where all them see the same content on the browser? I see did some research and found RadiantUI working like this, but its deprecated in 4.6 and i did not sucessfully update the content to 4.25 or 4.26 versions.

fleet cedar
#

Anyone know a console command to enable "Print string" messages

#

DISABLEALLSCREENMESSAGES I used this

#

but I want to hide lighting message not print ones

icy dragon
fleet cedar
#

rofl

random quail
#

can someone explain how this magic works (reviewing code) is it undefined or called for each input argument or what

supple dome
#

yes its called on all of them

#

works on Target pins

lost solstice
#

anyone know how I can take what I have done here and make it so that it works to the closest flat axis being 0, 180 or -180? this is on a tick function

fleet cedar
#

Muhaha take that lighting message

late holly
#

So I started following that old official Unreal 3rd Person tutorial, building the 3rd person template from the ground up, in ue5 . I'm nearly done but there are some issues. Maybe I missed a step. I'm haivng an issue with the TurnRate and LookupRate. When I follow the tutorial and test the camera spins. It has something to do with the wold delta time in secs. When I disconnect it doesn't spin. Works! I will say instead of putting the player controllers in the blueprint I'm using a player controller. That is the only change. Is it the player controller or the delta time inside the player controller.

lofty hound
#

If i have event begin play in an actor BP does it fire when that actor is spawned into the world or when i hit play?

candid nest
fleet cedar
#

How can I fade in a post process volume?

#

There's a blend weight but can't access it in BP

humble frigate
#

I have an overlap event in another blueprint called “gatekeybp” which enables an input to pick up a key. Then it goes to an event dispatcher that eventually sets the visibility for a text saying “E” over the key. The problem is that I don’t know what the object should be in the “cast to” since it’s a blueprint- not a character for example.

smoky belfry
#

Hello everyone. Is there a way to enlarge the contents or size of a scroll box?

candid nest
candid nest
random quail
#

i know that it is only one exec out, but so it will be truly called for each input value?

still needle
#

What I am doing wrong? 😦

candid nest
#

after do once plug that in in play from start

#

by the way what is the error😅

still needle
#

I just want to accelerate the movement speed clouds

candid nest
#

okk

still needle
#

its the level blueprint btw

#

when I press E, nothing happens

candid nest
#

yeah i got that

#

just try to plug the node of timeline from play to play from start and tell me if it works

still needle
#

nothing happens neither

candid nest
#

okay

#

did u created a function inside timeline

still needle
#

this?

#

Im not sure if it is ok

#

but the prints seems to be right

candid nest
#

starange i not sure about this i think the problem is in this only

#

try to use auto play or loop

still needle
#

the clouds remain static

burnt nest
# still needle What I am doing wrong? 😦

You can't call an input event in anything that is not possessed. Input events should go in the player character/controller. Otherwise, imagine it's a multiplayer game. How would the game know which player to accept the input from? 🙂

kind stag
#

Could use some help if anyone might know!

Noticed the following issue: https://i.gyazo.com/85ec1b10a89c14fefdf70f548d16a6d4.mp4
Version: UEv5.0.0

The issue is that when standing on the static mesh actor, the actor will rotate to the top, but then teleport below the floor.
As is seen in the same video, when not standing on it, it just returns to the same location.
My guess is that when standing on the static mesh actor, when a call to GetActorLocation is made, I believe it causes a change that is different when not standing on it.
Anyone know if this is true, and if so, how can I get the original location without including if the character is standing on it?

Appreciate the help!

boreal ether
#

You can use input if you call enable input but I wouldn't use that unless it's for testing

still needle
#

the input works, but not the clouds

#

Im using UE5 btw

#

but... the rest of it is ok??

#

the material set and all that?

#

of my blueprint i mean

#

Is this ok?

#

I will test it in UE4

candid nest
#

i think u should test it will be easy atleat i cant say anything right now

still needle
#

ok thanks!!

kind stag
#

guessing for testing of stuff, we can't just migrate blueprints from UE5 -> UE4.26.2?

candid nest
#

u can migrate the folder in which these blueprints are

kind stag
#

Blueprints arent showing up when I tried migration

gentle urchin
still needle
#

but the prints works when I press E

gentle urchin
#

Are you sure you dont have print elsewhere ? What exactly is printing?

#

Beginplay works.. so it should print hello

still needle
#

this print is working

humble frigate
candid nest
#

u are using a key that would be a mesh us can use that

humble frigate
#

use it as the object?

candid nest
#

yes

still needle
#

okay guys... I am just Stupid

gentle urchin
still needle
#

XDDD

#

REALLY stupid...

#

The material parameter Im trying to set is a SCALAR parameter....

humble frigate
#

hmm

still needle
#

not a vector parameter... 🤦‍♂️

#

sorry guys 😂

#

my fault

#

now it works hahahaha

candid nest
#

u are not stupid we are bcz u asked many time from us is there any correction needed in bp

gentle urchin
# humble frigate hmm

Just make the variable of the correct type(GateKeyBP) , set it to instance editable, add the actor to the scene(or select the already placed actor), check the details panel for your new variable, and handpick the other actor from there. Hard-linking them

kind stag
#

I just migrated for my issue to UE4.26.2, seems to hold the same issue... so I am once again thinking GetActorLocation will include stepping on causing the value to change

still needle
candid nest
#

yeah but we didnt noticed that this can be a problem and this issue happen many times

humble frigate
gentle urchin
#

Alternatively making generic class which you then hardbind together using before mentioned method

#

OR spawn things in dynamically based on some pre defined vectors

humble frigate
#

I had them in the same bp before, but i needed the text to always face the camera, but that meant the whole thing faced the camera unless theres a fix for that

gentle urchin
#

Or the dirty method (which i usualky dont recommend) by doing get all actors of class etc etc etc

#

There's definetly a fix for that :p

humble frigate
#

oooofff

gentle urchin
#

I turn text to camera all the time

#

Camera, specifically. (Get camera manager -> get location)

humble frigate
#

yeah but the whole thing started to spin even though i only chose the text (im probably just bad then lol)

gentle urchin
#

Make sure you spinn the text renderer component and not the actor

humble frigate
#

ahhh

#

but how do i make sure the right side faces me?

gentle urchin
#

And for getting the correct rotation, just do "find look at rotation"

humble frigate
#

perfect

gentle urchin
#

Plugin in source (playercam) and target (self)

#

Ta-da

humble frigate
#

aye

#

thx

open crypt
#

I'm trying to override a variable on a parent BP - but I want to do it in the construction script it possible - but I know this can cause crashes due to making an infinite loop using the construction script - I don't think I am doing it but I am getting crashes - I'm changing a simple float variable that changes a material parameter amount (basically the light intensity of a turn signal) - I wanted to be able to change that intensity based on the child, because some of them need more brightness than others - but unless there is some way to run a "get variable from child BP if it is using this parent currently" I'm not sure which way to go about it

#

Assertion failed: OutPin->LinkedTo.Num() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Editor/GraphEditor/Private/BlueprintConnectionDrawingPolicy.cpp] [Line: 506]

#

editor crash

#

trying to figure out how to fix the blueprint in question

#

happens when I try to look at that blueprint during runtime to debug

humble frigate
#

hey @gentle urchin, instead of "set actor location", what do i put there to only affect the text renderer?

#

oh is it set relative location with the text?

#

yep i got it

candid nest
#

hey guys i got a head nodding error i make an system in which when i shoot ai ai supposed to die when my projectiles sphere overlaps it i check all collision of both my projectiles is not passing through pawn it is overlaping and i check all the blueprints thrice very carefully and wacth many tutorials but i couldnt find out the error my ai is not dying

#

my ai is also using same projectiles and i die with that

#

even though print string is not showing on the screen

open crypt
#

I'm getting "pass a bad function" on this timer

#

and I'm not sure why

#

LogBlueprintUserMessages: Warning: SetTimer passed a bad function (TurnSignalOnOff) or object (AI_Car_Source_ChildSportscar_2)

#

This literally has ground my day to a halt

bright dirge
#

Hello guys, can someone confirm that local variable value is conserved between two call of the same event ?

vast widget
#

as in:

void foo()
{
  float bar = 1.0f;
  // stuff
}```
#

?

rain ravine
#

Hey is there a way for property to stop updating from default value?
For example, I set Mobility to Movable in defaults, change it to Static in Actor in Level.
Then I change the default Mobility to Static and back to Movable.
This also changes the Static actor in level to Movable, which is not what I intended.

open crypt
rain ravine
#

Nah that was just an example.
It behaves the same for all my classes.
I have a parent class with a default, child class, or actor in scene with a value I want
I change the default to the same thing as the child, then change the default back
This also affects the child

#

Wait a sec I'll give you an example

lost canyon
#

Hey all, I was wondering if anyone knew a way to make a barricade roll out like this in VR?
My idea is that I want to roll it along the floor ( Kind of like a sleeping bag that's wrapped up in a circle and then you can roll it out)
What would be the best approach?

rain ravine
#

Basically I create a Blueprint Class with a Box Collision.
I set up the default values in the BP
(1) Put 2 of them into level
(2) I modify one of them in the level
(3) I change the BP default values to match the changes I did in the level
(4) Now when I change default values again, both the untouched and modified boxes change values

#

This might seem like a pointless thing with the exact sizes and color of those box collision, but I have a toggle for whether the Trigger should be Box or Sphere and changing the default value changes EVERY trigger in the scene to the new default.

#

Which is useless, it should be the default only (What I get when I put new one into level), it should not update again after that.

quasi folio
#

question, with blueprints, how to I make sure a cast includes all child actors of the parent class?

odd plume
#

How can I find all uses of a blueprint event in an entire project

rain ravine
rain ravine
bright dirge
# rain ravine It's not

It is I tested with a macro who increased a local integer and printed it called on the tick event of an actor and said value increased

rain ravine
#

Macro is not a function tho

#

In macro it does, in functions it doesn't

bright dirge
#

yep we agree

quasi folio
#

@rain ravine Ignore my stupidity.

#

I figured out what I was trying to do

earnest tangle
#

Has anyone had an issue with UE 4.26.2 where sometimes shortcut keys just stop working in the blueprint editor? I'm randomly having this issue where I can't delete nodes or copypaste or whatever because the shortcuts just stop doing anything, and then it randomly works again

#

It's just mildly annoying, just wondering if anyone else's ran into this :P

icy dragon
earnest tangle
#

hmm, could be yeah 🤔

icy dragon
#

It sometimes happens even back in 4.20 and 4.24

earnest tangle
#

I just don't remember it ever happening for me until 4.26.2 :D

gentle urchin
quasi folio
#

But @rain ravine , I do ask, does casting inherit children of a blueprint? Example cast to BP.Base, would it include the BP.EnemyA that Base is the parent of?

gentle urchin
quasi folio
#

because all my characters are child blueprints of the base mannequin.

gentle urchin
burnt nest
quasi folio
#

Annoying... sigh, whats the easiest way to reference all my enemy classes then.

gentle urchin
#

Depends on what ur doingn

quasi folio
#

or, the select enemy classes I want to anyways

gentle urchin
#

If you have base enemy,

#

You can use that knowledge and class if you've at the bare minimum added some common events there

burnt nest
astral tangle
#

Hello, what is the node for renaming actors in 4.26? I searched for the internet for and found "Set Actor Label", however, when I try to change it, it's not there. Thanks!

gentle urchin
#

What i usually do is create all relevant events/functions in the base class (even if they do nothing in base)

quasi folio
#

@burnt nest Basically, yeah, sorry if I didn't explain it well.

gentle urchin
#

So that i have a common interface to all enemies, despite different behaviours

quasi folio
#

Say I cast to Base.BP, will child blueprints be included in that so I can get their variables. (Example, my sword collides with a child actor of the base class.)

gentle urchin
#

Because at the end of the day I usually dont care what specific class i hit or whatever.... i just want it to react

#

If the variable is unique to the child, then no

quasi folio
#

@gentle urchin I can see your point. I generally like to keep myself more organised than that.

burnt nest
#

@quasi folio What I mean is, if you have a subclass called Mage, and Mage has a spell called Fireball, and you cast to the base class Adventurer, you will not be able to find Fireball on it. But you will be able to find the Mage, since it is of the base class Adventurer.

gentle urchin
#

If the variable exist in the parent, then yes

quasi folio
#

Thats what I needed to know, thanks.

burnt nest
#

Yay 🥳

gentle urchin
#

More organized, as in how if I may ask?

quasi folio
#

Because the parent class has Health by default. So if I hit the parent/any child actor, I should be able to reference the health.

gentle urchin
#

As in, what could I improve from my methodology

quasi folio
#

@gentle urchin So the behaviour for each individual enemy, is coded in the correct blueprint, thats how I organise my stuff.

gentle urchin
#

For sure, in mine too

rain ravine
#

Look at casts like this
you have a dog and a cat
both respon to animal (upcast)
but without specificaly casting to cat or dog, they wont meow or bark

so you can only touch the stuff that they share in a base class

quasi folio
#

On top of that, I don't feel like having all the code active for each enemy I place down, I don't need 1 enemy having the behaviour of a hundred.

gentle urchin
#

So baseclass could have generic events like "action1" , "action2" etc

quasi folio
#

@rain ravine Yeah thats been cleared up for me.

gentle urchin
#

Then in the .mage childclass, id code in fireball as action1

#

While in adventurer, it could be... a sword slash

burnt nest
#

People continuing my terminology 🥳

quasi folio
#

Well, I just don't like coding behaviours that an enemy is never going to use in their particular class.

#

It's a personal decision of mine.

gentle urchin
#

Thats my point tho,

#

I dont either

rain ravine
#

its kinda wonky, but I do the same thing
gun vs melee
shoot / aim
vs
light attack / heavy attack

so weapon has a Primary and Secondary action, so I dont care what I actually have in hand

gentle urchin
#

But instead of thinking of an event as "fireball" , i go more generic..

rain ravine
#

altho with gameplay ability system you can actually do stuff like add ability, ask whether certain pawn has ability and change behaviour (in BT) when it does

gentle urchin
#

Yeah thats true

quasi folio
#

Exactly, so, what I'm doing is that say a Knight enemy, they inherit all the base systems. (i.e: they can be hit, they can lose health, and they can die.), but they do not inherit animations, their own attacks, AI behaviour. You get me? Thats why I leave those things down to their own individual blueprints.

gentle urchin
#

But its way over my head for a generic singleplayer game

rain ravine
#

you can also do that using components and interfaces
for example, on my game, any actor can have health

so they have a health component and health interface

quasi folio
#

that way I can just create enemies rapid-fire.

rain ravine
#

now they dont have to inherit from same base class

summer bolt
#

So I have a pawn I am posessing but when posessed it will not swap to the pawns camera

quasi folio
#

well, my enemies have a floating HP bar widget component which inherits directly from the blueprint, so no.

gentle urchin
#

Many ways to rome i suppose^^ do whatever suits you best for sure.

quasi folio
#

yeah.

gentle urchin
#

A component could also add the floating bar ;p

#

My interaction system uses components, who dynamically create and add sphere collisions to their parent actors etc

#

Binds up the dispatcher etc etc

#

Realized it was not as genious as i wanted it to be (you cant override parent event only add to it)

quasi folio
#

but for what I need my systems to do, this works.

#

I can easily swap out the character models and animations when I feel like.#

rain ravine
#

I just never want the variable to change on actor in level after it is placed

#

there must be a way to do that

gentle urchin
#

Yeah, select the actor in the level and change it :p

#

Changing it on the instance, not the default value

rain ravine
#

the big problem is this
scripter adds 100 triggers into level, changes half of them to spheres
then someone changes the default to sphere
now the boxes are spheres as well

#

doesnt matter

#

if you change the default to the same thing as instance and then change it again, it also changes the modified actor in level

#

granted, only in the currently OPEN level, but it is still annoying

gentle urchin
#

Im not sure i follow really,

#

You say its a variable?

#

Instance editable?

quasi folio
#

Same as me, I literally have no idea of the terminology and I've figured out this engine pretty good.

rain ravine
#

you have a bool default to true
put actor into level, change the bool to false in level
in blueprint, click the bool twice, so ->false ->true
now the actor in level also has value set to true (should be false)

#

yes

#

any instance editable variable does this

gentle urchin
#

Cant check / compare atm, not on pc :(

rain ravine
#

I might have to do some custom magic in C++, but it is a weird behaviour

gentle urchin
#

But like... changing default value will affect them all?

rain ravine
#

I would expect, that it marks the property as dirty in the level serialized actor and dont touch it again

gentle urchin
#

As expected, no?

rain ravine
#

it would be exected if I never touched them in level yes

#

but if I modify the actor in level, I want it to stay that way

#

no matter what the default is

#

(that specific variable, to be precise)

gentle urchin
#

Gotcha

#

Id say thats the expected result tho

#

Or atleast, what i've learned to be expected

rain ravine
#

I mean sure, it's expected for most usecases

#

I just want to override this behaviour to something else 😄

gentle urchin
#

Custom event

#

Via blutility ?

rain ravine
#

eeeeeeh

gentle urchin
#

Naah

#

😂

rain ravine
#

it needs to be easy for scripters

#

otherwise theyll complain about it 😄

gentle urchin
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True^^

rain ravine
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ill try asking in C++, there might be a hidden way

candid blade
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hey y'all! got another question regarding this 'Accessed none trying to read property' error. the BP works ingame but as soon as I stop playing I get the error

as soon as I call an event a particle system is being created, and i promote the return to a variable to use later to destroy it

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destroying it

rain ravine
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probably it destroyed it and THEN the delay fired

candid blade
minor merlin
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Hello everyone, I'm trying to destroy a widget placed outside the hud, on an object, but I want it to be destroyed after usage. He's not created by the object but by my player controller, and is only been place on a widget component. When I use the remove from parent node I got this warning and nothing happend, how can I make it work? UWidget::RemoveFromParent() called on '/Engine/Transient.UnrealEdEngine_0:GameInfoInstance_C_4.ItemHighlightedState_C_0' which has no UMG parent (if it was added directly to a native Slate widget via TakeWidget() then it must be removed explicitly rather than via RemoveFromParent())

pine idol
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Clicking on actors is supposed to put them in the render target window in the top right corner. However, when I run multiple clients, the highest numbered client sets the render target for ALL clients. Is this just because I'm running it from the editor as "play as client" or is there an actual issue here if I was to build the game? https://gyazo.com/73ee0f45de146626fdd821000594434f

sudden nimbus
vague thicket
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does any1 here know how to show your desktop screen in game Like in the picture

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real time like casting

gentle urchin
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Or are you testing with only 2 clients, one being server ? And doing an rpc event ?

gentle urchin
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And the same stuff happens regardless of which client you do this from?

pine idol
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correct, the target is rendered on ALL clients, not just the one I clicked

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additonally, only the most recent client works

gentle urchin
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Just making sure you've actually tested it from both clients in new play round

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I get that it shows on all, but i think that could happen if ran from server anyways ?

pine idol
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yeah, this is with Play as Client.

autumn plover
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Trying to kill with an overlap collision. Any way were it doesnt kill twice? Overlap melee object seems to trigger more than once.

sudden nimbus
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yes overlap can occur multiple times, you can use "Do Once" to limit it, or keep track yourself with a boolean variable

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if you want the melee collision to be able to affect multiple actors, you could keep track of which actors youve hit with an array, and only kill it if its not in the array yet

maiden wadi
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Just allow whatever can kill things to call kill on targets at will, and handle their death correctly in the dying classes. If they're dead, mark them as dead with a variable, don't rekill them if they're dead.

sudden nimbus
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yeah that too, but if you are working up to having health, then it won't be enough to just let the damage happen for every overlap event

icy dragon
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Alternatively if you're using Unreal damage, using hurting volume is also an option

signal tapir
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Hello, are there who were dealing with markers on horizontal compass?

broken wadi
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I'm making a post process that blinds the player. The issue is that it starts on by default and I'm not sure why. There's a material parameters collection with a float to handle the alpha. The values change normally when triggered and resets gradually overtime but I can't figure out why the default value is incorrect when the game begins. I've set the default value correctly so I think the issue is with the blue print somewhere.

blazing parrot
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Stupid question guys, but I extended a c++ class of mine to blueprint, that has a uproperty(editamywhere) reference to a ACharacter. From blueprint editor panel I picked a character from the drop down, it says "none" even though I choose a character.

blazing parrot
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Sure one second

burnt nest
broken wadi
full shard
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stupid question, but I’m trying to make a widget on UMG update it’s text dynamically based on a widget variable. I’ve updated it properly and it seems to run through the event graph (plenty of prints) but it doesn’t update the actual text on the screen. If I set it on construct/pre construct to a hardcoded value, it all works, but I just can’t figure out why it doesn’t work for any other event. I tried invalidating all the widgets too but doesn’t help

sand shore