#blueprint

402296 messages Β· Page 690 of 403

broken wadi
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The material

sand shore
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I wouldn't trust defaults of things like MPC

blazing parrot
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Really weird. So as you can see I used the BP drop down and choose a character. It reflected on the one instance in my level. But as a blueprint I expect the choice to say persistent hence it being a blueprint.

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It remains "none" and empty in bp

broken wadi
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That's the thing, I kept trying to do that over and over but i can't figure out why its always on by default. The blind value default is 0.

sand shore
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Well you'd want to debug what's going on in MPCs down in C++/the engine

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Unless your timeline is set to tick once (but is that even an option?)

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Go make sure it isn't on autoplay or something

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the other thing to do is stop the timeline when a new Right Mouse Button event occurs - so it won't prematurely fade if you click before the timeline is done

burnt nest
broken wadi
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It's as if the post processing material doesn't respect its default value of 0 but instead uses 1 somehow.

burnt nest
broken wadi
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I can trigger the blinding effect with right click once to fix it in game, then it works as expected from that point on.

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I'm even blind in my editor screen!!! ughhhh

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How is that even possible? The post process is inside of my playable character yet the entire world is effected? Even while editing?

blazing parrot
burnt nest
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Could be a UE5 bug. It's in early access and not really ready yet. Unless you assigned it to a post process volume?

broken wadi
burnt nest
sand shore
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It's probably a bug and you should probably just work around it

broken wadi
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How?

sand shore
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In the construction script you can set the param, even.

fallen gazelle
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Question: Given this scenario where I want to add 12 different Widgets, in no particular order. Am I forced to create a horizontal row of these assignments?

Or is there is a kind of sequence object that allows me to make these assignments organised vertically? (I know I can drag them but it becomes a mess with wires).

For example an object with a bunch of execute output pins that I can drag to all the widgets I like to create and that are then executed from to bottom.

I saw this on a screenshot somewhere but I cannot find it anymore

sand shore
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this

broken wadi
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I already tried setting it manually to 0 on event begin play.

sand shore
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Okay, and rather than tell me it didn't work you just didn't respond?

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Or did I miss it?

burnt nest
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I'd recommend you to use UE4. You'll be able to migrate over to UE5 later when it's stable.

broken wadi
burnt nest
sand shore
fallen gazelle
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@burnt nest Perfect! Thanks for the quick reply

sand shore
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But you could do things like { HealthBar, MainViewport, SlotInto=LowerRight } in a structure and spawn them all relatively easily

sand shore
hoary cliff
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Hey everyone hope you're having a great day/night! can someone help my troubleshoot this blueprint?
The goal is to change the HSV of a Niagara system using OSC Commands. It seems to be working for the Saturation and Value however Hue isn't working. Thoughts?

broken wadi
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Event BeginPlay

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oh wow

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SORRY EVERYONE I AM JUST REALLY REALLY REALLY DUMB. Should of used 1 instead of 0.

signal tapir
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here is the thing
compass texture has 2 southes
i can't figure out how to do right calculations
to make make markers appear on the right position
this shit happens only when i stare at south*

burnt nest
broken wadi
sand shore
hoary cliff
broken wadi
sand shore
# broken wadi Thank you for helping me work through it

free bugfix: Place a sequence node at the beginning of the event and have Pin 0 stop the timeline, and Pin 1 be the regular logic.

Here's how to reproduce the bug. Right click, and wait until the fade starts again, then immediately right click again. It will go full brightness, then continue with the fade. Then it will fade out again. Will look bad.

burnt nest
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Could also place a Gate node at the start and open the gate from the timeline's "Finished".

broken wadi
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Ahh thanks but I don't need that, I have a totally different use case for the effect. Just needed help with the post processing.

ashen basin
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My controller bp wont controll my actor pawn how do i make it poses it at begin play

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in project settings have selected correct controller and pawn

and in controller bp have referenced pawn actor

fringe flame
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my spring arm won't rotate

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looks like it was cuz i was using the use pawn controll rotation

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but now i have motion sickness cuz i remove the inherit yaw rotation and pitch

violet wagon
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How can i make my editable multitext box automatically move to the next line when it takes up a certain amount of space?

lost solstice
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anyone know why Reading C++ Symbols isnt doing anything anymore?

clear meteor
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Hey guys what context can I Un Possess from? I can't find the node in the character blueprint

sudden nimbus
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@clear meteor you can do it from character blueprint but you need a reference to the controller

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which you can get with i think "Get Controller"

clear meteor
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Yep, that worked. Thanks a lot!

gentle pasture
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Can anyone tell me if a Game that currently doesn't support Interactive foliage via BP, can be modded to have a level include Character BP and have them tagged with the foliage "bending" tag? i can likely duplicate the character BP and Make sure the Game Mode supports those CharBPs. But is it likely that it will work?

full elm
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does anyone know of a way to get an on selected event for actor bps (editor only)?

clear meteor
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I'm trying to test respawning at a checkpoint (empty bp with arrow, "Checkpoint 1" but it spawns me way far away closer to the origin for some reason. Am I doing something stupid here? Shouldn't this code spawn me at the location of Checkpoint 1 on pressing "Q"?

dark crow
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Did you actually assign something to Checkpoint 1

clear meteor
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Checkpoint 1 is a reference to a bp I made with an arrow in it as a marker

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just a location that I was hoping to reference

dark crow
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Ok, where is the Ref set

clear meteor
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I just dragged the bp into the scene where I was hoping to respawn

dark crow
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If you didn't expose it and assign it

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Means it's an empty var

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It doesn't auto point at the one you have in the level, you're just saying the var is of that class type

clear meteor
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I clicked + to create the variable and searched for Checkpoint 1 and selected the object reference

dark crow
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Yes, but it's null

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You're just saying it's of that class

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But you need the ref of the one in your level

clear meteor
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Hmm, how do I connect the two?

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I thought that's what I was doing, sorry I'm an artist lol

dark crow
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Easiest way for testing, is if you only have one, to use Get Actor of Class then assigning then setting the Variable with the Return Value

But for a proper way, it depends on what you wanna go for and how

clear meteor
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You mean as the vector

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I just want to get it working with this one checkpoint location for now

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I'll figure out a more reusable setup once I get this going

dark crow
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Then you need to let the character know of the existance of that instance in the world

clear meteor
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How do you reference a specific instance?

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If I knew how to get the first actor in the array that Get All Actors of Class provides I guess I could use that

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Haha there's a node for that

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Nah, that didn't work

clear meteor
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This is what I'm trying now, but it still spawns nowhere near the Checkpoint 1 actor I dragged into the level. I can't figure out why it's spawning where it is either. It's not 0,0,0... it's just way out in some seemingly random location

brittle jungle
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can u get it to print the coords and then move the actor around and see how / if it updates?

brittle jungle
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unfortunately im still too new to ue to have any better ideas

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im struggling with Splines - I just want to make a Blueprint, and reference the spline in the constuction script. In all the UE4 tuts and stuff for Splines, everyone adds one to the BP, and then it can reference itself no probs in the BP

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But when I do it, it almost acts like it wants a static mesh, and not a spline

clear meteor
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For some reason the print string isn't printing anything when connected to the vector variable "Checkpoint 1"

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None of this makes sense because I spawn characters at the location of a bp all the time with enemy spawners

brittle jungle
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Maybe the print string cant handle the vector, does it need to be spit into different outputs? Yeah I know what u mean, seems like the functionality should be the same. How about trying to set the respawn point at an enemy spawn that you know is working

clear meteor
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I got the first actor of the class Checkpoint 1, set the vector variable... then tried to use that vectors as the spawn location. No dice.

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Makes no sense.

drowsy anvil
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hello, while jumping and on mid air, how do I make the third person character face the direction I press my joystick at? now it is stuck facing the same direction when jumping

clear meteor
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I have no clue why this isn't giving me any love

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Spawns a character way out in the middle of nowhere, not even close to Checkpoint 1

candid nest
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hey can anyobody tell me the simplest way of damaging ai i tried in many ways

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i think i am geeting error in colllision but my projectile hit the actor and then also it didnot do anything

clear meteor
candid nest
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i had almost tried many ways but did not work for me

candid nest
clear meteor
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I am doing my enemy damage in the enemies character blueprint using "on hit event" or something like that

candid nest
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yes i use that like hit event then implement interface then helath reduces yes but not working

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also i added a print string after it event which is also not showing but my projectiles hit the meh it did not cross the mesh body

clear meteor
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That's how I'm doing it if it helps

candid nest
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same

clear meteor
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Maybe try different collision settings

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That shit can be picky

candid nest
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yes i want to try that

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but i didnt know much about that

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and i think the problem is there only

clear meteor
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Try setting your enemy character mesh to overlap all dynamic

candid nest
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okay and projectiles setting

clear meteor
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same?

candid nest
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okay

clear meteor
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Make sure generate overlap events is on too

candid nest
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the projectiles are comming back and hitting me

candid nest
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now i am using overlap event bullets are not comming but at the same momment nothing hapening

autumn plover
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thanks

clear meteor
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Bahahha success

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Finally.

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Sort of.

candid nest
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but problem is still there

clear meteor
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Yeah, I thought I had it but nope

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I have no idea why my ish is spawning in left field

candid nest
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u got a new one

clear meteor
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I don't understand why SpawnActor doesn't spawn where I tell it to no matter what I feed into it. It always spawns at this one seemingly random spot

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I know it's not random but I can't pin it down

candid nest
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i also get this error

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can u send pick

clear meteor
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I don't get any errors, I just spawn nowhere near where I'm supposed to

candid nest
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yes i dued to that u keep the world instead of relative

clear meteor
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Are you saying to spawn at the absolute world location instead?

paper galleon
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Also check if where you are trying to spawn it to doesn't have any colliding objects. It will try to adjust location if you spawn at the location of another colliding mesh

candid nest
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yes quite that bcz one time i also get that same type of error

clear meteor
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I already set it to Always Spawn, Ignore Collisions

candid nest
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u are get distracting the main error is not this

clear meteor
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I have no clue why this doesn't spawn at the first instance of Checkpoint 1 in my level.

paper galleon
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The class is not set there?

clear meteor
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It does the same thing if it's set

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Yep, just checked

paper galleon
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Do you know exactly where it spawns the character?

clear meteor
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Not really, I can't find a rhyme or reason to it

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It's closer to the origin but not really

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I just set the "Checkpoint 1" actor to 0,0,0 and it is still spawning in the same random ass spot

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fml

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If I set the spawn location to the player's location it spawns where I die just fine. For some reason this Checkpoint 1 bp is not working at all

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It's a BP with an arrow in it... that's it.

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Yep, even setting the Spawn Transform Location to the default 0,0,0 does nothing... it still spawns in this weird spot

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The simplest question I have would be "why doesn't this actor (MyCharacter_1) spawn at 0,0,0.?"

clear meteor
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Stuff will make you question your life purpose for sure.

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Motherf... nothing seems to work

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This isn't right.

unreal token
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i don't know if you all saw "Koooolalal" who did "storm test in ue4" on youtube. it blew everyone away. a guy looked at that an did his own version. I would have to use ue4 for 10 years to be able to do that?

clear meteor
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I just need this one thing to work

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I would eat literal brains to figure this out at this point in time

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nom,nom,nom, braimssss

gentle urchin
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Is it spawning in the first place?

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And if so, what location

clear meteor
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Yes, but it's at the origin... or so I think

gentle urchin
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0.0.0?

clear meteor
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Yep

gentle urchin
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And thats not were you want it to spawn?

clear meteor
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I would like it to spawn at the checkpoint 1 actor

gentle urchin
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Ur not getting chevkpoint1 tho

clear meteor
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I am trying to spawn at it's l;ocation

gentle urchin
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Right

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So you need to get its location

clear meteor
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Which seems easy...

gentle urchin
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Pretty sure world context object filtered by class is wrong

clear meteor
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I wouldn't know

gentle urchin
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For basic test, get all actors of class should be a start

clear meteor
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It lets me do it though...

gentle urchin
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Whats the scenario here tho

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Is the player spawning something?

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Or is some actor spawning it ?

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Are thr spawning actor already in the world?

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And will it always be checkpoint1?

clear meteor
gentle urchin
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Your first node doesnt make sense either

clear meteor
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Q?

gentle urchin
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Nah, the next one :p

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Also, its probably easier to just tp the player, instead of destroying the pawn

clear meteor
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I only used that because someone earlier said I needed to pull the exact instance from the level and without any help I thought that would work

gentle urchin
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What is the checkpoint ?

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Collision volume ?

clear meteor
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An empty bp with an arrow

gentle urchin
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If so, you can update last checkpoint location variable in the pawn

clear meteor
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like a marker

gentle urchin
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Right

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Giving it a simple collision would help if it doesnt have already

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Then create a variable inside the playerpawn named something like "last checkpoint" of the type vector

clear meteor
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I follow

gentle urchin
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Then in the checkpoint bp, on collision overlap, get "other actor", cast to player pawn (your custom sub class) and update the variable "last checkpoint"

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Then on death, fade cam, add widget, and teleport player to the last saved checkpoint

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So basically let the checkpoint update the pawns last known checkpoint location

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(Youd actually probably wanna save it to the savegame slot directly instead, and let the pawn read from there in a custom "RestartfromCheckpoint" event

clear meteor
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None of this works... not sure what to do

gentle urchin
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Yes it does, if done correctly

sudden nimbus
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i think i follow this saga

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is the goal just to make that character get spawned near an actor (ie "checkpoint") ?

gentle urchin
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I just assumed it was the latest checkpoint the player went past

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Could be wrong tho

trim matrix
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how do I make it so when I have a system. lets say a fire/smoke effect. Turn on immediately or spawn in immediately like the system was already running? Right now I'm using a spawn systems attached node

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wich has a small delay when the system spawns in when the particles are still spawning in

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im using niagara btw

sudden nimbus
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I assume pressing "Q" is a stand in for "dying"

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and the goal is to test out what thats like, spawn a new character, possess it, and start from a "checkpoint" actor placed in the level, to test out the flow of dying and respawning

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am i on track here?

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but for some reason, the character spawns in the wrong spot (not 0,0,0 when leaving the transform location empty, not the checkpoint location when providing that either)

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even though you do have collision settings set to ignore, so it should be exactly at that spot

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OK but you are actually destroying the current character

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the game mode has logic to respawn you

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if you remove the destroy of the current character, see if it works

trim matrix
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isnt 0.0.0 a little bit under the floor in default levels?

sudden nimbus
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^^ this is a good point, if 0,0,0 is below the floor, character will fall, and if Kill Z is set in World Settings, then the game mode will destroy the character, which may also trigger respawn logic

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in the end they apparently end up with their character alive, just in the wrong spot. My guess is its the player start logic from game mode

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I would guess the character starts at the location of the Player Start in the level

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if you have none, it will pick a random location

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don't give up bobby! πŸ˜„

trim matrix
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try and break your code up into the smaller bits, see where it breaks

sudden nimbus
trim matrix
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No no I have like a torch effect right, but when I use the node ''spawn system'' the niagara system will start from frome 0 basicly

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like the fire and smoke are still forming the effect

sudden nimbus
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oh you mean how to have it start from more "in the middle"

trim matrix
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instead of just like. FIRE

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ah yea that makes more sense haha

sudden nimbus
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afaik there is not a way to do that generally, often games will build in a short delay before fading in from black to let all the particle systems (and other stuff) get ready for being viewed

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you could build the particle system to do that maybe, but that would be rather limiting and tedious

trim matrix
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yea.. problem is im using it for a weapon

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hm, Guess I just gotta fake it lol

sudden nimbus
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oh well in that case just make the particle system more "punchy"

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im not super well versed in particle systems, you might find more advice on it in #visual-fx or #niagara

trim matrix
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yeah things start getting weird when you attach it to stuff tho, its not a big deal for now πŸ˜›

sudden nimbus
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aaaannnd my packaging is complete, back to playtesting πŸ˜„

trim matrix
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nice πŸ˜„

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doing a jam?

sudden nimbus
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nope, the opposite, expected multi year project

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@clear meteor ping me if you are still up for troubleshooting

trim matrix
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got a devlog video or something?

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kinda curious now

sudden nimbus
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@trim matrix no devlogs no, but maybe ill do that at some point

trim matrix
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you should at some point anyway, its good exposure

ashen basin
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yo yo

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anyone able to explain to me pawns and player controlers

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mainly how they get connected really

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have that page open already hahaha

sudden nimbus
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number 2 is better, then you have simpler logic

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you could then just have a PrimaryWeapon and SecondaryWeapon on the character

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it needs to be loaded in memory when it's equipped

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but it doesn't have to be a literal actor

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typically you'd have an actor that's shown in game though

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and if so, why not just use that as the reference

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I would posit that assigning them as primary and secondary in the menus is functionally equivalent to "equipping" and if that means spawning an actor, that's ok, it's only 2 per character, but that's certainly not required. Many games use data assets to represent items, in which case you've got a nice singleton object to represent that "kind" of gun, and if you want to associate that with an actor class for representing that gun on screen, you can do that in the class

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for that, you are looking at defining a base class in c++ or blueprint, and then defining a Primary Asset type in project settings with that class as your base class, and a directory in your project folder where the engine can find it

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you then use New Asset -> Misc (I think?) -> Data Asset

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and select the base class you defined

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you can then give it variables for stats, class variables to define actors (like, this actor blueprint is the physical gun that gets attached to the character)

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each data Asset is a gun

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it's elegant, because you can use synchronous and asynchronous ways of loading each gun, and it's probably reasonablr to load them all at once too if you don't have thousands

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the only cost you would really pay is spawning the actual mesh for the gun

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which only needs to happen when it's equipped

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yep

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so then you can assign those PrimaryWeapon and SecondaryWeapon vars on the character to these singleton objects

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and get all the info you need about what the stats are etc from reading those

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if you want modifiers, network prediction, levelling, stat curves, attribute sets, immunity tags and passive gameplay effects, then that's Gameplay Abilities

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but it's not needed for simple systems and you can always build your own without it (it's a steep learning curve and limited to c++)

remote bloom
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Hey,
Trying to replicate this, but my projectile movement object doesn't seem to convert to vector?

sudden nimbus
# remote bloom

you need to get the components location, or more properly the owner actors location

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you can use World Location off Projectile

remote bloom
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hmm nope ;p

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this connected, but end result isnt what i wanted.. hmm

ashen basin
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how do i posess the pawn in bp

fiery swallow
ashen basin
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how do call?

fiery swallow
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get player controller?

maiden wadi
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I would recommend sitting through a few hours of some livetraining videos. Maybe find a multi video tutorial series to follow even if it's not what you want to design, to get an idea of how the engine is intended to work. A couple days of that will save you weeks of needless effort.

ashen basin
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fair enough

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its a big can of worms when you get into it

maiden wadi
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Yeah. Then you start thinking you know what you're doing. And start feeling like you understand what's going on.. and you realize you're in the kiddie pool's kiddie pool. πŸ˜„

raw lintel
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Hey could anyone help me with a small issue I'm having in my bp viewport? for some reason I cant see any of my "custom" components that I have added into the blueprint, which I was able to see before, custom meaning they arent inherited from the parent of the blueprint.. I dont know if I pressed something wrong or if something broke somewhere else, I just cant really progress in implementing the vehicle into the game if everything is like this :/ its the same for all other blueprints I have created or were created by the original devs, ue version 4.18.3 (everything is marked as "visible" too)

zenith scarab
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Recompile the component and then restart the engine

swift yarrow
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Need a little help with targets. I'm trying to teleport my player character to a target infront of the NPC when dialogue begins or when using an item but the player doesn't teleport.

raw lintel
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after compiling it gives me 0 errors and says that it was successful, yet nothing changes

jaunty solstice
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I’ve created a custom normal map from diffuse for a character texture atlas using Photoshop. I’ve simply brought that in to my Material graph , switched its type to β€˜Normal’ and applied it to my Normal slot. However the results look incorrect! I’ve done a google image search as well and there doesn’t seem to be a consistent way to handle Normal Maps in the Material Graph. I also need to adjust the intensity of the Normal effect.

Can anyone help?

raw lintel
faint pasture
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What would be the correct way to have a start screen or intro screen? We definitely don't want a separate level for it as we want to minimize hard loads. Right now I'm thinking of storing whether or not the start screen should be displayed in the game instance, and checking that in the player controller on begin play. That sound about right?

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This is for a rogue like so if you start screen would be displayed at first startup, and when character dies

formal wren
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I am a little bit confused by the anim graph. You can add nodes there which require an input on their execute pin. But you can't actually use them?

dawn warren
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Good morning guys!

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I need help with a thing

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Im creating a multiplayer game, and i have some actor that enable function when begin overlap collision, but i need the collision actives when only the first player collide with them...Actually, the collision "restart" all time the another players enter the collision box

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How can i do the actor verify the first collision and enable actor function, and disable the others players to collide when the actor already collide with the first player?

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thansk for anyone can help me, im really confuse with this

formal wren
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add a reference to the first actor to your bp

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check if following collisions actor references are non-equal to your first player

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if true

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ignore

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when first player leaves the overlap volume clear the reference

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@dawn warren

wary tinsel
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any suggestion on how to record and replicate smoothly a ghost car? I managed to do it but it's a little laggy and I don't know why

dawn warren
# formal wren <@!452505730222784512>

In my case, all players have the same reference (same blueprint), would it be possible for the actor to remain "on" while there is a player colliding with him? In my case, this actor loads a browser widget that opens when any player enters the room where it is located, but when other players enter, it opens again, I would need it to open when a player enters the room, stay connected without reset if other players enter the room, and turn off only when there are no other players in the collision area.

formal wren
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I dont get how multiple players could possibly have the same actor reference

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they are instances of the same blueprint

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but the instances itself are unique

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otherwise you wouldnt even be able to trigger multiple overlap events

dawn warren
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ah, ok, my bad xD im really new with multiplayer, thanks for help, i'll try πŸ™‚

burnt nest
# dawn warren ah, ok, my bad xD im really new with multiplayer, thanks for help, i'll try πŸ™‚

Give it an object array, or an integer variable. If the array is empty or the integer is zero when a player enters, turn your widget on and add the player to the array or add +1 to the integer. When another player enters, add it to the array as well or another +1 to the integer. On end overlap, remove the player from the array, or -1 to the integer. If the array is empty, or the integer is zero, turn the widget off.

astral epoch
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Has anyone else had issues with their game not quitting?
I've tried using both the Quit Game node and executing an exit console command but Steam seems to still show the game as running.

mortal nacelle
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Hi all, does anyone here know if Blueprint files themselves can be dynamically streamed using the AssetManager?

sand shore
mortal nacelle
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I have a number of ability blueprints that I would prefer to pull out of the build (future content not wanting to be leaked, etc)

sand shore
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Oh you mean, you don't cook those but can later mount them as eg DLC?

mortal nacelle
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Yeah

sand shore
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Yeah you can do that

mortal nacelle
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Lets say you were working on patch 1.0 and 1.1 concurrently. Not wanting to bake 1.1 stuff into the current release so it gets leaked

sand shore
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And the asset manager with it's primary asset types is the right way to do that

mortal nacelle
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Some of that content are blueprint scripts themselves

mortal nacelle
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I've got some item data assets as a primary asset and roughly familiar with that, but do you know if is it possible to do actual blueprint scripts itself?

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ty, ill have to watch that first

sand shore
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Actually there's something you should know.

UBlueprint and your script UClass live in the same package. Some APIs need to know if you're trying to work with a Blueprint class so that they'll actually load the UClass instead of sometimes giving you the UBlueprint

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So sometimes you'll see a checkmark for "Blueprint Class" and you check that if you are probably referencing a blueprint class. Otherwise you'll get the UBlueprint if it exists.

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This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.

Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET

DISCUSSION THREAD
https://forum...

β–Ά Play video
mortal nacelle
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Thank you for all the information πŸ™‚

sand shore
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no prob

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Enjoy your new plans for the day

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:D

mortal nacelle
#

haha ty!

swift pewter
#

I'm deciding between having an array of object references and an array of structs for a weapon inventory. If I were to go with an array of object refs, I would need to spawn all the weapons in order to access their variables in e.g. the menus. Would that be fine? It will consist of roughly 10 weapons.

sand shore
#

that overhead should be quite easy but there's no reason to have to spawn full actors if your weapons use a data asset for their variables

swift pewter
sand shore
#

I think you should combine these. Your weapon data can consist of structs, but the structs live in the weapon actor and also the data asset.

Data asset handles the defaults, the weapon actor handles the live data. If you want to despawn the weapon you just retain a copy of the struct elsewhere and you can have the weapon spawn from existing data.

swift pewter
#

Can data in a data asset not be changed during game play?

sand shore
#

they're global, effectively

swift pewter
#

Ah alright, thanks!

minor merlin
#

Hello everyone, stupid question, I'm trying to move all my controls previously based on the PC on the character, but the mouse can't rotate it, is it normal? Isn't this the function to call?

clear meteor
#

Having another crack at this. Does anyone know why this code is spawning my character at the origin rather than the actor's location (Checkpoint 1) that's placed in my scene?

minor merlin
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Is checkpoint 1 valid?

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You missed the class

clear meteor
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It seems to do everything correctly other than the location being fed into Spawn Actor of Class

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Puts me at the origin

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Yep, I connected a print string to the location and it's reading 0,0,0

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That last GetActorLocation

minor merlin
#

Where's the function get first actor of class coming from? Native one? I can't find it on the GM

clear meteor
#

If I right click in my character bp and search it comes up

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Native Parent Class: Character

minor merlin
#

Oh this line is on your character?

clear meteor
#

Yes

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Maybe not ideal or reusable but I just want it to work for testing purposes for now

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It's where my character death code exist at the moment so I just tacked it on the end

surreal peak
#

The WorldContext you supply into that GetFirstActorOfClass function, is that valid?

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Are you getting any errors when stopping play?

wooden knoll
#

So I've been scouring the internet for a way to do this, but my map has a postProcessVolume as the river, and I want to add my interaction interface to it so that our characters can drink from it, how do I do that? I haven't found any sources that have helped

dark crow
clear meteor
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Spits me out at the origin instead of the location of placed actor Checkpoint 1

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GetFirstActorOfClass(Checkpoint 1) > GetActorLocation = 0,0,0 on a print string for some reason

dark crow
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Well of course

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Set Checkpoint 1 with Return Value

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That doesn't make any sense

hoary junco
#

Is this the right way to do weapon pick up? I know you dont know what everything means but just quickly check it out if you see anything that is wrong because its not picking it up

gentle urchin
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Wouldnt use a sequencer at the start.

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Cast failed goes to next cast and so on

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Personally id use a parent class tho since the behaviour seem to be the same in all cases

maiden wadi
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Where are you even getting InteractionActor from?

gentle urchin
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^ important part for sure.

hoary junco
maiden wadi
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No.

gentle urchin
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Its imo way easier using inheritance and subclassing for new specific behavior.

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Imagine adding 100 classes with your method

hoary junco
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ok i will try to do it that way

gentle urchin
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You'd hardcode a 100 casts

maiden wadi
#

Also, that is a property. Which is empty by default. You cannot cast nothing to something so all of those casts are going to fail if you don't populate that property with something.

clear meteor
# dark crow Well of course

I tried setting the vector variable as the location of the first actor of class (Checkpoint 1) but it still retrieves 0,0,0

wary tinsel
#

any reason why this is still giving micro lag sometimes?

dawn warren
#

Could anyone tell how I could make a webbrowser replicate to other players in a room? I can make the open url replicate when I type it into the url field, but if I interact with something inside the page the other person cannot follow or go to the same links I enter. Is there any functional way I can replicate this interaction or visualization? Even if only one person at a time can interact with the actor.

gentle urchin
clear meteor
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No clue why

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I thought that GetFirstActorOfClass would always grab the singular instance of Checkpoint 1 in my level and that GetActorLocation would return it's coordinates but I am seriously missing something in my thinking

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This is Checkpoint 1

gentle urchin
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But... is it actually valid ?

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Theres an isvalid node you can use

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To check if its actually finding a valid object

clear meteor
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I can do that, but why would it not be valid out of curiosity?

gentle urchin
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Seeing as its not giving you the correct vector suggests that

clear meteor
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Is there a kosher way to reference the location of a placed actor like I am trying to do? I thought I was doing it right

hoary junco
gentle urchin
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If the baseclass' functionality would by chance fit for a specific weapon, id make a child class and use that straight out of the box (no overrides etc)

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But normally the baseclass just exists as an extendable class.

clear meteor
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No clue why.

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I never ran into this making enemy spawners, they always spawn at the BP I get the location from. I am perplexed

hoary junco
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If i try to delete it. It says

gentle urchin
gentle urchin
#

A childclass is really the baseclass + extra child functionality/extension

clear meteor
#

I just don't understand why I can't get the location of Checkpoint 1 lol. This isn't making any sense.

hoary junco
clear meteor
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Get First Actor Of Class (Checkpoint 1) and then Get Actor Location should do the trick , right?

hoary junco
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Like thise

clear meteor
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It must be something about Checkpoint 1 that it won't pick up. I thought a blank BP with an arrow was enough to get a location from.

wooden knoll
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Am I going to have to make a BP that somehow uses the postprocessvolume to make it interactable?

tired wolf
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How do you open a level with a different gamemode then its default one?

gentle urchin
hoary junco
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@gentle urchin Ok ty for your help everything is working now

gentle urchin
gentle urchin
clear meteor
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How else can I reference the location of a placed actor from my character bp?

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Because this obviously doesn't work.

burnt nest
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I feel like I should make a tutorial on how to get references to other blueprints. πŸ€”

clear meteor
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Casting, get actor...

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I think whoever came up with the term "casting" thought they were clever and it must have made sense to them but without a thorough explanation it's sort of lost on me.

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Casting like in a role for a movie or casting like with a fishing rod lol

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I assumed the former but you know

gentle urchin
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Casting means "treating this object as .... "

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It requires an object tho.

clear meteor
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That's a great explanation.

gentle urchin
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Object being something that is usually spawned in the world, and referenced back into the related bp

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An object variable is just a container for an object of a specific type(so it can be treated as the correct type straight off the bat)

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The container will by default be empty tho. So it must be set by some method. Usually it involves hardreferencing via editor, linetraces, collision volumes or interfaces

zinc wasp
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You do realize blueprints are actors. So the term casting makes sense.

gentle urchin
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Lol. I never ever thought of it that way πŸ˜‚

clear meteor
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Lol, that's what I'm saying. There's some real ideology behind the nomenclature, I think understanding what the creators were thinking with that whole thing would be infinitely useful but it doesn't get talked about much

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I picked up on the actor/casting theme but just didn't get it.

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Still don't, obviously.

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I know that if I'm in a BP and I need data from outside, I need to Get or Cast

supple dome
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got curious, and wikidictionary mentions type casting as To identify someone as being of a specific type because of their appearance, colour, religion etc.

clear meteor
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Das Racist..

zinc wasp
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A actor is just one item. But your not gonna make one blueprint everytime you need to put an item in the scene.

clear meteor
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lol

zinc wasp
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It's basically picking out the cast in the scene

gentle urchin
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These terms...

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Damn.

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Suddenly they all light up

clear meteor
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That makes sense, It's about re-usablity?

zinc wasp
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Lol. Ya it's different.

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But that's how I see it.

gentle urchin
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As a damn hidden shakespear piece that i've been working for for years yet never noticed.

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Re-usability is key Bobby

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Whatever can be re-used usually means saved dev time

clear meteor
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For sure.

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I don't mind the hacky stuff for learning but my goal is to make things more modular and reusable

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Not there yet

gentle urchin
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Have you checked out the pin on blueprint communication?

zinc wasp
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Ya that takes time and experience.

gentle urchin
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Pretty good place to start to get the drift of it

earnest tangle
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typecasting is the term used in programming in general, not just with UE where you have actors :)

zinc wasp
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Just keep making thems and than you start to see the bigger picture and have cleaner scripts.

zinc wasp
earnest tangle
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lol

clear osprey
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Guys why the head rotation is not smooth?

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This is BP for this func

thorny merlin
#

hey, is there a way to have child classes reload a parents property tree ?

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or just certain components

quasi folio
#

is there a way to make this widget smaller as I move away? World wont cut it since lighting for some reason, and it wont face the player if I do that.

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if it even requires blueprints to do

gentle urchin
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Sounds like its in screen space

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Either make it world space, or scale it based on distance to camera

quasi folio
#

I did say world wont cut it for a few reasons.

gentle urchin
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I mentioned an alternative

quasi folio
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yeah

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how would I actually resize it though? since scale/draw size changes nothing

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(widget component on character)

gentle urchin
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I find it easiest to work with when the widget is created on runtime, and put inside the widgetcomponent, instead of using the baseclass stuff. Then you can just treat it as any other widget. Only difference is instead of adding it viewport , its added to the widget component,and then you toggle visibility on it..

smoky jungle
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Hello friends.
There are booleans in the form of an array on the right. I want to arrange and re-array these booleans here one by one. Any ideas on how to do it?

quasi folio
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@gentle urchin figured it out.

clear meteor
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I couldn't get GetAllActorsOfClass to return a valid location so I tried casting and this is what I am getting. Sorry if this looks ridiculous but I can't think of any way to return the location of placed actor "Checkpoint 1"

gentle urchin
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......

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For the hack ; get all actors of class-> select the correct class as filter -> get first index

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If its not valid, that means that the actor does not exist in the current level.

clear meteor
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I see get last index but not first

gentle urchin
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Its just a "get(by copy)" node from the array, with integer as 0

sudden nimbus
clear meteor
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How else would one reference the location of a placed actor

gentle urchin
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Did rhe index return valid ?

clear meteor
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No

gentle urchin
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Then it doesnt exist

clear meteor
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But it's in the level

trim matrix
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so eh I kinda feel dumb asking this but

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how do I attach an actor to another actor? lol

gentle urchin
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My current data (provided by you) tells me no ^^'

gentle urchin
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But i mean, its easy to prove me wrong @clear meteor . Just post a screnshot of it in the level

clear meteor
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How do I add an actor to the level so that the GetActorLocation returns it's vector other than dragging it into the scene where I want to spawn? I must be missing something HUGE in my understanding.

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Screenshot inbound

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I'm not sure what this proves but this is Checkpoint 1

gentle urchin
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And this is a screenshot from the level urnin while trying ti get the checkpoint i assume

clear meteor
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Yes

gentle urchin
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Showing it in the world outliner makes me feel safer about it

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Since you could have an arrow on any actor wthout me knowing

sudden nimbus
# clear osprey Yes I am using aim offset

my guess is that the aimoffset blendspace "jumps" from when your yaw goes from -180 to 180-- the one i have (which i stole from the paragon characters) has the full left/right look at 90/-90, with the space from 90-180 and -90 to -180 looking back toward center

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in this way, when the camera looks directly backward, the character is not turning their head at all

clear meteor
#

In the outliner

gentle urchin
sudden nimbus
#

good enough for epic in paragon πŸ™‚ Β―_(ツ)_/Β―

gentle urchin
clear osprey
gentle urchin
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Yeah, clever fix to a pointless headache for sure :)

clear meteor
#

This is everything I am doing after destroying the actor for "death"

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I've tried it a few ways but this is the latest as per your help

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... which is MUCH appreciated.

gentle urchin
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Guess im out of ides then. Ue5 could also have its issues. Noticed the vector was significant, but not extreme so should be within normals

sudden nimbus
clear osprey
sudden nimbus
#

Set Breakpoint will tell Unreal to pause when it gets to that node, letting you look at the values going into it

gentle urchin
#

Returns 0 due to object being invalid is current conclusion

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Question is why or how could it be invalid while in scene..

clear meteor
#

Never heard of a breakpoint before, hold up

gentle urchin
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Breakpoint can be super handy ^^ lets you pause code execution to debug, verify etc etc

clear meteor
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When I press "Q" to trigger things everything stops so there's no way to click on anything

sudden nimbus
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Yes, when you press Q it will pause execution

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head over to the blueprint editor where you have the code for handling Q

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and youll see a red arrow above the node you set the break point on

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this means the engine is paused so you can look at whats happening

clear meteor
#

Ahhh

sudden nimbus
#

now hover over this yellow one i have pointed in this screenshot:

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what value does it show? it should list three numbers, like 0,0,0 or 123,456,789

clear meteor
#

It returns 0,0,0

sudden nimbus
#

ok, now hover over the second one i pointed to

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off of get all actors of class

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it should show you something like
[0] Checkpoint1_C

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or it will show nothing at all

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if it shows nothing, the array is empty

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or if it wants to be a jerk, it will say "value out of scope"

clear meteor
#

All zeros

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0,0,0,

sudden nimbus
#

no no, hover* over THIS one

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that cant show "0,0,0"

clear meteor
#

That just gives a description of the pin

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Nothing useful

sudden nimbus
#

see "Current value ="

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does it look like that, with no value?

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as you can see, it both describes the pin but also tells you what the value of the pin is at the moment that the game is paused on

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in my case here, i have no Kachujin, so it shows nothing after "Current value=" because the array is empty

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here im finding an actor class which exists in my map:

formal wren
#

Anyone has an idea how I could draw a circle spline between two world space locations?

sudden nimbus
#

@clear meteor so if theres nothing listed on that pin, that means it cannot find it-- and im wondering if you started this map in UE5, and possibly world partition is the issue here

#

how far away from checkpoint 1 is the first character when you kill it with Q

clear meteor
#

It's a good bit away

formal wren
clear meteor
#

def larger than one of the world partition cells

gentle urchin
#

I was thinking WP aswell, but dont have any leg to stand on in that regard

sudden nimbus
clear meteor
#

AHHHH

#

No shit

gentle urchin
#

Wellllllll

clear meteor
#

Hmm

gentle urchin
#

It doesnt make sense to keep it always loaded imo

sudden nimbus
#

wellll i dunno

clear meteor
#

No, but It will do for debugging

gentle urchin
#

The sensible thing to do is on overlap register the location and save it to file or character

#

I mean, the idea is not wrong, just... suboptimal i guess

sudden nimbus
#

regardless of whether it should or should not be always loaded, at least this might be "the mystery" πŸ™‚

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and so few eyeballs on world partition so far that it makes sense why it would be such a headscratcher

gentle urchin
#

For sure , fair point

#

This is one of the hardships of troubleshooting for others

#

Its easy to miss vital info

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Like wether or not the actor is culled/loaded etc. The returnlength of 0 from get all actors while it existing, gave away some info tho.

clear meteor
#

I really should have stated this was UE5, my bad

sudden nimbus
#

did it work?

gentle urchin
#

πŸ˜‚

desert juniper
#

I have a spawned actor that I'm trying to throw towards the player, and blanking on the correct logic here.
I have the player's location, and just want to add impulse/force towards the player

sudden nimbus
#

at least that's the simplest possible way

sudden nimbus
#

@clear meteor this is where it is btw

green shoal
#

I made an AbilityBase actor & an AbilityStruct structure and assigned this to the actor. I then made a child of this actor. But somehow in the child blueprint I cannot see the details pane on the right with AbilityStruct properties of that parent. Why is that?

#

Nvm, got it.

sudden nimbus
#

rubber duck effect πŸ™‚

green shoal
#

Got another question. Wanna use this child ability. How do I access this ability from the player controller? As soon as the player input is "Q" I want to beginPlay the event of this ability.

clear meteor
#

Oops... I think it's actually working!

#

Sort of... at least it isn't spawning me at the origin

#

I'll do the "is valid" check and the location print string thing

sudden nimbus
#

@clear meteor did you ever try the thing i posted the other day? about just not destroyign the previous character and seeing if it works?

#

after all, no reason you have to especially for debugging

#

the unpossess/possess will still send the player to the new character, just the old one will be left where it was

#

possibly your scorpion is dying? do you have Kill Volume in map or perhaps Kill Z set in world settings?

#

the camera movement is probably Spectator pawn btw

#

exactly what it's on, just saying that spectator pawn is used when there's no possessed pawn

#

did you delete Player start actor maybe?

#

or perhaps it's now underground

bitter star
#

ahhhh let me check

#

could it be coming from the mesh collision setting?

sudden nimbus
#

need Query And Physics on Collision Enabled

bitter star
#

No its the scorpions mesh

sudden nimbus
#

yes that will also cause it to fall through

#

oh wait

#

you probably have the capsule set up for collision

bitter star
#

found the solution

sudden nimbus
#

what was it?

bitter star
#

i think i was on simulate

sudden nimbus
#

ohhh haha

bitter star
#

there was a little arrow next to play that said posses player

sudden nimbus
#

yeah in simulate no player controller nor player character are spawned

bitter star
#

clilcked on it and it worked

#

thanks for trying to help tho

sudden nimbus
#

nah glad to help bounce ideas

#

its fun trying to solve problems with incomplete information πŸ™‚

bitter star
#

Other question. When I render a sequence, the scorpion doesnt render but everything else in the scene does. What could be the issue?

sudden nimbus
#

@bitter star could be a lot of reasons, try #cinematics for that one

proud sable
#

Kind of an unimportant question but how do you select which node gets straightened when you straighten connections between nodes? Q sometimes shifts everything to the "wrong" node, rather than shifting the "wrong" node to match the rest

#

Ah! Thank you, I don't know why I didn't think of that lol. I'm so used to box selecting I didn't think to select a single node directly

zinc wasp
#

Oh wow. Didn't know that.

#

Change my life forever.

rancid cypress
#

Hi

#

How can I use the gamemode in other scene

#

I am in a new Scene

#

And I want to move like in the template scene

#

But I can't

#

T H A N K S

#

XD

#

What I have to do?

#

Yes

#

In what part can I change the set the gamemode?

#

OH ITS WORKING

#

pubervpoubesvpousebrpvoubseΒ΄fovubsevf

#

Thanks

#

And... @trim matrix A last question

#

If I want to have a diferent gamemode in diferents levels, what I should do?

#

In each level

#

Okokokok... Are independing each level

#

Thanks lorash, take this donnut 🍩

proud sable
#

I need to rework part of my project and I'm not too great with time based logic. I want to set a bool to active for (x) seconds and stay active if it's updated, then become false after (x) seconds with no updates. A timeline worked for this since I could "play from start" and only update the bool on the "finished" node, but I can't set the timeline length with a variable as far as I can see. Is there a better way of doing this?

#

I wanted something I could re-use throughout the project so timers+events seemed like a bad fit

#

That's what I had originally, but it would seemingly set the bool to false for a tick even if it received an input while counting down

#

This is a bit of a spaghetti mess but I have this as a macro, I was finding that the delay would still occasionally set the bools to false even if it was called again while counting

#

I'm guessing that's not how it should work?

#

Huh. Well I swapped back to the macro to see if I could explain it a bit better and it's working again now. No idea why it was behaving so weirdly before

#

Haha sorry, essentially there are just booleans exposed on the macro that let me choose whether to keep the state active for the array's "Duration" or "Cast time" variables, or for a single tick

#

Wasn't working too well for a while, but I cleaned things up and came back to it and it's working now. Must've been a mistake somewhere else in my project that was causing it

wooden knoll
#

Did I miss a reply about my question about adding an interface to a postprocessvolume?

fossil dagger
#

So I'm trying to get a cube on my map that when my skeleton mesh touches it it activates the collision for it, but all I can do is capsule. How do I get it to register just my skeleton mesh?

lost solstice
#

have i flawed my logic here? basically this function runs on tick and i want that do once to only happen the first time the tick starts. With this setup, does it do that and if so how can i make it reset when the function stops being called

white crypt
#

sequence actually won't wait for first sequence to finish so it could to the next one

#

so it's not a very reliable approach, you could set the initial rotation on begin play

#

and after it enable tick

lost solstice
#

its meant to be called when the object is thrown though so that wont really work

white crypt
#

to reset, you simply plug your executable into reset

#

would be easier if you moved to the event graph

#

then you can just make an event and plug that in for reset

lost solstice
#

Because its on Tick though with that Do Once ONLY do it once or will it Do Once every tick

white crypt
#

add a print string after do once

#

and see for yourself

lost solstice
#

sorry yeah for to debug

#

thanks

white crypt
#

in some cases its faster to test it than to ask πŸ˜„

lost solstice
#

yeah

#

i always forget to debug

#

thats my downfall

white crypt
#

and after you test it, you probably wont forget the outcome

#

compared to getting an answer

white crypt
#

and it would only run when you throw the object, instead of being on tick at all times

#

also there's a component for rotation already, rotating movement. maybe worth taking a look

unborn pond
#

Hello All! I am kinda new to unreal BP dev but I was looking for some help on pulling a components location from an actor outside of said actor. I would love some help in this matter. I can provide pictures and more info if anyone is willing to help. THANKS!

glad spruce
#

SO, "get forward vector" basically gives the forward direction that something is facing as a numerical value, correct?

unborn pond
#

@glad spruce With my limited knowledge yes. It should get the pos X direction of an object/actor as it relates to world space

tidal marlin
#

What do this SaveGame setting in structure?

sudden nimbus
scenic scroll
#

Sorry if this is a dumb question but my brain just can't figure this out today

#

so going from a "hit" event from a bullet impact, how can i make a "Launch Character" event that launches the character as if the bullet pushed them?

sudden nimbus
scenic scroll
#

sometimes they barely get nudged back, sometimes they get teleported back 500 meters and sometimes they just rocket into space

#

it's extremely unpredictable

sudden nimbus
#

oh direction also random, if you are hitting a skeletal mesh here then the normal you get out will vary a lot, you might have to massage it into something more "smooth"

scenic scroll
#

Do you have any tips of how i could do that? i'm rather confused as it's my first time throwing around a pawn

sudden nimbus
#

well, it might make more sense to push them in the direction of the bullet, or to do the hit against a capsule or something

#

you could also take a blend of the bullet direction and the normal

#

but I would first try to normalize the normal and see if at least the velocity is more predictable

scenic scroll
#

i just did the normalizing normal thingy
first bullet threw them back like 300 meters then the rest one only nudged them

sudden nimbus
#

well it's possible that the normal is pushing them down into the ground mostly

#

and slightly to the side

#

since the ground is pushing back, it doesn't fly through the ground like it does when the normal is facing the other directions

scenic scroll
#

that sounds like it could be it

sudden nimbus
#

like, if you just set the same vector every time, it should then be consistent

scenic scroll
#

them being pushed down and up randomly would also explain why sometimes they just fly to outer space

sudden nimbus
#

right

scenic scroll
#

also sorry if im slow on this

sudden nimbus
#

yes, this would just be for testing for isolating the cause

#

try just hard setting the launch to 0,1,0 or something

#

well you know, with a bigger magnitude though

#

if it behaves the same every time it gets hit, then thats all good and its just the ground thing

#

at that point youll want to figure out how to handle the normal being erratic on the surface of the mesh

#

if its a human or something then just pushing them in the direction the bullet is going is probably more what id expect

#

rather than, oh it hit at the bottom of your chin, so push them upward

scenic scroll
#

the image of the last thing is hilarious

#

just gets uppercut by a bullet

sudden nimbus
#

lol

scenic scroll
#

i wonder if i can make the "hit" event be based on a capsule and have that be the end of my worries

sudden nimbus
#

yeah totally

scenic scroll
#

also i'll try the fixed vector now but just for context this is how it behaves rn

sudden nimbus
#

lol its like "ooh, ow ooh ow [flies off into space] AAAAHHhhhhhaaaa"

analog perch
#

That's one bad ass pipe wrench

sudden nimbus
#

roight

scenic scroll
#

aight i set it to 0, 0, 10000000
Let's see how it goes

#

thanks for the help btw :)

sudden nimbus
#

np

trim matrix
#

how do i make my partical system reach further/size it up without making the emitters bigger, just the reach of the entire system?

scenic scroll
#

I've been messing around with it for a fair bit and i think i got it, it's still a bit unpredictable but i can probs fix that by swapping the capsule for a box and tweaking it a bit

#

thanks a ton

opaque sigil
#

Hey I was wondering if I could get a quick bit of help please. I have a 'ParentWeapon' actor that is spawned by and attached to both the Player Character and Enemy Character in this way on game start. How do I determine whether ParentWeapon is attached to PlayerCharacter or EnemyCharacter from within the ParentWeapon BP?

#

I'm trying to modify my linetrace weapon so that when the enemy shoots it doesn't start from the player so I want to be able to branch depending on which of the two is the parent actor

kindred marsh
#

Hello my friends. i would like to create an editor utility widget than could create and remove simple collision on my scene. I make this BP but it seems that it didn't work. Could anyone tell me what am i doing wrong?

minor merlin
opaque sigil
minor merlin
opaque sigil
#

Yeah so ParentWeapon spawns a projectile in the same way, and I want to go from Projectile -> ParentWeapon -> PlayerCharacter/EnemyCharacter

#

where projectile is an actor

#

Is it possible to just go Get parent -> Cast to ParentWeapon -> Get Parent -> Cast to PlayerCharacter?

minor merlin
#

It depend, I don't think you can like that because your projectile will not be a child of parentWeapon, since he's not attached to it. It depend how you do it, but you can always give the ParentWeapon reference through the spawn of the projectile, and do the same as before yeah

opaque sigil
#

Thanks for the help. Projectile doesn't do anything more than trigger a linetrace as I wanted the option to have different effects easily so that setup should be a child

minor merlin
#

No problem !

clear osprey
#

I think now its much better

#

previous

#

how I Fixed it... with 3 steps πŸ˜„

#

that interpolation time is very useful

sudden nimbus
#

oh yeah definitely another good choice

#

kind of like that, i might change mine over

#

on the other hand, theres no opportunity to look at the character's face

#

its like "dont look at me!"

clear osprey
sudden nimbus
#

yeah i know why its like that, but i guess there are pros and cons between the interpolated style and the "look forward when camera looks behind" style

clear osprey
#

in short we are following the cursor to aim and the same thing is the character doing

#

actually you are this character and trying to look at your own face

sudden nimbus
#

this is very existential. im feeling existential on this topic

#

one might say its meta, and related to human characters. meta human?

minor merlin
#

Can someone tell me wy my macro isn't working? I'm just trying to move my camera with my mouse, but it does not work (I'm on my Character). I just saw that even with a static number it don't work, but I see that my look up value isn't null and the flow do get in here

clear osprey
#

this feels more real on that way we don't see our own face

minor merlin
#

And my camera got this on

clear osprey
sudden nimbus
#

^^ spring arm ftw

#

i have a hard time visualizing the camera itself taking the rotation input because-- well cameras usually rotate around the character

minor merlin
#

I'm in 1st person

sudden nimbus
#

oh lol yeah

minor merlin
#

So I never used spring arm x)

sudden nimbus
#

in first person it works πŸ™‚

minor merlin
#

Should*

sudden nimbus
#

1 fps dev walks into a bar with 2 tps devs

clear osprey
#

you still need spring arm if you have a key assigned to switch between fps/tps

minor merlin
#

I don't

#

I'm in first person only

clear osprey
#

hmm ok

kindred marsh
opaque sigil
minor merlin
#

I just wanted to be able to have certain characters check if they can move around, so I moved everything from my PC to my Character, but now this isn't working at all and I can't figure out how

minor merlin
sudden nimbus
#

if it accepts the value it should be fine anyway

minor merlin
#

Yes

sudden nimbus
#

and its running each tick yeah? (covering basics)

minor merlin
#

Yes every tick of the PC

#

Because what I want to do is the PC gathering input, and Character applying (or not) it

sudden nimbus
#

and the camera component is on the character, not its own actor?

minor merlin
#

This is my character

sudden nimbus
#

cant think of what other gotchas there would be here

minor merlin
#

Don't know either

#

I have checked everything from a new template, the default values are right

sudden nimbus
#

you are for sure possessing said character yeah? either the character is default player character in maps N modes or youve otherwise handled possession?

minor merlin
#

Yes, I can move with it

#

I possess it

sudden nimbus
#

so the way ive got mine is

#

i think the variant you are using is the same, just done from the character, but

#

you could try these ones

clear osprey
#

this is mine setup I have done in C++ for more control on components

sudden nimbus
#

i definitely am also just letting the camera follow the controller rotation as well (just on the boom not on the camera itself cause its third person)

clear osprey
minor merlin
#

And the AddControllerPitchInput works outside the macro (which remember IS called correctly, the print is working)

#

And it's weird asf

sudden nimbus
#

oh

#

then it must be an issue with what "self" is in that Target

minor merlin
#

This isn't working

#

But this is working (without the input from the axis value)

glossy trench
#

good day people. Is there a blueprint node that can be used to detect when the game loses focus (like a player alt-tabbing) ?

minor merlin
sudden nimbus
clear osprey
sudden nimbus
#

yeah

minor merlin
sudden nimbus
#

alright well thats just weird

glossy trench
minor merlin
sudden nimbus
#

why the need to use macros here though?

clear osprey
#

and why the cursor and icons need to fix on the first place? what exactly happening? they are flying to space or they lose transformation?

sudden nimbus
glossy trench
#

cursor becomes invisible (and have to click a few times to make them show)

minor merlin
#

Because I wanna do an character that don't move when looked, so the macro are in the parent and if it's the right character I will make him unable to move at this time. (and it's a macro because in the first 10 seconds I though it was perfect, after remembering why it's not usefull for children)

glossy trench
sudden nimbus
minor merlin
#

Not for every character

#

Just for one type

sudden nimbus
#

just use Enable Input / Disable Input

minor merlin
#

And it will be in the future

#

Yes, but I might want to modify some thing later like being unable to just walk, so I'm not gonna do that

sudden nimbus
#

right that makes sense- let them look but not walk etc

minor merlin
#

That's why I created many function macro but unfortunately it don't work

clear osprey
sudden nimbus
#

@minor merlin so this works for me when Test is a macro on the player controller

glossy trench
sudden nimbus
sudden nimbus
#

also works when its in a macro lib

minor merlin
#

I gather the input every second here

clear osprey
# glossy trench thank you, im now trying/looking at various "set input mode .... " nodes and try...

Here we take a look at how we can get our mouse cursor displayed on the screen as part of our user interface widget.

We also cover how we can use input modes to limit what the player can do with their mouse, so they can't interact with their game while they're trying to interact with their UI.

UI Resources: https://drive.google.com/file/d/1ORh...

β–Ά Play video
minor merlin
#

And i use them here

sudden nimbus
#

every second ?

minor merlin
#

The turn and lookup value are not null, but it doesn't work

#

Tick sorry

sudden nimbus
#

oh ok

minor merlin
#

And before it was this on the PC, working perfectly well

sudden nimbus
#

oh wait i think i might know

#

did you leave the InputAxis Turn and whatever your pitch one is inside the PC

#

ie this

#

those consume the input

#

so for instance, when i do it on the character it doesnt work unless i remove these on the controller, or set them to not consume the input

#

op, almost had the last test, with all the input consumption on PC disabled and using the macro in character before UE decided to go kablooey

#

gotta love unreal

minor merlin
#

It exist, but is not connected

sudden nimbus
#

yes, it still consumes when it exists

minor merlin
#

And I don't use the input here

sudden nimbus
#

either remove it, or untick Consume Input

minor merlin
#

Change nothing, nt but I don't use this as a node but as a function, and only in the PC

sudden nimbus
#

@minor merlin ok i replicated the setup in playercharacter with a macro and it works

#

but whoa, ran into some weird stuff

minor merlin
sudden nimbus
#

the weird stuff was related to me pasting the macro from the playercontroller macros list into the bp (gave an error that the graph was owned by something else, have never seen that), and then it complained that the usage of the macro cant work because self is not a PlayerController, even though it was actually showing me the Pawn specific version of Add Controller Pitch Input

#

finally i deleted add controller pitch input and just created it from right click context and it was happy

minor merlin
#

Weird yeah

#

There's no node like set focus ?

sudden nimbus
#

only difference here is that im not running it per tick

#

im just letting the events handle it

minor merlin
#

I remember something like that in my first hours of ue4

#

Even with event it's not working

sudden nimbus
#

ok now ive done it with tick too, and it works

#

so yeah theres something wonky

#

it should work fine, it is here

minor merlin
#

I don't know dude

#

It was working on the PC

#

But not on the Character

#

I even created recoil, that works perfectly fine, and it's from another BP

sudden nimbus
#

theres not empty InputAction events left on the player character right?

#

i know you tried to disable/remove them on the PC but if they were on the player character i think that could also consume the input

#

oh i do want to do one more test: is Get Axis actually affected by input consumption

minor merlin
#

I used them right now for test, else there's not

sudden nimbus
#

no never mind, the Get Axis nodes are not affected by consumption, or at least, the Tick happens before its consumed

minor merlin
#

Yes

sudden nimbus
#

hm

#

oh nice my packaging did finish before that editor crash

minor merlin
#

ue things

sudden nimbus
#

yeah I've got nothing atm

minor merlin
#

The thing that bother me the most is that it's working on everything else than the character

sudden nimbus
#

its definitely the right character right? not just another character placed in the level?

#

cause another character in the scene would also show the debug messages but won't be possessed

minor merlin
#

Yes it is, else my other input wouldn't work

sudden nimbus
#

oh right

minor merlin
#

For the moment I'm only working on the parent, and since all the input were on the PC I have no problem with that

azure sparrow
#

Why am i getting this error?

#

i am just trying to get the light source through this code and i am getting the error accessed none but y?

#

i have a lightsource

#

and also, everything works just fine but i keep getting this error for no reason

gentle urchin
#

Apparently its not finding it initially

azure sparrow
#

i was using a sequence which was causing it to behave like that

opaque sigil
#

Hey I was wondering if I could get a quick bit of help please. I have a 'ParentWeapon' actor that is spawned by and attached to both the Player Character and Enemy Character in this way on game start. How do I access the 'attaching' PlayerCharacter/EnemyCharacter from within ParentWeapon? This way I can work out which of the two has spawned it.' I got some help before but Get Parent > Cast To was unsuccessful.

fading wren
#

Hello, i started to learn a vector math to correct using it in Blueprints. Did i calculate A-B vector correct ?

opaque forum
#

how do i connect this?

dry blaze
#

Hey so I have a ai controlled 2d character that constantly is moving to the right. It goes off a ledge but instead of falling off the ledge it drops slightly then just floats middair and continues moving to right while floating as if there is another invisible very long hit box underneath the ledge, which i definitely know isnt the case. Please can someone help me out I'm so confused thanks πŸ™‚

fallen gazelle
fading wren
#

great, but on examples, they all "grow" from 0.0

#

mine, second one is not from 0.0

#

3 ?

#

ah

fallen gazelle
#

If you wish to represent a vector in a specific position, consider that it takes a vector to move to that position.

#

@fading wren Working with vectors can be a bit unintuitive in the beginning. To understand transformations a bit better, this article might help you:
https://learnopengl.com/Getting-started/Transformations

And the next one puts it into context:
https://learnopengl.com/Getting-started/Coordinate-Systems

Its from a book that teaches OpenGL, but you can just focus on the theoretical part for now.

fading wren
#

ok, great, thanks for links

#

will check it

#

but small question

#

did i draw it incorrect

#

second time too ?

fallen gazelle
#

What you drew is B-A, and to represent (B-A) as a vector you would draw a vector from the base of B, to the tip of A

#

Note that A-B and B-A are the same vector but mirrored

fading wren
#

most complicated thing for me, why you say that doesnt matter, if second vector goes from (0,0) or from other coordinates. you draw it like second vector goes from (0,0)

fallen gazelle
#

Perhaps you can share what you try to achieve, in context it might make more sense

#

A vector represents a direction and an amplitude, it doesn't represent a position.

If you want to know if your have an object in a space somewhere and you draw a vector B from it, and then you want to subtract a vector A from that B, note then that this object you're talking about is just offset in space relative to some origin.

B - A will give you the same outcome independent of where in the world you drew B to be.

The offset of your object in space, is itself a vector.

Note that in the editor any object that holds a transform component, has a position expressed in X, Y, Z. This is what we call a translation vector, it describes relative to the worlds origin, how far is my object moved along the X-axis, Y-axis and Z-axis.

fading wren
#

@fallen gazelle

#

i was tring to find A-B

#

and if i understood corectly

#

traceline A showing normal of the wall, and goes from 0.0 from wall

#

B it is traceline that showing a direction of ball on the moment ball hit a wall

#

and line B goes from 0.0 of the ball

fading wren
fallen gazelle
#

You mean if this ball were to hit the wall, B represents its future direction?

#

I think the second article I shared might shed some light, it sounds like you're mixing up local space and world space

fading wren
#

ok, thanks

#

will check

#

it

#

πŸ™‚

trim matrix
#

how do I delete a disabled node?

fading wren
#

@fallen gazelle how can i get inverted B ? if it have different from vector A origin ?

#

could i use Vector A , that is normal of the wall, as origin for mirroring vector B ?

green shoal
#

Hello everyone, got a question.

I have a ThrowMedkit blueprint.

This is a child of the AbilityBase blueprint.

However I have a Throwable blueprint function library which contains the function Throw.
This function is called in ThrowMedkit.

I would like to use this ThrowMedkit within my ThirdPersonCharacter. I have casted to ThrowMedkit but this cast requires a reference object that I do not have. How am I suppose to get this reference?

desert juniper
green shoal
#

Yeh but how do I get this reference.. it is another blueprint.

desert juniper
#

show code?

green shoal
#

Thats the third person character right now

#

I have tried adding a variable

#

So I have the reference. I obviously need to set this reference

#

Which I wanted to do here. As soon as the character is spawned it needs to have chosen an ability.

desert juniper
#

so your reference is just supposed to be an actor somewhere in the world? how do you want to choose that actor?

green shoal
#

Through some UI later on. Like you select the ability before the game begins.

fallen gazelle
#

@fading wren If what you wish to achieve is to bounce your ball off the wall you might find it easier to use the mechanics already present in Unreal Engine.

For example, you probably have defined a vector that represents the velocity of your ball. You can use collision detection to determine whether or not your ball hit the wall, as soon as it hits, you can take the normal of the point of impact to determine what your new forward vector should look like.

desert juniper
#

well, you need to have a way to select/target it now

#

otherwise youre right, how are you supposed to get a reference

green shoal
#

Right but whether I use an UI or not shouldn't prevent me from hardcoding it into my code right?
Like for example. Imagine the player would choose his primary ability which is ThrowMedkitAbility.

There would just be some code that says, get chosen ability, and set that as the reference. But this chosen part I can already hardcode just to test out the ability.

#

You know what I mean?

desert juniper
#

Imagine this: Right now there's a crowd in front of you, and you want one of them to put their hand up. But you aren't telling anyone specifically to do it.. so no one does it.

green shoal
#

I know what a reference is πŸ˜„

desert juniper
#

so you're just having a hard time right now selecting an actor from the world?

green shoal
#

But how do I get this throwMedkit reference in a hardcoded way.

desert juniper
#

got you. alright. there's a few ways

#

is throwMedkit it's own BP?

#

this reference is just set to Actor

#

but do you have a more specific class?

green shoal
#

First of all I wanted to use a ECS pattern to build the game. Entity, component, system. This way I can structure my code nicely. However I have had issues with it because it seems that unreal rather wants inheritance over composistion.

So I have tried it like this.

#

Because I want to use my throwable logic later on for throwing grenades. Thats why I wanted it like this.

#

The medkit is the entity that is spawn upon throwing.

#

This is just 1 ability of 4. And at some point the user can choose between 4 what he wants as a primaryAbility

#

I could use the AbilityBase as a reference. Because every PrimaryAbility will implement the AbilityBase

#

And what I basically want to do now is to go into my thirdPersonCharacter. say action event "Q" which is the keybind for using the primaryAbility and to fire the throwMedkit logic.

desert juniper
#

ahh okay I think this is getting a bit clearer

green shoal
#

Good πŸ™‚

#

I can show you what I have in the throwMedkitAbility so you have a better idea of what that is suppose to look like.

#

It is not done, but I wanted to first write a bit and atleast get this part fired, so that I can start adding to it.

#

Because I don't even know if this would be correct.

#

And the throw function contains this: