#blueprint
402296 messages · Page 689 of 403
As fas as i know, pawn get a playerState only when they are possessed which make the testing phase really tedious
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
I found various posts online regarding this issue, but no solution
Child actors in general are horrible, i usually attach actors to other actors
hello guys, I've a little red circle in my blueprint, and I can't figure out what it is
Click the node and press F9, its a breakpoint
yes
thanks 🙂
:D
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 😄
A hitbox may work great, other options are ok, but it is your initial aproach. Give it a try! :)
Depends on if you want a falloff or not. If it's simply "you are within 100 meters of eachother, you feel encouraged", hitbox is great. 🙂
okay 😄 this whole programming thing is a pain but at least it works to make the games I plan to make 😂
hey guys how can I make line trace follow my look? on first person?
I need the line trace to go exactly where I look with my mouse
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.
Otherwise, if you want it from the camera itself, just use it's Front Vector instead.
the camera stand still
I can't move it
when I rotate the line trace is not following where my look is
So the camera isn't rotating when you move your mouse?
Are there multiple cameras in the scene, perhaps one for first person and one for another perspective?
nono I just have a capsule component and a camera
and the very basic movement component
brand new project
Okay, can I get a screenshot of the line trace? Just to see if there's any issue with how it's set up.
start from camera-> get forward vector
end camera->get forward vector * 100
correct?
Yes, that should work
I should clarify, are you setting up the line trace via blueprints?
If the camera doesn't move but you can look around, you probably aren't possessing the actor.
I have auto possess player on 0
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
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
I unfortunately do not have enough experience to explain why it won't work on the default player start given to you.
solved it...wasn't able to get the world rotation of the camera, my bad
Ah good!
oh wait I think I may have it now
don't even need to cast anymore i think according to unreal
alright ignore me i guess
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 ?
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.
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
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
n meshes and n components
Im pretty sure you can define different level of collision and diferrent channels to this, Channel A collision A -> world, channel B collision B -> pawn
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.
it is blueprint interface function : https://www.youtube.com/watch?v=m90ZkbtPA9s&ab_channel=MattAspland
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...
Sorry, I meant the red circle in the top left corner of the function
Yes it is breakpoint
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
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
No idea, not without seeing where you've messed up 😅
do you know any other causes of GetOverlappingActors not returning anything
Just the collision settings really
Have anybody here ever tried to implement an A* algorithm in blueprint? I'm struggling with that for my custom BT movement node.
They don't tell you you can ride the fish in this free asset... surely that's a selling point
anyone know how i might get this to always curve on the relative yaw of the actor and not just the world yaw?
I think there was a node to choose a different entry each time i press a button
Not sequence , similar to flip flop but with more entries
What was it?
https://forums.unrealengine.com/t/my-a-pathfinding-blueprint-or-how-not-to-build-a-blueprint/9040 seen this?
Edit: This is an old thread for the project that would eventually become the Advanced Turn Based Tile Toolkit on the marketplace. This is the last version where I used A instead of Dijkstra’s algorithm. This version is quite inefficient compared to later iterations, but might be of interest to people wanting to understand how A can be done throu...
how to interpolate my character camera from point where i'm looking to Pitch = 0?
Timer and lerp
Yes but if I set camera rotation it doesn't do anything
is something in the character blocking me from this action?
Not that I know of 🤔
Thanks, I'll check it out!
trying to convert this formula to blueprint, but I cant get it to be perfect. tan(68.5 degrees / 2)/tan(103 degrees / 2)
Google shows = 0.54159303819 unreal outputs 0.51 ish
do you know which plugin I need?
https://forums.unrealengine.com/t/advanced-sessions-plugin/30020
This, I reckon.
Advanced Sessions Plugin Updated 12/03/2020 Plugin now has two modules, one is AdvancedSessions and one is AdvancedSteamSessions, this will allow me to tie more Steam specific functions in without forcing the steam subsystem to be packaged out with projects that don’t want it. New Parvan/Metahusk has made a menu example project that also sho...
ok thx u!
tan is in the wrong place i think
need blueprint or adaptation plugin for UNREAL marketplace to adapt Array Core into unreal engine. DM for payment https://github.com/ArrayCoreDevelopers/Array
@gentle urchin ah I see, do you have an example?
Not really, but you wanna divide the result of the tans, and not tan the result itself
So tan before divide
According to your own equation
Will try to take a look at it now, cheers
i think this should go under one of the channels under job board, it'll get lost here anyway in the questions 🙂
@burnt nest seems unable to post there. Sorry for posting here .
@covert aspen There's instructions on how to do so in #instructions
I believe you have to message Manny the bot
@cinder dirge I see thank you so much
@cinder dirge just messaged Manny the bot but nothing ?
You messaged "$job"?
@cinder dirge thank you . Your the best 🥰 
You're most welcome 🙂
last question I promise... do u know how to make that when the player click a button automatically joins a random session?
I mean in the widget graph (OnClicked)
I tried this method, but Idk how to link Results to Search Results (I need to find only 1 server)
Connected to a Tick and triggered by an overlap. I don't understand why it doesn't transition smoothly
if you want it to be random, get the last index of the array and use get random int in range and use that int to do a get from the array
are you updating the OuterRadiusEdge and InnerRadiusEdge variables after the interp?
Solved it with a timeline. Was trying not to use one but I guess I have to. Thanks for taking your time 🙂
ue4 can i use "/" key for variables
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?
@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
To solve this, is either by unmark the auto destroy or have a valid check on the end overlap
ok after I'll try that
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
Just use a float variable called like [Camera Sensitivity] and multiply your axis by that value
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:
This is the blend details
blend per bone*
and i want to stop the dancy feet in the gif but can't figure out what i've got wrong 🤔
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?
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
^
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
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
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
@uncut granite just try something like this
it might pop because the blend doesn't have interp, but you can fix that if it solves the leg jitter
I'll let you know in a mo, cheers
Magnificent thanks, it works. now i just need to smooth the float change 🥺
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!
I have a question
Can I attach component to component with blend?
or is there a similar way to do it?
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
right now both turn signals light up
if there's no simpler way, maybe you can just store a reference to the main HUD/widget holding all the other widgets, and deactivate it
Run it through a multiply with a texture that acts as a mask would work I believe. Can use a boolean parameter to control it. That is likely an amateur method though
how do I mask out half of it ?
Take the mesh's texture, and black out the area of the signal
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 ♥
is there any plugin that exposes all of c++'s remaining functions into bp's?
@autumn grove offhand I know that Rama's Victory Plugin does some of that...
line trace by channel not working when packaging for development????
hey so i wanted to ask for a lil help
im trying to make a cool camera viewport rotation when you click in widget continue
but it doesnt want to work
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?
I'd suggest making the lights not mirrored... but if you don't want to redo UVs...
But an alternative might be doing a decal
if they can do emissive
here's a pic of the code
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?
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
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 
It should clear yo can test it by using this function stop where it stop the simulation and shows when is the code executed
alright thank you!
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?
@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
I see, thanks @tight schooner I'll give that a go
@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
@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?
@fallen gazelle Sorry for the late reply. You can save the handle into a variable, or Clear Timer By Function Name
Is it possible to use Line Trace to attach a projectile to using math to randomly generate location of said projectile?
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
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
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.
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
This is the Rand Num In Circle Function I recreated from a tutorial. It generates random points within a circle hence the function name
Bullet BP is just my bullet projectile blueprint
Find Look at rotation is exactly what i needed. THANK YOU SO MUCH!!!
sharp in preview and blurred in gameplay
nvm looks like maybe a BP is overriding it
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
Can anyone help
oh lord
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
This is why Source Control is important
Yo could check in "[Projectdir]/Saved/Autosaves/Game/Maps" too
If you have Autosave enabled
Unless it's so mundane or experimental projects, if you create something, use source control.
Azure DevOps is pretty good if you wanna hold something bigger with Git LFS and it's free up to 5 users
Though it's rare to have something larger than 100 MB, unless it's a super high-end projects.
Yikes.
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?
Yes, that's how you override events.
Thank you
I'm trying to set my character's Position and Rotation through sequencer, however the camera seems to remember where it was...
Any ideas? I would have thought since I'm rotating the entire actor the camera would come with it
I would imagine the sequencer isn't updating the control rotation of the pawn, so try setting the control rotation when the sequence ends? I'm not familiar with sequencer specifically so I'm sorry if this isn't the actual case
hi
I have a question
Can I attach component to component with blend?
or is there a similar way to do?
Is it possible to dynamically change Timeline lengths? I want different weapons to have different amounts of time to perform an action
I'm trying to get this to blink more like a turn signal, so more rapidly - can someone help me tweak it ?
You've locked it into a cycle that ultimately takes a second to iterate. Your param controls how long the light is on for
Do you want to keep the ability to drive the ratio of light to dark as well as have a shorter frequency, or are you okay with a 1:1 duty cycle?
Hey, this is pretty basic but I'm getting stuck on it
Why is it that in the default ThirdPersonCharacter
rotating the camera is setup like this:
but when I try to copy that in a new character
it rotates the character as well as the camera?
@ionic gull you can set playback rates on timelines... There's a node for it
Okay so. Assuming you are okay with a 1:1 duty cycle.
I don't know if you can run a "mod"/"modulus" in a material graph. But you can
(TotalTime % BlinkFreq) > (BlinkFreq /2)
you'll keep the If node
Sin of time
Powered to a high number
@tight schooner Thank you!
hey! i'm having the same issue at the same time. did you ever figure anything out?
because it didnt really look like you got any responses to that
Just like how does someone create a pause menu or inventory menu that gets opened and closed during runtime?
no Eisen. I diverted my attention to just creating the connections between variables in the HUD, Menu, and Widget and the other Classes. In about 8 hours my partner and my intern are gonna tackle finalizing this work that I have been doing on inventory and menu management templates/systems
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?
you'll need to go through the spectrum samples in that array and produce a single float result. one approach would be to take the maximum, and then scale it to the appropriate level for the light intensity
Thank you for replying 🙂 I dont know how to go through the spectrum samples to get the single float result. How do I do this?
Try asking it in #audio
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?
First one I'd say. Caching it would made alot of sense
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?
cache it on OnPossess
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
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.
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
So i have made camera movement though i put it in camera BP should it be in my controller bp?
that really depends on what you're doing
trying to make a rts
setting up all the camera movements and controlls
they work under camera bp but the actor doesnt move
if that is a concern
ok so really the camera is the "character" then yeah?
yes
i moved all my functions to controlla though nothing works
changed all references and added camera reference etc
and variables needed i created again
well fuck guess I'll have to do this message again
Blueprint Runtime Error: "Accessed None trying to read property RTSCamera". Blueprint: RTSController Function: Execute Ubergraph RTSController Graph: EventGraph Node: SetActorTransform
ignore that
It's not, I realize what I am doing is screwing the math up
I need to somehow compartmentalize that
@ashen basin i personally prefer the input logic on the character, though others seem to prefer having it live at the controller
bit confused there
couldnt ya just make a boolean so true and false for each side
just have a event that trigers true on and false off
nah, I need this to be inside a material
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
something like that?
@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.
or something like that?
isn't there a random node for arrays?
very handy
totally
like that? (using those nodes is actually very hard for me!)
yep
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?
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.
@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_)
F_Respawn
underscores are a discord code thing I see
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.
I see, gonna look that up, got the idea, just need to know how to do that. thx bud
@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"
i did make a basic respawn function, so ill just need to plut that on the game instance
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
@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.
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.
incase you didn't know about those
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
@agile valve eh, that is the easy way, you can't store it on the blueprint as they get destroyed
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
oh i see what u mean
yeah there's a reason for all of that stuff
well, ty sir for your time
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
wait before u go
so this all provides good content
is there a way to cancel disable the movement function
I don't use it really
I'm more of a manual type of person, so I'd make my own to ensure that I can toggle it, and improve
I probably should start doing C++ and fix a lot of these functions and make more
oooh thats kinda cool, im on your sttream, u earned a new follower today
@agile valve yeah thanks
Am I nuts or this doesn't exist?
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/AsyncLoadClassAsset/
Async Load Class Asset
I only get LoadClassAssetBlocking (?!?!)
@neon frigate
Must be due to a custom engine then
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
yeah maybe it's disabled on yours
ye, could be.
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?
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?
@fleet cedar Camera where you want to view and a render target of that cameras focus point
It might be pixelated though
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
@fleet cedar Set world rotation of the camera you could even have a hidden bone for what ever reason
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?
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
@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
Hehe yeah I'm gonna try it
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 😄
I think you can hover over it for it's location
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?
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?
Get the direction from Point A toward Point B, then multiply by the distance you want
@late fulcrum Yeah that's what I tried, also with "Get Unit Direction Vector" but it's not working 😦
you're not getting the direction like that 😄
@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.
How do I get it?
i want player to see them in wireframe only if he wants it.
I tried that and it is not working
It shoots the linetrace into a different direction
well
you need to do :
Origin vector + Direction(origin vector, target vector) * Distance = End vector
@That's what I tried, or what is wrong here?
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
like this
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 ?
Yes that worked, thank you so much!! You are a life safer 😄
You would have create a switch that changes the materials of the objects via a trigger, or probably better use a post-process volume that gives you a wireframe effect on toggle
You could probably do that with an outline effect that creates an outline on the "edges" of each polygon
@agile valve what's falling again?
the platform
its supposed to fall after the player jumps on it, and then respawn after a short time at the same place
@kindred marsh https://www.youtube.com/watch?v=5E3tTXlpuRY try this one
In this video tutorial, I'll cover creating a basic wireframe overlay material that includes vertex masking with a new and improved offset method.
Suggestions?
Have a suggestion or request for future videos? Drop a comment and I’ll do what I can to make it happen.
About this channel:
If you’re like me, you hate endless plugs for “Like & Subs...
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
οκ thanks a lot for your time
Glad I could help 🙂
Why are you stopping physics? you should be able to destroy platform then it's gone, no physics are needed, if the player dies, destroy player and spawn a new one
maybe you must create a trigger. if the platform enters trigger location transform platforms position to starting position
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
oh
yeah you must not have destroyed it
before you destroy try setting simulate physics to off then
gonna try this
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
@ivory shadow Are you able to use a regular Curve asset for this?
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
Hmm I see
Im guessing this is possible in cpp with a bit of code but Im pretty bad at it lol
You could also use curves in a DataTable, which would get you away from one-asset-per-actor
Right Ill take a look
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?
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
@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?
^ that's a good point from Lorash. It wouldn't take too much to get sampling going on your curve I suspect
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
I cant find the ''camera shake'' actor anymore?
It is called MatineeCameraShake now
Under CameraShakeBase
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.
there is, not sure whats its called tho
just dont make it try and detect every tick lol
:no_entry_sign: Amongbytes#3024 was banned.
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?
forward vector * -1
Thanks!
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
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
@uncut granite you are trying to interpolate over a certain time span when the Boolean changes?
yeah
You're going to want a state machine
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
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.
@uncut granite that bool should drive a state change
Unless layered blend per bone has a response speed parameter
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
Memory leak?
How are you spawning the widget?
something weird on the tick event?
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
so I'm gonna go ahead and change that to begin play and hopefully we should be good
carefull with tick events haha
yeah I didn't realize that the draw HUD thing was essentially a tick event
if its on event tick then everything is
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
aah my bad haha
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
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!
That was my guess LMAO
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?
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"
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.
Make it data driven
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
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
orient rotation to movement could be interfering
mmm
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?
Thanks for the idea Rezonant
Put those stats in a component, make systems that can apply effects consistently, and bam, you've basically recreated GAS without the prediction
it will be rotating it so the X vector is forward (or backward, not sure which in this case) -- you would need to change the rotation of the projectile in the actor itself
set relative rotation modes in blueprint on the component in the actor should work
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
It's very likely thank you. I didn't build this character so I'll dig around
Yeah, my projectile is the "capsule" component (Root>Capsule>Projectile>CollisionSphere hierarchy) but no matter which direction I rotate it in relative to the root it doesn't change anything. Sorry if I'm misunderstanding
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
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
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
hitboxes? do you have other collision components on it? should be able to just use the capsule
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 😊
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...
Does anyone know what I may have done wrong?
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
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
although there is an OR node looks to me like you want an AND node
this just kinda looks stupid doesnt it?
on no. nvm you don't want a between. nvm.
just drag out and type in OR
and you'll get the OR node
🙂
you can create a struct
a what?
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.
will do! thanks @desert juniper
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
I have to add I actually recommend you to use it as a beginner, it is by far the easiest and most convenient way to get something working, and that's really the most important part while you're learning everything. Just that you should keep in mind that it should be avoided as a general practice once you get a hang of things. 🙂
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.
Absolute value
@trim matrix hit result is already a struck, just save a variable of type hit result
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
true that 🤔
what do you mean tho?
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
Just drag off the hit result and click promote to variable and go from there
yup
mhm I understand its just messy cause I need other results from the break hit result lol
maybe were misunderstanding eachother
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
in the future, when you need any of those, you just get the hit res variable you saved, and pull the data from there 🙂
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
if in editor, you can take a screenshot of the level editor and assign it to your asset
Surprised you can't do it in the content editor
just right click the asset in the content browser, and Asset Actions > Capture Thumbnail
or something like that
Guess I need to make a thumbnail corner of a greybox level
it auto grabs the screenshot from whatever level is loaded, and whereever the viewport camera is facing
yeah I'd really like this to be a feature
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
there is a marketplace addon for custom thumbnails, but tbh.. seems to be more hassle than its worth
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.
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?
if your actor doesn't have a static/skeletal mesh, then it will just be the white sphere
or if the parent is something else, then it may not generate the thumbnail sometimes
That makes sense though. It's hard to take a screenshot of something that isn't there. 😅
lol. you'd think it'd be a rare problem sometimes
yep, you know for manager classes it'd be nice to just be able to pick an icon from texture assets or something.
In that case, you would benefit from the custom icon asset addon in the marketplace
hmmm
i think your dog might have eaten some mushrooms it shouldn't have eaten
Would not put it past him
well.. that's kinda cool. is that the fake interior (paralax?) effect?
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
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
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
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
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
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
I see, but yeah just 1 major element will be the lighting and of course adjusting for the least amount of distortion possible
Lol discord bot thought it was NSFW
that dog is too hot to handle
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
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
How would you use them in this case?
I've been trying but I can't figure out how to use them properly here
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?
@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)
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
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
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
yeah i wonder if its happening first
you could also set a breakpoint on the destroy actor and one on the post-delay set
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
sounds like destroyactor isnt the culprit eh?
Doesn't seem like it was, no. This works at least, though I still don't know why the original one didn't
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
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 😅
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
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?
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
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 😄
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
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?
@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?
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.
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
Would it be fine to just put it on the player character blueprint? I never really messed with game mode bp.
if your player character doesn't change during gameplay then it's probably fine
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
though player controller might be better in this case
still having trouble eh? where is the rtscamera ? is it another actor, or....
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
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
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
didnt create the BP as a pawn
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
well you need to cast it so you can get at the spring arm
from camera pawn to controllerbp?
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
sorry i created a pawn makes more sense to have
i have set controller and pawn in project settings aswell
the "Controlla" should extend from Player Controller and the RTSCamera should extend from Character or Pawn
the controlla
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
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.
Rather than getting all actors of class, couldn't you simply check if the actor you're overlapping has the mag tag with "Actor Has Tag" and destroy that specific actor if true?
Beginner here, sorry if I'm misunderstanding. Figured I'd offer my thoughts since you haven't had a response yet
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
Thanks for the response. I actually have an instance tagged as Mag, which gets deleted properly when I add it to the pistol. However, if I tag the other magazines, they'll delete too. But I am a bit novice about this too. Just going to read Squize's response.
@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?
The easiest thing is usually just casting
Cast incoming actor to the MagFull type , and go from there
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
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)
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
There's a lot of blueprint game tutorials on Youtube. Just search for the type of game you want to create
I could be wrong but it sounds like a broader question than a specific setup?
As in game design theory or whatever
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
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
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
Udemy.com also has some good tutorials, but they aren't free. They do have a lot of sales though
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
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?
Component world location - Actor world location = component local location
would think there was a node to get relative location aswell but i could be wrong
thanks
doesnt seem to help though. Anyone knows what coordinate space the control spoints on SplineIK node use?
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
is the nav mesh box touching the ground
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.
Anyone know a console command to enable "Print string" messages
DISABLEALLSCREENMESSAGES I used this
but I want to hide lighting message not print ones
You can't escape from LIGHTING NEEDS TO BE REBUILT

rofl
can someone explain how this magic works (reviewing code) is it undefined or called for each input argument or what
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
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.
(00:05) - Intro and working in the Event Graph
(02:16) - Movement Inputs in the Character Blueprint
(03:47) - Scale and Rotation
(05:36) - Getting vectors
(07:14) - Adding mouse input
(09:42) - Adding jump
(10:54) - Wrap up
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?
spawned in
yes i tried in all positions
How can I fade in a post process volume?
There's a blend weight but can't access it in BP
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.
Hello everyone. Is there a way to enlarge the contents or size of a scroll box?
#umg 🙂
y can convert it into a pure cast and then try if this solves
or maybe the key mesh u can use that
i know that it is only one exec out, but so it will be truly called for each input value?
What I am doing wrong? 😦
I just want to accelerate the movement speed clouds
okk
yeah i got that
just try to plug the node of timeline from play to play from start and tell me if it works
nothing happens neither
starange i not sure about this i think the problem is in this only
try to use auto play or loop
the clouds remain static
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? 🙂
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!
You can use input if you call enable input but I wouldn't use that unless it's for testing
its just a test, I will change that after I make it work
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
i think u should test it will be easy atleat i cant say anything right now
ok thanks!!
guessing for testing of stuff, we can't just migrate blueprints from UE5 -> UE4.26.2?
u can migrate the folder in which these blueprints are
Blueprints arent showing up when I tried migration
Level bp isnt by default an input actor. You must manually enable input to it..
but the prints works when I press E
Are you sure you dont have print elsewhere ? What exactly is printing?
Beginplay works.. so it should print hello
what do you mean with that?
Not true
u are using a key that would be a mesh us can use that
use it as the object?
yes
okay guys... I am just Stupid
Depending on general usecase, a method would be creating a variable reference of the correct type, setting it as instance editable, and handpick the connection in the scene itself, assuming both actors exist in the scene.
XDDD
REALLY stupid...
The material parameter Im trying to set is a SCALAR parameter....
hmm
u are not stupid we are bcz u asked many time from us is there any correction needed in bp
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
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
but you didnt know i was trying to set a scalar parameter
yeah but we didnt noticed that this can be a problem and this issue happen many times
yeah, thanks. but i went back to a simpler thing just using different box collisions which is easier, but i dont learn much from it D:
Usually, i'd have the box collider and logic in the same bp, even if it ment offsetting the collision volume
Alternatively making generic class which you then hardbind together using before mentioned method
OR spawn things in dynamically based on some pre defined vectors
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
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
oooofff
I turn text to camera all the time
Camera, specifically. (Get camera manager -> get location)
yeah but the whole thing started to spin even though i only chose the text (im probably just bad then lol)
Make sure you spinn the text renderer component and not the actor
And for getting the correct rotation, just do "find look at rotation"
perfect
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
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
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
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
Hello guys, can someone confirm that local variable value is conserved between two call of the same event ?
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.
If it is a BP, you can edit it's construction script to set the mobility to what you want it to be
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
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?
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.
question, with blueprints, how to I make sure a cast includes all child actors of the parent class?
How can I find all uses of a blueprint event in an entire project
It's not
Try ctrl + shift + f
What do you mean? You can only cast to a single class in hierarchy, not to multiple
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
yep we agree
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
Maybe ghosted key press?
I had similar (if not the same) issue, and resolved it by spamming Ctrl, Alt, and Shift few times.
hmm, could be yeah 🤔
It sometimes happens even back in 4.20 and 4.24
I just don't remember it ever happening for me until 4.26.2 :D
I usually dont use relative because then you gotta account for the actors base rotation aswell. You should be able to set the components world rotation instead
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?
What you wanna do is expose them as variables, and run them on either construction script (updates in editor) or beginplay(..updates when play starts).
because all my characters are child blueprints of the base mannequin.
A child actor is a parent actor + the new code and variables added in self
No, it would not. BP.EnemyA inherits from BP.Base, so casting to the parent won't have any idea if that base has child classes.
Annoying... sigh, whats the easiest way to reference all my enemy classes then.
Depends on what ur doingn
or, the select enemy classes I want to anyways
If you have base enemy,
You can use that knowledge and class if you've at the bare minimum added some common events there
I might misunderstand your question though. If you cast to the base class, the children will count as that class too. My bad.
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!
What i usually do is create all relevant events/functions in the base class (even if they do nothing in base)
@burnt nest Basically, yeah, sorry if I didn't explain it well.
So that i have a common interface to all enemies, despite different behaviours
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.)
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
@gentle urchin I can see your point. I generally like to keep myself more organised than that.
@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.
If the variable exist in the parent, then yes
Thats what I needed to know, thanks.
Yay 🥳
More organized, as in how if I may ask?
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.
As in, what could I improve from my methodology
Absolutely
@gentle urchin So the behaviour for each individual enemy, is coded in the correct blueprint, thats how I organise my stuff.
For sure, in mine too
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
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.
So baseclass could have generic events like "action1" , "action2" etc
@rain ravine Yeah thats been cleared up for me.
Then in the .mage childclass, id code in fireball as action1
While in adventurer, it could be... a sword slash
People continuing my terminology 🥳
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.
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
But instead of thinking of an event as "fireball" , i go more generic..
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
Yeah thats true
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.
But its way over my head for a generic singleplayer game
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
that way I can just create enemies rapid-fire.
now they dont have to inherit from same base class
So I have a pawn I am posessing but when posessed it will not swap to the pawns camera
well, my enemies have a floating HP bar widget component which inherits directly from the blueprint, so no.
Many ways to rome i suppose^^ do whatever suits you best for sure.
yeah.
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)
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.#
Don't know whether that will work, since that IS a variable 😄
It switches component visibility on edit, the problem is that the variable keeps changing on the actor
I just never want the variable to change on actor in level after it is placed
there must be a way to do that
Yeah, select the actor in the level and change it :p
Changing it on the instance, not the default value
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
Same as me, I literally have no idea of the terminology and I've figured out this engine pretty good.
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
Cant check / compare atm, not on pc :(
I might have to do some custom magic in C++, but it is a weird behaviour
But like... changing default value will affect them all?
I would expect, that it marks the property as dirty in the level serialized actor and dont touch it again
As expected, no?
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)
Gotcha
Id say thats the expected result tho
Or atleast, what i've learned to be expected
I mean sure, it's expected for most usecases
I just want to override this behaviour to something else 😄
eeeeeeh
True^^
ill try asking in C++, there might be a hidden way
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
destroying it
probably it destroyed it and THEN the delay fired
Not sure if this helps
thanks to this reply, I realized I had the variable destroyed like that on event beginplay. I still needed it to stay there, but I got it all working with a simple bool. thank you
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())
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
@pine idol could also try #multiplayer
does any1 here know how to show your desktop screen in game Like in the picture
real time like casting
Hard to say without seeing the code for it, are you using multicast?
Or are you testing with only 2 clients, one being server ? And doing an rpc event ?
it is entirely local
And the same stuff happens regardless of which client you do this from?
correct, the target is rendered on ALL clients, not just the one I clicked
additonally, only the most recent client works
Just making sure you've actually tested it from both clients in new play round
I get that it shows on all, but i think that could happen if ran from server anyways ?
Trying to kill with an overlap collision. Any way were it doesnt kill twice? Overlap melee object seems to trigger more than once.
yes overlap can occur multiple times, you can use "Do Once" to limit it, or keep track yourself with a boolean variable
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
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.
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
Alternatively if you're using Unreal damage, using hurting volume is also an option
Hello, are there who were dealing with markers on horizontal compass?
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.
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.
Could you show it?
Sure one second
If you suspect the BP is the culprit, we'd need to see it to help 😄
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
when the game starts, huh?
Well you have to Set the value at Begin Play

