#blueprint

402296 messages · Page 691 of 403

green shoal
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You get an idea of how I am trying to split it all up so that it is reusable. Maybe at some point in the future I don't want to throw abilities. Maybe I want to throw a stone.... then I could just use my throw function, plug in the object I am throwing, and who is throwing it and tada I am done.

desert juniper
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Yup, composition. okay so I'm still slightly confused as to what you actually want as a reference here.

green shoal
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I already changed it.

desert juniper
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now does it live in the world? or is it only a blueprint

green shoal
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It is spawned on ability use

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Theoretically the way it would work is... user pressed Q.... shows trajectory...upon releasing it throws the medkit in that direction.

desert juniper
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okay, so it should be a blueprint class reference

green shoal
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Yes. It is of type actor right now, not even sure if that is correct.

desert juniper
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if you need a reference to the BP and not the actor, you can instead make it a BP class reference as shown

green shoal
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So a class reference would make more sense here?

desert juniper
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I believe so in your case.

green shoal
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So it would look like this

desert juniper
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change it to class reference. Then in the default value, you can select whatever your ability BP os

green shoal
desert juniper
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you don't need to cast it after

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I take that back.. you might need to

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anyways, yes try that,

green shoal
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oke I would want to call the throwMedkit event from the throwMedkitAbility class. Somehow this doesnt autocomplete

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Wait let me try something

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I would probably want to implement a UseAbility event in the BaseAbility class.

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But even then, the useAbilityEvent would expect an object instance type and not a class instance type.

last vector
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hey, can anyone help me with a relatively simple blueprint?

fading wren
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Oh, ok, it is look like i don't need , a normal of the wall

crimson pollen
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HEY can someone help me with something

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im wondering if its possible to create a blueprint that can inject itself into a scene without having to be called upon

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in vague terms

green shoal
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@desert juniper Mind if I DM you, so that it is not in between the other messages in here?

desert juniper
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sure

lime moss
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Could anyone help me figure out why this is causing an infinite loop

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I'm trying to program Cappy from Super Mario Odyssey, specifically the hold mechanic

desert juniper
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@lime moss rule of thumb, don't use while loops in unreal until you really know how to use them

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it hangs the threads execution until it breaks out of the loop. meaning your game can't progress any further, and just freezes

lime moss
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@desert juniper do you think you could help me figure out how to make it so that, as long as the player is holding a button, Cappy stays in it's position, but after a certain amount of time, Cappy returns to the player regardless of if they're holding the button down or not

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I know that it might have to do with timers

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let me try to do that, and if it doesn't work, I'll come back

desert juniper
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you can do so with timers, or you can do so with tick

lime moss
desert juniper
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to do so with tick, store the position of the button in a boolean 'isMySuperSpecialButtonPressed'

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and you can check against that at any time

lime moss
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k

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

desert juniper
livid vessel
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I have a problem with inputs. If I spawn a widget and input is still on, it still breaks off when a widget spawns and is released. How can I prevent this so that the widget is created when I press and is removed when I really don't press the key anymore?

trim matrix
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I am making a TPS game and while character aiming I want to move camera to closer spring arm component

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How can I switch between two spring arm component

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wtf is up with this fucking engine I swear

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I aint doing shit and its throwing me errors

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crashes

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files are gone missing

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fuck off

dark crow
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You're most likely doing something wrong yourself, doubt it randomly starts throwing shade and always

trim matrix
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why would it break and delete half my shit when I import something?

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doesnt make sense to me

dark crow
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How did you import

trim matrix
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same way like I always do

dark crow
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and what's that

fossil dagger
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If you get an error and it crashes before it saves you may lose data. With that being said, what are you doing that is causing it to crash?

wary tinsel
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someone know why this give micro lag sometimes?

trim matrix
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maybe cause it keeps doing the timeline everytime you move?

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idk how many times that event gets called

wary tinsel
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it works well actually, so I think this is the way but it repeats the index like 0-1 then 1-2 then 2-3 and maybe he freaks out there

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If i play it on a spline it super ssmooth and linear, but I don't need constant speed

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I need to replay location and rotation for a whole race

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and the distance between each spline point should be at 0.3

gentle urchin
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Just a bit curious,

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Why are you using twonints instead of 1 ?

wary tinsel
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because I didn't recorded with tick so I have to interpolate positions

gentle urchin
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Shouldnt matter here, just... feels safer for all intents and purposes

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Int value is first pos and int +1 should be second , no?

wary tinsel
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yes it is right

robust panther
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How do i get the player character inside an event graph of a widget?

gentle urchin
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Also whats the distance for ?

wary tinsel
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get player character

gentle urchin
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Ohh nvm

robust panther
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ty

gentle urchin
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I dled the image now, and see the logic clearly

wary tinsel
# gentle urchin Ohh nvm

I had to spawn a spline to replay it, so distance between point 0 and point 1 on the spline for example

gentle urchin
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Isnt it also 'cheaper' to get transform at splinepoints and just interpolate those ?

wary tinsel
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but If I print vectors I see that he repeats two times the last and the first of the index...maybe it's that

wary tinsel
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but without transform because I don't need scale

gentle urchin
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But youd still need rotation right?

wary tinsel
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so far I'm testing just with vector to see if it works

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yes I need rotation too of course

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Can't find anything online and to record with the tick on seems stupid

gentle urchin
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Yeah no need to tick

wary tinsel
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because I don't want to send tons of useless data to the server

gentle urchin
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But i think you can get spline transforms

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And just ignore the scale part

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Not sure if it gives better result but maybe

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If rounding error is an issue

wary tinsel
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sure but the problem with micro lag still remains

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it's like glitching sometimes

gentle urchin
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When does it glitch?

wary tinsel
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playing at constant speed on a spline don't cause issues

gentle urchin
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At start/ end ? Or random

wary tinsel
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when you have close corners

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rarely in the straight

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but for sure it's the interp...I don't see any other reason...physics is off and everything is ok

gentle urchin
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And you've tried the transform aswell?

wary tinsel
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I didn't, should I

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?

gentle urchin
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Get transform at spline point

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Id try that for sure

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Just reset the int on playz increment on end, and get point index and point index+1 transforms

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And lerp

wary tinsel
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I will try it now dude

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and update you

gentle urchin
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Not at pc so cant verify or sjow anything sadly , if it were not to work

wary tinsel
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thanks dude but nothing

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same result 😦

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I think the problem is that he counts twice the index

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interpolating from A to B and then from B to C will make him hit B twice, but I may be wrong of course

gentle urchin
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Id still use single int and hardcode the +1 , since it'll never change

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But ur right, it will stop for a frame

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If i remember correctly, on the last tick of a timeline, both the update and the complete pin will execute

wary tinsel
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but I didn't connect the finished with the set location

gentle urchin
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Nah true that

wary tinsel
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I tried playing on a normal spline but It's not the result that I need

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because he speed up when spline points are closer and slow down when they are far...and should act the opposite way

gentle urchin
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Yeah thats .. odd

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But at the end of the day i dont think using tick is such a bad option, depending on what its used for ofc

wary tinsel
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and no stuff online to look for this is a nightmare haha

gentle urchin
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A timeline is also tick driven

wary tinsel
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yes I am just worried about the data that I have to send to the server

wary tinsel
gentle urchin
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Doesnt the server dictate this ?

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Movement i mean

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So all the data server must send to client is the float "distance"

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Let the clients predict (knowing spline, frametime) ,

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And interpolate or something to server pulse

wary tinsel
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I wanted to store race data, send to the server and load into puppet when race start...to fake it

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idk if it's a good idea should be easy, I tried and It works

gentle urchin
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Ahh..

wary tinsel
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I will try to see how will cost recording with tick because I can't see an option right now

gentle urchin
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Agreed, let me know how it works out !

kind stag
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Could use some help if anyone might know!

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

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

Appreciate the help!

wary tinsel
gritty aspen
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i want to know how to let every 5 second the ennemy shoot in 2d

sudden nimbus
gritty aspen
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ok

gritty aspen
tame moon
burnt wolf
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I am trying to make the third person demo to first person, i have basically finished except on last part. I need to make the yaw rotation affect the entire player, not just the camera. how can i do this?

tame moon
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do this

gritty aspen
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like the video

sudden nimbus
tame moon
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oups

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i meant this @sudden nimbus

gritty aspen
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what i add to let this ai shoot every 5 secondes

half smelt
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every time i attempt to create a new node called event beginplay, it just teleports me to one already made, whys that?

gritty aspen
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rbecause you can you use one event in oe blueprint

trim matrix
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Hey, simple question I can't figure out on my own: How to translate an actor position realtive to the position of a ground plane, so I can use this position as uv coordinates to show a normal displacement at the given position in the ground planes material.

fleet cedar
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Is it possible to sample the pixel alpha value in a material?

fossil dagger
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I have an actor that rotates 25 degrees over 1 second. This uses a Timeline node. I have my controller which has a Time Dialation node. But when I use Time Dialation, the timeline does 100 degrees in 4 seconds. How do I stop dialtion from effecting the timeline on the degrees it turns and only the time it takes to get there?

sudden nimbus
sudden nimbus
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if you change time dilation while the timeline is active though it won't update, you'll need to do work (tm) if you need that

fleet cedar
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Anyone know if I can mask custom depth/stencils with a texture to not have my post process affect my particles?

sudden nimbus
fleet cedar
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Thanks... very few replies in graphics but will try visual fx

fossil dagger
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my time line on graph

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pt1 of dialation

fossil dagger
sudden nimbus
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use Get Global Time Dilation, which gives you a floating point number, then use Multiply (float) to multiply that value against the amount of time you want your timeline to run

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looking closer at your screenshots i see the timeline is based on start/stop events

fossil dagger
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like this?

sudden nimbus
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so your going to have to handle the time dilation wherever that is

fossil dagger
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Yes that is handled in the last 3 screen shots of the first message

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In the controller

sudden nimbus
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erm oh "New Time" is only for that Set New Time event

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too complex for me to zone in on the best way to fix it, but just know that time dilation affects everything, delays, timers, animations, etc

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so if you need things to be timed outside of time dilation, you just have to compensate for it

fossil dagger
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I can see that, I'm not sure how to do it on the fly, like in the middle of a timeline

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I'm still playing with things, there is a ignore time dilation box in timeline, though that doesn't fix my issue

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Should I work off the "new track node" from the timeline. Aka the result?

desert juniper
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quick q. there's no built in way to see the AIPerception gizmos in the viewport is there?

gritty aspen
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don t work why

desert juniper
gritty aspen
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yup

desert juniper
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you need to create a custom event, and have that driven by the SetTimerByEvent node

pearl rose
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hey, sorry to interrupt. I am spawning some static mesh on my map (by using add static mesh comp) and I move them at a specific location, but the Navigation doesn't update, so my AI are getting a bit dumb, if you have an idea let me know 🙂

desert juniper
gritty aspen
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ok i will try it

pearl rose
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already did that

gritty aspen
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still doesn t work

desert juniper
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let's see your code

gritty aspen
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ok

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i did it but the ai still doesn t shoot

pearl rose
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Your node on top is not connected

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so your event will never be trigger

desert juniper
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where is this connected to?

gritty aspen
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nothing

pearl rose
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it need to be

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otherwise it won't be execute

gritty aspen
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i want only to let every 5 seconds the ai shoot

pearl rose
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the white triangle is an execute input/output, this is what make your code run in game

gritty aspen
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what i need to put

fossil dagger
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i was able to turn off time dilation for timeline and just branched instead to check to see if time was dilated, and dividing the outcome by the amount, but when dialation is over and the timeline is reversed, it does so from current position

pearl rose
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at least connect it on Event begin play

gritty aspen
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no it didn t work

fossil dagger
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Am I able to affect a timeline node on the fly?
IE. I have 1 second at 25 degrees, say I have time dilation turned off for timeline, how would I effect the time in the timeline during its timeline proccess?

gritty aspen
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see

pearl rose
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@gritty aspen You want to call so I can see better your issue? I save some time for myself, so let give it to someone else

gritty aspen
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i don t have a mic

pearl rose
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It's more about sharing your screen

gritty aspen
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ok 1 min

pearl rose
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and me giving direction more easily

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okay

fossil dagger
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He eats to see your screen so he can guide you via text as you do it

gritty aspen
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ok you can call

fiery valley
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anybody ever have this issue?

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material in editor

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material in game

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heres what my material instance looks like, it looks perfectly fine

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the parent bp is a bit wild but everything works perfect in this aspect

fossil dagger
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how do i get a spot light, to not go beyond a geometry cube?

fiery valley
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Oh nvm I see

icy dragon
fiery valley
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Apologies

icy dragon
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Though to be fair this channel is mainly for logic BP

fossil dagger
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so clamp keeps it in the world at that angle. how to i get it to clamp relative of the actor?

sudden nimbus
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I guess they are getting better about it, with Niagara and Metasound not being called Particle Blueprints and Sound Blueprints so that's progress

hexed snow
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How do you access the microphone in Blueprints? I want to take the microphone input to use it as a controller to change sides. I figure it can trigger when volume goes above 20%.

stuck hedge
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Are there any standard solutions for tracing for any visible part of an object? Normally if you trace to an actors location it will typically be either the center or wherever the origin point of that actor is. So if I traced from the red box to the green box, it would go towards the center and the trace would hit the way. Is there a good solution for tracing in a way that would tell me if there is a line of sight to any part of the green square? Am I stuck running a series of traces to various points on the object to see if one succeds?

wary hare
stuck hedge
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There is no cone trace shape.

wary hare
stuck hedge
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Yeah, I can tell it to try and trace to various points

Am I stuck running a series of traces to various points on the object to see if one succeds?

Which is what I said there, I was just wondering if there was a better solution or a better way to tell if a part of an object is visible.

wary hare
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I use an input and output variable to "transfer" the Target Body to make it easier to look at in the blueprint editor, is there any obvious problem with this approach? I haven't had an issue yet and it looks way cleaner

quasi frost
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I really don't understand why this isn't working. Not moving at all towards the player. Anything obvious that I am doing wrong? Neither fail nor finish are printing.

stuck hedge
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you have a navmesh in the level?

quasi frost
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yes

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Navmesh works as I have other AI that move

stuck hedge
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You've verified the actor is being possessed when you start?

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Is the player's pawn in the level or does it get spawned after start? Is there a chance your AI is trying to move to the player before the player is created?

quasi frost
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No, because the actor is spawned by an AI when the AI attacks the player (This is a projectile)

stuck hedge
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this code is on a projectile?

quasi frost
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This code is on an actor which is spawned by an AI when it attacks the player

stuck hedge
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show me the actor's components

sudden nimbus
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@quasi frost you know about the P key that shows the current navmesh coverage? any actor outside of it wont be able to navigate onto it, even if there is a navmesh in the level

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and if its a projectile using the navmesh, it needs to be within range of the ground itself where the navmesh is

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seems kind of weird to use navmesh for projectiles actually

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but i guess it depends on the projectile

quasi frost
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Well I am just using a simple move to command, is there some other way to move without a navmesh?

stuck hedge
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What kind of movement component does it have?

quasi frost
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Actually looks like something called projectile movement exists, going to try that out

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Ok that worked, thanks guys

lost solstice
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Would anyone know how i could make this so it will move to the closest flat up vector being 0, 180 or -180. I have it working for zero which is easy but kinda stuck on how I would make it work for the other two

sudden nimbus
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just bear in mind that (current + desired) / 2, as well as the code you posted, are both frame rate dependent, so they will run at different speeds on different machines

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that is, assuming the code is running On Tick

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it is better to use one of the built in Interpolate nodes, which factor in the frame rate and the passage of time to ensure that the effect always runs at the same rate regardless of machine performance

proud sable
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Is it possible to trigger an event when an animation state conduit is entered? I have a basic spellcasting system setup. The player can abort an animation early by inputting the key for a different one, but I need a way to set their casting state to false when this happens. "Event > 'Cast Aborted' Entered" would make the most sense if that were a thing as an example

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Ah, found it. Seems like it's gotta be pulled from the transition nodes for conduits unlike states

lost solstice
surreal peak
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(but sure clean that graph)

proud sable
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Almost certainly would be 😅 It's mostly a prototype right now, setting this up took less effort than learning and creating montages, eventually I'll clean it up once I get the rest of the logic working

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And yeah, each character has QWERF+LMB animations (X1) and a second set (X2) if the shift key is held which is why there's so many branches

surreal peak
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Right. Well, Montages are important to learn and it probably only takes a few minutes.

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Yeah that sounds a lot like stuff that should "just" be a Montage per Ability in the Character/or some DataAsset.

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But I applaud you for actually making that graph look clean haha

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Mine looks unorganized after 3 state nodes

proud sable
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I'll get to it for sure, I found montages to be a bit slower for concepting in my case. I found it easier to dip in and out of states than to open up montages and deal with the timeline if I wanted to try a different animation

surreal peak
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Yeah makes sense

proud sable
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Haha yeah I feel that. This thing put spaghetti to shame up until recently

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Reroute nodes would make it a lot less of a headache to deal with but "open" conduits helped me keep things a bit more organized

scenic scroll
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Hi! I have set up water in my map with this plugin https://www.unrealengine.com/marketplace/en-US/product/physical-water-surface
I now want to add soem effects to floating actor like splashes or foam, but I don't really know what is a relatively easy way to do it

Any ideas, tips or tutorials?

Unreal Engine

An easy to use and physically correct water system with great performance. It features a large database of wave spectra for different sea states, an automatic buoyancy system, seamless sea state transitions and extensive documentation.

pure walrus
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this is the most useful shit to my knowledge

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LERP

sudden nimbus
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the naming though- i hope this is some kind of convention on your team and not just some terse naming for yourself

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well i mean i guess its fine as a convention for yourself given how complex managing it must be

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still really nicely set up

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ok some more context down on that (finished reading the other responses) - yeah montages will be a must to grow it from where it is but still very interesting considering alternative approaches

sudden nimbus
dense tulip
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Is there an easy way to substitute a landscape material ? i made my material gray, but now want more of a sand look

sudden nimbus
dense tulip
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oh, i think i understand !! lemme try

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and thanks for the tip !

proud sable
sudden nimbus
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ohhh its a conduit

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my bad i actually have not used them but right, no need to just pass through an actual state

proud sable
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As for the naming, it's essentially just the hotkeys. "Q1" is Q, "Q2" is Q+Shift etc. "A1" is just Attack (LMB) shortened down

sudden nimbus
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i could see how this could be useful to test different chains of animations rather than constructing N*M montages and using the (way more cumbersome) montage editor

proud sable
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Yeah I'm really not a fan of the montage editor so far. I haven't settled on the final animations yet and the editor was super tedious and unintuitive compared to state machines for me at least. For some of the less straightforward spells I'll have to use montages eventually though 😋

sudden nimbus
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oh yeah its a royal pain tbh

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rated "best thing for epic to rewrite" 3 years in a row 😛

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welllll actually i might think of a few more dire

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even when you look at animcomposites- the concept is good but it does feel like theyre introducing new features to patch over the problems in the animation tooling

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instead of just fixing it

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still, you wont be able to completely avoid montages

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things like notifies and notifystates are the bread and butter of how gameplay intersects with animation, and that's what montages are designed to enable

winged fern
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So I'm switching between players using possess and unpossess, problem is when I run or jump the 1st player and switch to 2nd player immediately, the 1st player play the run/jump animation. Someone plz help. Tried using delay not working...

sudden nimbus
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I imagine it defaulting to run/jump or something, and when the controller is gone, it errors out and sticks at default

winged fern
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Even the physics is not working like hanging the player when jump

sudden nimbus
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are you using something standard or did you write the logic for handling jumps yourself, or....

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unreal is very big and flexible, I don't know what your setup looks like enough to help

winged fern
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Third person Template

sudden nimbus
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ahh thanks

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ok, check for errors in the PIE log

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if you are doing standalone, play with PIE

winged fern
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Defaulting when controller is gone

sudden nimbus
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click the arrow next to Play Game or whatever and choose play in editor

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the editor will be very obvious with errors that occur while running your game this way

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if you are using third person template and you haven't majorly changed it, then likely it is going to yell about the problem in PIE

winged fern
sudden nimbus
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yes so I think TPS has a variable in the animbp of "in air", my guess is that is set to true-- use the Animbp view, set your debug target, and you'll be able to see the floating permanently falling guy in the preview. you can then look at the value of In Air, and inspect the event graph part of the blueprint. But my guess is you are getting an error and you don't know about it. Check Message Log

winged fern
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Message Log is empty

inner summit
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hi guys
how we can write data asset to the .sql file and read this ?

sudden nimbus
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or Launch Game, because apparently people like waiting to play their games

proud sable
sudden nimbus
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throw it at us, screenshot away my friend 🙂

winged fern
sudden nimbus
# winged fern Both

yeah thats fine- in fact im not sure unpossess is even needed, but it wouldnt cause a problem by default

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So use Play in Editor, then open the animation blueprint for your character, then while the game is running look for this in the animation blueprint:

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after you switch once, and the character is floating in air, switch to the one that shows a character floating in air

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somewhere in the Event Graph part of that animation blueprint, there will be something like this (it could be in a function instead of EventGraph but i doubt it based on how epic structures the template animbps):

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you can use CTRL+F in the blueprint and type "in air" to find things that mention "in air"

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or "is falling"

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you can then hover over the pins in those blueprint nodes and see what is going on for that character

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is it showing as falling according to the movement component?

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(btw on a side note i feel like to best help everyone i should just install a copy of every template epic has)

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this is what it looks like in the ThirdPerson_AnimBP that comes with the third person template

winged fern
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You mean this

sudden nimbus
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Yes

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So I just wired up something similar on a new third person template project

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hit left mouse, and

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this is why we need more info to help, because there is likely other things being done that affect it

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umm not sure what you mean but if you mean this:

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...then thats a weird angle because its at the edge of 1 4k monitor and details is on the next

#

for demonstrative purposes

#

ive literally only changed the player controller and set up a left mouse event here, no tilt code 🙂

#

sup old player 😛

winged fern
#

Just try jumping and in the air unpossess the player

sudden nimbus
#

fighting urge to add foot ik aghh

sudden nimbus
#

ayyyyy!

winged fern
#

Did the jump loop look awesome

sudden nimbus
#

oh yes its glorious

#

so this is saying that character movement comp says its in the air (because it is)

#

by default character movement comp is responsible for applying gravity as part of its operation

#

controlled by this

winged fern
#

I think GAS Jump ability will solve this problem.... Any other technique to solve this

#

But there is play montage and wait

sudden nimbus
#

oh man dont jump into gas at this stage

#

gas is great but its complex

#

so this is an interesting experiment

winged fern
sudden nimbus
#

here im just telling manny2 to jump without possessing

#

it does not actually work

#

so in the default third person template at least, something is configured in such a way that jumping does not function when not possessed

#

what that is is as of yet a mystery to me

#

certainly in my project i have AIs jumping dynamically

#

oh its probably because character movement needs a controller to work

#

yep

#

so if you were to, say, add an AI Controller to it

winged fern
#

Not just jump, running too, there is running loop

#

when un possess

sudden nimbus
winged fern
#

i tried stop movement but player float in the air

sudden nimbus
#

Is there a good way to tell the character to just spawn its AI Controller Class property?

#

not sure why its not doing it on its own here

#

once manny has a controller

proud sable
#

No idea if this is helpful, but this is what I had set up in my level blueprint for character switching. Never ran into any issues with getting stuck in animations while unpossessed.

#

When the switch key is pressed this is executed to set the input pawn as the new controlled character

sudden nimbus
#

So this works @winged fern

#

you have to have some controller on the old character in order for it to continue processing character movement correctly

sudden nimbus
#

Yes, do that

#

That way it will obey "AI Controller Class" on your character

dense tulip
#

how do i add an image on top of a landscape so i can edit the landscape ?

sudden nimbus
#

but if you leave it controller less itll stop where it is

sudden nimbus
#

you mean like a reference?

dense tulip
#

to know where to up the landscape .. yes as a reference

sudden nimbus
#

interesting, that will probably involve some staging in the landscape material, recommend #graphics or #visual-fx but responses are slower, be patient

#

i think it wouldnt be trivial, theres no built in feature for it

#

that i know of

winged fern
sudden nimbus
#

🎉

#

you could create a texture of the reference, then put it onto a plane (far) above your map

dense tulip
#

i would just put the image over the landscape .. then push it down a bit .. then work the landscape

sudden nimbus
#

then use a secondary viewport to view it

#

but im not sure how youd easily see your first viewport in it

dense tulip
#

i would move the image in the water

#

should allow me to see where peaks are

sudden nimbus
#

actually yeah you could just move that plane around (on Z) as needed on a second viewport, on your first viewport be in landscape editing mode

dense tulip
#

what i'm not sure is the import part, i have the image, but not sure how to place it over the landscape

sudden nimbus
#

getting it into the editor as Texture 2D is easy enough, but you'll need to use it in a material to scale it to the default plane mesh unless you want to make a mesh specifically for it

dense tulip
#

Here i did Fish Island 🙂 used landscape tools but i want to do Turtle island .. which is not as easy ! 🙂

coral pebble
#

Would anyone know how to setup input for an Uppercut attack? I’ve been messing around with bools but I accidentally prevent the player from attacking

sudden nimbus
dense tulip
#

4.26 water

sudden nimbus
#

ahh yeah splines will be fun haha

dense tulip
#

well, i think it is .. working with EasySystems kit

sudden nimbus
#

what's that do?

dense tulip
#

its a project that grows and i can take the parts i want

sudden nimbus
#

one of these?

dense tulip
#

Easy Survival one

sudden nimbus
#

huh, they have spline editor stuff or something?

#

not going to buy something that expensive just for it but I'm curious

#

oh I misparsed what you said

#

it's the water that comes with it

dense tulip
#

yes

sudden nimbus
#

well if you have a water brush actor in your scene then it is 4.26 water

#

if not, it's not

#

which tbh might be good if you are sculpting islands meticulously, it's really hard to do with 4.26 water

dense tulip
#

Maybe its not .. im not experienced enough to be sure

sudden nimbus
#

4.26 water is really incredible but it's not prime time ready just yet and some things are downright difficult

dense tulip
#

it uses a BP for the water plane

sudden nimbus
#

the 4.26 water dynamically modifies the terrain based on splines

#

using the new edit layers introduced in Landmass

#

and the blueprint edit brushes

#

so you can place rivers and lakes into your terrain and it automatically modifies it to accommodate

dense tulip
#

Not sure which version of water i have

sudden nimbus
#

it's a third party water plane based system, which is probably fine for most use cases

#

not a built in thing, there was no water in-engine before 4.26

#

well in any case keep on making cool islands :-) doing an ocean game?

dense tulip
#

Yup

sudden nimbus
#

noice

#

the hardest thing in regular plane based oceans is getting the boat to follow waves

#

often you get waves with those, but because the gerstner waves are done in the material, there's no good way to query it so that the boats can sit on top of it (usually)

dense tulip
#

this is the map i'm working on !

sudden nimbus
#

4.26 water does allow for this, though you have to dig into a bit of c++ to do it, and right now getting both the height of the wave and it's normal is more expensive than it should be

sudden nimbus
dense tulip
#

Still dont know how to place my turtle image over the landscape 🙂

sudden nimbus
#

sounds like this is not a precision mapping thing so just drag the turtle picture into unreal (make sure its square, if its not, open it in an image editor and paste it into a square canvas and export it)

#

actually needs to be power of 2 to work correctly unless unreal has that covered by default

#

then place a Plane primitve

#

and drag the image from the content browser onto the plane

#

size that plane how you want

#

like i said before, theres no builtin tool for this

#

so you have to use the primitives the engine gives you to approximate a good "reference" work flow

#

by power of two i mean 512x512, 1024x1024, 2048x2048 or 4096x4096

dense tulip
#

Thansk a lot, i think i will succeed, but i have to go out, will be back in a short

sudden nimbus
#

best of luck on this project 😄

dense tulip
#

How do i apply an image to a plane ?

wise raven
#

When i possess another pawn, all inputs of my previous pawn get blocked, how can i prevent this?

sudden nimbus
sudden nimbus
dense tulip
#

Duh !! i should have figured it out .. grrrr .. i feel so stupid sometimes !!!

#

Thanks a lot

sudden nimbus
#

occupational hazard

sudden nimbus
#

but if you want to control both at once, you'll probably want to handle the input on Player Controller and dole out that input to each pawn you are interested in

#

a controller can only possess one thing at a time

wise raven
sudden nimbus
#

but you want movement to be on the vehicle?

#

it's probably better to have the vehicle have it's own camera and it's own boom, sized appropriately for the vehicle

#

assuming a third person camera

wise raven
#

the vehicle has its own camera and spring arm

sudden nimbus
#

yeah so then that camera boom would have Use controller rotation set and you would possess the vehicle actor itself.

#

the vehicle also would handle the movement input

#

if you want certain actions to go to the character sitting in the vehicle, you would probably want to have a reference to that character and have the vehicle responsible for passinf the input action to the character

wise raven
sudden nimbus
#

you could call a function on the vehicle telling it "this character is driving you" and have that save it onto itself, then have the vehicle have the input action events on it and call the functions on the character

#

to do this you'll cast the character (or have it passed in as, already) your more specific character subclass

#

unfortunately you can't just pass on an input action, whether against a Character reference or your more specific subclass, so you'd need to have a custom event or function instead

#

pro tip here, set up your character and vehicle base classes so that you can share this logic regardless of what vehicle mesh or character mesh is being used

#

that way you can drop in new blueprint subclasses of those classes easily, and play around with different types of characters and vehicles

#

always nice to grab a new character off the store (or out of your DCC workflow) and have all the logic work without breaking what already works

wise raven
#

So the character reference is already set up, I just need to provide proper rotation info into the anim bp

sudden nimbus
#

so I wouldn't actually drive rotation on the driver in animbp

#

I would instead have the vehicle have an arrow component that precisely identified where he would sit, and then use attach actor to actor

#

then just have the character animbp have a driving animation

#

and you could even do hand ik on the steering wheel if you want to get fancy

wise raven
#

the prob is my player uses a camera manager

#

and the vehicle pawn has a cam with spring arm

sudden nimbus
#

the player controller has the camera manager

#

if you possess the vehicle the default implementation on the player controller camera manager is to set the possessed actor as the view target, and then ask it what camera it should use

#

the default implementation there just takes the first one

#

so when possessing the vehicle, that means the camera on the vehicle will be shown in the viewport

sudden nimbus
#

why is that a problem though?

#

you want the vehicle camera to take over when you're driving

#

i swear i actually work on my own game btw

#

just not on holiday when i want to have more fun helping folks 🙂

#

who am i kidding my game is crap 😛

wise raven
sudden nimbus
#

self deprecation! its a useful skill

wise raven
sudden nimbus
#

no im confident in the project im on, im trolling. but i do have to say, theres some great stuff other folks are working on and i spent the last few years learning unreal and i just want to give back

#

so, why is it a problem?

maiden wadi
#

If you're talking about creating something like Farcry vehicle style where you can look around inside of the vehicle while driving, maybe even lean out of the window and aim sort of thing, you handle all of that on a seat actor. Seat actors get added to the vehicle. Players possess a seat, player character gets attached to seat and seat updates their anim blueprints. Seat has it's own camera and controls. One seat has vehicle authority to process some input into the vehicle to make it move. Doing this will keep your code very clean and allow for a lot of expansion.

sudden nimbus
#

oh yeah a good abstraction beyond the vehicle itself

#

but ultimately there's one "driver", so the movement input of the vehicle comes from a specific player controller

#

could be modelled as a special "seat" that the vehicle drives movement input from

#

kinda makes me want to make a vehicle game, mine has no vehicles (maybe horses at some point)

dense tulip
#

Work in progress 🙂

sudden nimbus
#

heyyy looks like you got the texture in

dense tulip
#

i did 🙂

sonic pine
#

Hiho someone knows a way to create a "smart" Variable/Details???

#

actually i have different Settings in different Variables

sonic pine
#

Wildcard = Ark?

#

that would be very nice ^^

#

What i mean is, if i select Type = weapon a new Dopdown will switch to all weapon typs (Smword, Dagger, Wand)

#

The simpelst way to start is 3 different Parent-Items Parent_Weapon_BP, Parent_Armor_BP, Parent_Jewel_BP

My Idea is to have one Parent_Item_BP and this item can be switched to every Type of Item

Item Settings:
Type = None, Weapon, Armor, Herb
Specification: None, Sword... , Helmet... , Bluberry...

#

If this isnt posible, its ok, than i will create different Partents to create all itemtypes ^^

cedar viper
#

question guys, why if when i set the "Capsule half height" of my capsule component to a lower number, the actor shrinks down to the ground

gritty aspen
#

i want to let when the player touch the ennemi the game move scene show but the probleme is that when the ennemi touch anything the ennemi destroy

cyan surge
#

Most effective way to get total view port size?

#

Oh,

maiden wadi
#

GetViewportSize

cyan surge
#

Yea 😅

gritty aspen
#

no no not that the probleme

#

i want a blueprint to know whem the player touch the ennemi a widget appear

cyan surge
#

Whats the most effective way to space out an unknown amount of UI elements?

worthy frost
gritty aspen
#

then what i need to use

maiden wadi
#

A normal UserWidget

gritty aspen
worthy frost
#

that is an Editor utility widget

#

not a game user widget.

gritty aspen
#

ok i have change it

#

now what is the blueprin

#

t

maiden wadi
#

The short version is that you just need a UserWidget class. When you want the game over to display, your code needs to call CreateWidget with that class type, and then use the returnvalue pointer from that to call AddToViewport.

gritty aspen
#

didn t work

#

i touch the ennemi and nothing happen

maiden wadi
#

Then your widget isn't getting created, or your overlaps are not running correctly.

gritty aspen
#

can yo give me a photo or a video to copy it

icy dragon
gritty aspen
#

i need only example for blueprint

burnt berry
#

Is there a way to have ordered categories in the blueprint details panel? Or change the order of those categories in any way? Right now it is a mess, and it is not even alphabetically sorted.

maiden wadi
#

Honestly speaking. You won't care after a while. Use the search function if you're in a hurry. You'll end up with a lot more pressing concerns than the editor's property list being in order.

#

Although if I had to guess from glancing through source files, the order is the order that the properties are in, in the .h files containing them.

wary tinsel
#

Would be possible to "reverse" a spline logic? move an actor on a spline slower when Spline points are closer and faster when they are far?

maiden wadi
#

Keep a full spline distance and logic based on that instead of the points between splines. Then your speed should be steady regardless of spline point distances.

#

Alternatively. It's possible that you could get the point to point distance and turn that into a multiplier based on how large it is compared to the full spline.

versed path
#

Hello guys, where do you recommend a content on BP, but not only basics rather the full features tutorials on everything

wary tinsel
#

but playing the car on the spline make it look spastic when points are closer, when in the reality it should move slower

maiden wadi
#

@versed path Realistically, there is no such thing. Learn some C++ and read through source code. Beyond that, your blueprint understanding will vary based on what you're intending to learn. Time and practice.

tropic olive
#

Hi
With which node can I make my actor or pawn move? (I know how to set the target location but idk which node should I use)

devout kelp
#

Ok so there’s plenty of plugins and guides for sending emails via blueprint, but does anyone know of a way to READ emails from an email account?

tropic olive
#

But what about if I would like to move an object - for example a sphere as a projectile?

#

Thanks a lot i will try it

devout kelp
#

I’ll look into that, ty

icy dragon
clear plover
#

HI, i make a runner game, and when i spawn Platform behind each other the ball, that i controlle jumps into the air, when he comes over the connection between 2 Plates.

Is there a Problem with connection these properly (i checked all possible position, there are perfect in 1 line)

Thanks.

arctic ore
#

Hi everyone, can anybody help me? Im using this blueprint for switch cameras, but when i switch is blinking my media. Does anyone know what node can i use in place of "Set view target with blend" ?

clear plover
#

Or is there something wrong with the collision, when 2 Actors came near eachother ?

fleet cedar
#

what happens if you make it the slightest amount smaller on both @clear plover

#

Like .9998? Or slightly bigger and see what happens if they overlap, 1.001

icy dragon
wraith comet
icy dragon
arctic ore
#

Yes i have sequence in my Blueprint! Ill try explain better what im doing

#

Im simulating studio camera with media player, i dont know if its the right thing to do.

#

i recorded my presenter on chroma key, now im doing virtual camera cutting tests for broadcast

#

Maybe is blinking because its media player?

gritty aspen
#

guys who can help me in my game i have lot of problemes

proven shadow
#

Does anyone know if there already exists a character creation blueprint which mainly focuses on the swapping of assets?

#

I have multiple assets which I want the user to be able to go through to create a character, and am looking for either a tutorial on this or something already made in the marketplace

arctic ore
#

you see when i switch camera blink

#

There is a blink with black in my media

#

@icy dragon You think the node "set target view with blend" is causing this?

gaunt monolith
#

why not use sequencer for camera cuts?

arctic ore
gaunt monolith
#

you have player controller plugged into target, shouldnt that also be a camera?

arctic ore
#

that is what i have

#

Im starting to think its blinking because im testing with media player and not a plugged camera, make sense what im thinking?

tacit lake
#

Any reason why the get instance transform is failing?

#

It's spawning all the actors at 0,0

candid nest
#

do anybody know about iclone i know little only

nocturne relic
#

Could someone help me with the logic of this, i need it to stay true when i hit A and W at the same time and release one to still stay true until all keys have been released, its for a walking animation

nocturne relic
#

Either that or manually program each state possible

desert juniper
#

no one manually programs any of this. it's an extremely poor programming pattern to do so

#

completely unsustainable

nocturne relic
#

yeah, ill look into blend states

desert juniper
#

🙂

proper wyvern
#

Does anyone know why some entries of my array of saved actors and being invalid when I try to access them?

desert juniper
#

In the future, if you ever find yourself creating a bunch of booleans for what state the player should be in, look instead into State Machines or Finite State Machines

proper wyvern
#

What do you mean?

#

They're valid when I save them 100%

desert juniper
#

but do you ever destroy them?

proper wyvern
#

No

desert juniper
#

Are they ever somehow removed from play?

proper wyvern
#

They're not

#

They're all valid when I save them but invalid when I try to load them

#

Not sure what could be causing this.. unless I should be saving an array of actors at all? I'm using the SaveGame BP's

#

although it has the right lenght

gentle urchin
#

You cant outright save actors

proper wyvern
#

I'm thinking I should save data that's able to reconstruct the actors instead of saving the actual actors

desert juniper
#

^

#

I was just about to recommend.

#

usually you spawn in new actors with the serialized information

gentle urchin
#

Some plugins allow saving of actors, but im sceptical to the reliability of those...

proper wyvern
#

that's a good point

earnest tangle
#

The way actors are saved is by saving data on how to reconstruct them

#

There's no way to save the actor without doing that

proper wyvern
#

yeah, I'd rather not use plugins for this

earnest tangle
#

Basically the way it works also with the plugins that do it is they save the actor's class, name and some other data, and then call Serialize on the actor which will serialize its members into binary

#

Then this whole thing is saved as a struct

proper wyvern
#

Would I gain anything by doing that in C++ vs BP other than performance?

#

Are there some things you can do in C++ only?

earnest tangle
#

You can't really do it easily in BP's afaik

#

since you can't call MyActor->Serialize(), nor create the necessary data readers/writers

gentle urchin
earnest tangle
#

You'd need to do it much more manually if it's pure BP's (eg. manually create a struct that can contain the relevant data)

desert juniper
earnest tangle
#

@gentle urchin yeah it's fine

desert juniper
#

at most you take a MINUTE hit for a single/couple frames during loading

#

which shouldn't matter anyways since it'd be during a loading/saving phase

earnest tangle
#

Personally I'm using EasyMultiSave in my projects, primarily because it was free on the marketplace at one point. It's quite handy for dealing with saving

#

There's a few other options on the marketplace too which I hear are good

proper wyvern
#

So what I'm actually trying to do:

  • Go from the main "multiplayer" level to a "garage" or "base"
  • Build something at the base
  • Save that info (trying now with a save game, will need to send that to the server/save to a database if everything is working
  • Reconstruct it in the main multiplayer level
#

Does that sound like a sane structure?

desert juniper
#

yup

proper wyvern
#

Ok good

#

Anything you guys would do differently?

#

Or, something to watch out for?

#

Other than cheating I guess.. that will be a concern for later

earnest tangle
#

If you're going to run the server with UE as well, then the server should probably be able to save it based on its data on the game state without needing to send it over

proper wyvern
#

yep, ue dedicated server

#

but if the server crashes wouldnt it lose that information?

#

I need to save it somewhere

earnest tangle
#

If it's not saved then yeah, you could probably have the server autosave periodically if it's a concern

proper wyvern
#

Do client stuff -> Validate in the server -> Save to db?

#

Ok, I think I got it

#

Really appreciate the help folks

nocturne relic
#

@desert juniper How exactly can i find out how fast my character goes? When i set it to 10 as in the video, the animation never switches to walking

desert juniper
nocturne relic
#

Ive done that, still does nothing

desert juniper
#

in your blend space you should have a horizontal axis and a speed axis

#

in the actual walk/run state you should set that blendspace variables

#

is that how you have it setup?

nocturne relic
#

Exact same

desert juniper
#

did you apply the blueprint bp to the character?

nocturne relic
#

Im not sure what you mean with blueprint bp

#

Do you mean the animation bp?

desert juniper
#

with the correct skeleton?

nocturne relic
#

Yes, all other animations work

desert juniper
nocturne relic
#

I can switch to hitting

#

And back to idle

#

Just when i walk it doesnt switch

desert juniper
#

ah i didn't know you had other animations

#

you probably set those up without a proper animation BP

nocturne relic
desert juniper
#

oh you did do them there. is your enter and exit conditions to walking setup correctly?

nocturne relic
#

I fixed it, i just removed the connection from walking to hitting and now the animation plays

warm summit
#

I am using Inheritance with my BPs for the first time. I have successfully made a Parent and Child BP and have used the Logic from the Parent, in the Child. Now I am wondering how I can add unique logic for the Child after the shared logic for the Parent?

desert juniper
#

oh maybe you don't have the entry node from walking -> hitting setup correctly then

warm summit
#

I have this basic logic chain in my parent, I will add more pins to the Sequence to give more functionality.

desert juniper
#

@warm summit

nocturne relic
#

Thanks for help anyway 🙂 @desert juniper

warm summit
#

But since I am starting with a custom event.... I don't see that in my RClick menu

#

perhaps I am building things wrong in my parent?

desert juniper
#

call the same event the parent has. this will effectively override the parent function/event

#

then we call the parent (the second node)

#

this will run all the logic the parent event/function specified

warm summit
#

ok so I am actually calling the logic from another BP. BTW I am an artists trying to learn to program so I am not super great on the terms....

desert juniper
#

afterwards, you can run your custom child logic

warm summit
#

so this is from my Root BP, a central hub where i keep track of stuff

#

and this works just fine

#

I am actually spawning one of the Child BPs and this is successfully giving me the base functionality from the parent, but I am not sure how to chain on the custom func of the Child.

desert juniper
#

sure. so your child needs to override the parent event

warm summit
#

ok cool

#

but can you explain how 🙂

desert juniper
#

absolutely

#

so. you created an event on the parent BP

#

what is it called?

latent valve
#

Hi, does anyone know anything about the animation?

desert juniper
warm summit
#

The very first one is "EditVariables" then it calls other Custom events as part of the chain

#

this does not need to be extended

#

this takes the in put and does the things to the data

#

at the end of that are these custome events

desert juniper
#

okay now open the child blueprint

warm summit
#

okay

latent valve
#

Ok.

desert juniper
#

and right click in the event graph and type in "EditVariables"

#

do you see the event pop up?

warm summit
#

yes

desert juniper
#

cool, so click on it. you are now overriding the EditVariables parent event

#

that means if you call this event on the child, all your previous custom logic won't run

warm summit
#

ok ... heh...?

desert juniper
#

so now we want to call the parent functionality back

warm summit
#

cool carry on 😉

desert juniper
#

so right click the event, and select the "Add Call To Parent Function" option

warm summit
#

I don't see that option when I R-Click

desert juniper
#

screenshot please

warm summit
#

but not sure how to show you my r-Click menue

desert juniper
#

no worries. it doesn't show because that was the wrong selection. so what you selected was an option to RUN the event

warm summit
#

k

desert juniper
#

remove that and lets try again

#

right click on an empty spot in the event graph and type in EditVariables

#

take a screenshot with Win+shift+S

warm summit
desert juniper
#

you are on the child BP right?

warm summit
#

yes

trim matrix
#

why this is showing error

#

when I am casting to game instance

#

I am making saving and loading for a high score

earnest tangle
#

what error

desert juniper
# warm summit yes

and that's the only option for the event you see? type in the entire phrase "EditVariables"

warm summit
#

duh call function?

desert juniper
#

😄

trim matrix
desert juniper
#

yes that one

earnest tangle
desert juniper
# warm summit

now right click it, and select "Add Call To Parent Function"

warm summit
#

yep

desert juniper
#

and connect the two

warm summit
desert juniper
#

that's it 🙂

warm summit
#

then add my additional logic off this?

desert juniper
#

you got it!

warm summit
#

thank you so much!!!!!!

#

I will comeback to report when I have it working

#

I am so grateful for your help, anything else I should be aware of?

#

this makes good sense to me I think but let me just verify. Now when we call this custom event from the ROOT BP, it will Run the Parent stuff, then we can add what ever beyond that?

desert juniper
#

that way you're not taking care of each variable individually

warm summit
#

yea I am using structs for all my Data variables and instructions about how to process the input to manipulate them

#

still getting my brain around good organization....slowly

desert juniper
#

because the parent function/event doesn't know any additional child logic exists

warm summit
#

right...

#

I watched the old Zach from UE vid on BP Coms

#

he points out with Casting that you can cast to the Parent will get the children

desert juniper
#

the other way around. the parent doesn't know about the children.

warm summit
#

but why do I have to cast, If I am getting a specific Actor out of these arrays?

desert juniper
#

you can get the parent from the children easily

#

what is the actor bp?

warm summit
#

Its got a Niagara System in it

#

I am piping midi input in and manipulating custom Params of the Niagara system

desert juniper
#

you know what, let me write you a simple example scenario to explain.

warm summit
#

great thank you!

desert juniper
#

Alright here's what I came up with. hope it clears up inheritance. it's to do with an inventory system, as that's the easiest way I've found to explain it, but you should be able to understand how you can use inheritance for any other situation

desert juniper
# warm summit great thank you!
Item (Base class: Actor)
- Base BP that holds important data like Name, Description, etc
- has an event called "Interact" that simply prints "Interacting with <name>"

BP_Flashlight (Base class: ItemBase)
- Has item specific variables like "IsOn" and "Brightness"
- has a function called "TurnOn" and another one called "TurnOff"
- Overrides parent "Interact" event with logic to call either the "TurnOn" or "TurnOff" functions


I have an inventory that stores an array of type 'Item'
When I want to interact with the flashlight, I can simply call Item->Interact on the flashlight
The flashlight will override the parent event, and automatically run the correct "TurnOn"/"TurnOff" logic specific to the flashlight class.

The inventory doesn't need to know that the item was specifically a flashlight, it just needs to know it has the ability to call the "Interact" function

Because the inventory only holds type Item, it doesn't know that it is holding a flashlight, and doesn't know that the flashlight has extra functions/events. That's because the Item class doesn't know any of those exist. It's only responsible for the "Interact" event

If we DID want to specifically call those, we first have to take the Item, cast it to a BP_Flashlight, and then call any custom flashlight logic (such as TurnOn/TurnOff)
warm summit
#

thank you I will look this over and comeback with any additional questions, thank you

tropic olive
#

Hi
I just created a simple blueprint to move an object but it does not work. Any idea why and how to fix?

gentle urchin
#

Requires nav mesh

#

If its a bullet id try projectile movement tho

tight schooner
#

Sometimes my categories for functions, dispatchers and etc. get duplicated in the UI like this. Textually they're the same category... I checked for trailing spaces and whatnot. Does anyone know why this happens?

#

I see this one constantly...

reef narwhal
#

Does anyone know a good youtube channel or other free plataform that teach how to begin on blueprints?
Thx

wide summit
#

Any way to get default values from components to display when looking at a data only blueprint?

Tried setting component variable to Public and Editable when Inherited on parent class.

gritty aspen
#

i want to let this ammo when touch the player but the health bar go down but it didn t work

fringe frigate
#

can you have multiple animation state machines?

sudden nimbus
#

sure

fringe frigate
sudden nimbus
#

by using Blend nodes higher up in your animation blueprint

fringe frigate
#

okay thanks!

tired chasm
#

Hey guys. I'm trying to get movement feeling right when sliding on ice on my 3rd person character. I don't like the result of using the character's speed/velocity to control the animation because the walking animation will play while slowing down when the player wants to run in a different direction. My solution to this is to have the analog control the walk/run speed. however...

#

I just including strafing as well and not sure how I can go about getting the same feel when walking sideways and still have full 360 movement.

#

anyone know how I can do this?

#

This is how I'm getting the strafing to work currently, but this obvs ties the animation to the character's velocity and not the analog input.

wide summit
#

I don't understand the problem you're trying to solve.
Is it with the way the animation looks or the way the character physically moves while on ice?

tired chasm
#

The way the character moves on ice. So if the character is sliding west, and the player wants to walk East and is tilting the control stick all the way, I want the character to run, even if they're slowing down.

#

sorry, I guess it's a bit hard to explain 😅

wide summit
#

heh np, I think I see what you're going for now

#

So I guess right now you have a blend space where velocity controls which animation to play

tired chasm
#

Yeah it's not the most realistic solution but it doesn't have to be for what I'm doing

#

Yeah for strafing that's what I have for now.

#

This is how I got it working before adding strafing.

#

I like how this looks but dunno how to do it with 360 movement

wide summit
#

hmm

gritty aspen
#

what is the probleme

#

it don t work

tired chasm
#

trying to take away 25 health points I presume?

pine idol
#

I can't move ANYthing in the edtior viewport. no meshes, actors, etc. I have to manually enter the numbers. any idea why?

tired chasm
#

player health

tired chasm
wide summit
#

@tired chasm I'm thinking all you need to do is let the controller input drive the blend space instead of velocity

tired chasm
#

OH!!!

#

let me try that

pine idol
#

I don't believe so, where can I find the levels window to check?

#

found it

tired chasm
pine idol
#

no, it's not locked @trim matrix

pine idol
#

appreciate it. lol

#

yes, i've restarted several times

#

no version control, though I am interested in finding out which one would let me just fully revert EVERYTHING back to a previous commit

#

@trim matrix Figured it out. FOR SOME REASON, changing near plane clipping, affects it. lol

#

have to change it higher and restart

#

maybe? No idea, i'm def not diving into the engine to find out why. lol

sudden nimbus
#

that's weird

pine idol
#

on another topic, in my space game, the space is very, well, dark. lol. But I want a way to ensure that you can always see your ship clearly, with a certain level of brightness. The only way i thought about doing this, putting a spotlight above every ship, but obviously that would also brighten anything near it as well. What other solutions do you guys suggest?

sudden nimbus
#

you could use exposure compensation and/or skylight to do this

#

i think exposure compensation would be pretty important here because you dont want the scene to be too bright when there's a bright emissive star in view for instance

pine idol
#

hmmm, i'll try that out. thanks. 🙂

elfin robin
#

Hello, I have been having so much trouble trying to get a full body health system working last 4 days. I'm a complete noob so anything I might have missed would be great.

I have already set up a full body damage system so when I shoot AI in legs, arms etc it does less damage. I done that using physical materials.

I wanted to make a full health system for my character. Using the physical material I set up.

Things I have done.

Set up mine and AI character mesh with Physical materials on all body parts.
Changed AI to use point damage (they still can't hit me).

Set up variables for health and binded them to progress bars.

If I change back to using damage event I can receive damage again.

Sorry if that's confusing I'm pulling what's left of my hair out over this.

No matter what I change I can't get this to work. The AI does no damage to me as soon as I change to point damage from damage system. I can still kill them but they can't harm me.

faint pasture
elfin robin
gritty aspen
#

what is the solution

broken wadi
#

Why is currentPlayer always empty? This is the "captureZone" blueprint and I'm trying to do collision detection with a "flag" blueprint but the problem is that I can't seem to read or set data on the "firstPersonCharacter" blueprint because its coming up as none / empty even though the event graph editor lets me get and set variables from the "Current Player" variable as if it were working properly.

sudden nimbus
#

based on your My Blueprint editor it looks like you are not setting it at all

#

unless some other actor sets it up or perhaps you are doing it on the instance in the editor? (which is unlikely)

broken wadi
#

That seems like it could be the issue, im not setting it, I'm thinking that all I need to do is get the blueprint.

sudden nimbus
#

use Get Player Character, and cast it to the FirstPersonCharacter class or whatever it is called

broken wadi
#

YES!@trim matrix

#

thats it

#

I assumed that I didnt have to get player character then cast because I was simply dragging "currentPlayer" which is the firstPersonCharacter bp and trying to just use it right away.

#

Thank you @sudden nimbus

sudden nimbus
#

np!

tranquil gorge
#

hello :). I wish to know how i can stop the springarm from rotating back to center durring rotation lag and lock its rotational value in the last direction the character was pressing in outside of a certain range. for example if while the imput axis values for right were more than -.5 and less than 0.5 the rotation of spring arm should rotate back to center. but if if the value of right input axis were more than 0.5 or less than -0.5 than the springarm should lock its rotation in place relative to the mesh. im having trouble making this part and ill show my blueprint

broken wadi
#

So it was like the code knew about my vars but it was just being sent an empty framework thing without any actual data inside of it.

tranquil gorge
tranquil gorge
sudden nimbus
tranquil gorge
sudden nimbus
#

rotation lag does not require the spring arm to return to a specific rotation either. Again, if you want this behavior sure, but I have a spidey sense that you think its required that the spring arm "return" to a specific spot and it just doesnt need to do that

#

if you are observing that then i think the reason probably has more with how you are changing the rotation of the spring arm

pine idol
#

is there a version control that allows reverting the entire project to a previous commit? i used git, but it doesn't seem to work too well..

#

I've only found a way to revert one file at a time.

#

and even that is problematic

sudden nimbus
#

you can revert a file but that is not the same as going back to a previous commit

#

revert actually creates a new commit, that undoes the changes from a previous one

#

you want to "check out" a specific version

#

git checkout commit-id for instance

pine idol
#

and that works with UE?

sudden nimbus
#

ehh i mean some people use git for UE

#

so yes

pine idol
#

i'll try that method then.

sudden nimbus
#

just make sure to have a non-git copy of your project around in case something goes horribly wrong while testing it

#

git is not the most user friendly tool 🙂

pine idol
#

yeah, i have a few TB of space, so currently, i've been doing that. lol

#

is there something more user friendly you'd suggest?

sudden nimbus
pine idol
#

ahh yes, i'll check that out. thanks

tranquil gorge
sudden nimbus
#

so this is mine

#

my camera does not "snap" back to a rotation* or anything like that when i stop moving my mouse around

#

im still not clear if you are aware that it doesnt do it by default and you want it to do it as a stylistic choice in your game or if it is happening for you for other reasons and you are just trying to work with it instead of fix the underlying issue

tranquil gorge
# sudden nimbus so this is mine

ok so the coming back is observed only when you have use pawn cont rotation off. that setting overides camera boom rotation lag setting.

sudden nimbus
#

it doesnt override it

#

if you turn that option off you need to manage the rotation yourself and I suspect that's why its snapping back for you

#

you can have pawn control rotation and camera lag and write no code, it's great :-)

#

but you might want to tweak it to do other things, that's why its an option

#

(it's not really no code ofc, the controller still needs to feed the input axes into the pawn rotation input)

tranquil gorge
# sudden nimbus it doesnt override it

well i think the issue is not that im unsatisfied with these settings its that when i go to try to tweak them or add to them as you said with extra code of my own im confused on how to get my code to working

sudden nimbus
#

can you post the blueprint you use to rotate the spring arm? whats above shows location* on the camera itself

#

(oops yeah its location, which is odd, but maybe FollowCamera isnt whats at the end of your spring arm?)

tranquil gorge
sudden nimbus
#

you arent changing anything on the CameraBoom here

#

and technically that first SetWorldLocation on FollowCamera does nothing

#

because you are just taking the current location, and then just assigning it again (??)

tranquil gorge
#

bc i knowticed that when tracking the location the only thing that would pop up as changing values is the loction of the camera

#

i wanted to get the location after a certain line of of logic has occured

sudden nimbus
#

so if you want to set the rotation directly on the spring arm you can use this

#

or any of the Set/Add rotation variants

tranquil gorge
#

ok let me try that out

sudden nimbus
#

but honestly you could just use this on the controller:

#

and go ahead and turn back on the Use Pawn Rotation

#

you dont have to use Add yaw Input / Add Pitch Input like this (which is the typical setup):

tranquil gorge
#

ahhhhh yeah then my logic might work

#

or at least id imagine

tranquil gorge
sudden nimbus
#

also true

open crypt
#

I am scaling up a collision box of a vehicle (that detects obstacles in front so it can slow down before it hits them) - I was able to get the collision to scale according to velocity (throttle actually) (I couldn't figure out a way to sort out the max speed and do a mapped range that way) - I cannot seem to figure out how to get the location to offset correctly, so it is spawning partly inside the object. (because when it scales up, it is not offsetting the change in origin which means it shifts) -

I've tried taking the square root, or dividing by 4 but could use some help

autumn plover
#

trying to make a function with a 3 second delay. When the function is called rapidly the delay wont run for the first function call. Anyone one know how to prevent this from happening. I did a do once but the 2nd call won't be called due to the how fast it's called.

open crypt
autumn plover
open crypt
#

Before the function you DON"T want to run, not until the delay is done

#

then right before the delay node, you set the bool to true, and you don't let the function go past the branch until it's false, and you set the bool to false AFTER the delay

autumn plover
#

interesting didnt know it "waits"

#

going to try it

#

because I do need it to run..

open crypt
#

It's not waiting per se

autumn plover
#

it doesn't let the function run the 2nd time. Just stops it.

zealous moth
#

@autumn plover functions are time independent

#

They cannot delay

autumn plover
#

yeah i figured..

zealous moth
#

Look into timers

autumn plover
#

timer does the same thing

#

tried that

#

actually it was a "set timer by event"

zealous moth
#

You can do that or by function and type the name or by handle

#

@open crypt is this supposed to be size dependent or not? Many vehicles or 1?

mortal cradle
#

I've read that dividing by 0 is a bad habit and should be avoided but what about multiplying by 0, is this ok or should also be avoided?

icy dragon
fleet cedar
#

Can I convert a negative range into positives only?

#

bad at math

#

like... if my range is -100 to 100, can I convert the negative into positive

icy dragon
open crypt
fleet cedar
#

awe amazing, so easy!

open crypt
#

i'm literally scaling the colision box on x

#

@zealous moth

zealous moth
#

Iirc collision boxes have a dimensions var you can use

#

Try that instead of scaling

open crypt
#

You mean set extent?

#

That's what I'm doing instead of scaling

#

but since it makes it bigger, the location changes

zealous moth
#

What is your viewport setup?

#

Who is a child of who

#

What is the root?

open crypt
#

The box is scaled up as velocity increases, so it will allow for more time to stop

zealous moth
#

Wut...

open crypt
#

That collision box, when it overlaps with something in front of the vehicle, causes the vehicle to slow down/stop

zealous moth
#

I got bad news for you and clipping

open crypt
#

?

zealous moth
#

Well there is a reason we use traces instead but anywho.
I am working back your bp logic and i frankly dont understand it. Why not make the rear and front be displaced on the forward vector by extent/2? Why are there so many other calculations?

open crypt
#

Because I'm having to take the real time velocity and scale it up

#

so the box gets longer - i'm refactoring this to be less tick based

zealous moth
#

You lost me at real time velocity and not tick based

#

Like 8 said take your x and just divide by 2 and add that to your offset. No sure why there is a × and +

small mica
#

Does anyone have experience in creating splines with meshes at runtime? my goal is for the player to click around points and make a electrical cable spline mesh spawn and grow along those points

half smelt
#

he is using ue5

#

maybe thats why

#

and im using 4.26.2

#

iam download 5.0.0 and see

sudden nimbus
#

i doubt it actually

#

you can certainly make one in each blueprint

sudden nimbus
static charm
#

anyone have experience memory debugging? I call a lot of functions repeated (hundreds of times) and my memory/ram usage increases greatly as a result. But then even after deleting all related objects/actors and forcing garbage collection, memory/ram useage never goes back down much. Tested in a packaged game, etc.

half smelt
half smelt
# sudden nimbus can you link the tutorial?

https://youtu.be/bY6Nl-OEhSo skip to the variables section, he makes multiple of them.

Hello guys and welcome to the Unreal Engine 5, Blueprint for Beginners complete tutorial. In this video, I will explain what is blueprint - the visual scripting system of Unreal Engine. I will show you how to create blueprints, and walk you through, step-by-step, how to create a few blueprint classes. We will create a simple door you can open an...

▶ Play video
#

First time he does it for the isDead? Then a couple minutes later does it for something else

#

Unless I’m going crazy

#

Just watch 3 minutes you’ll see

chrome fractal
#

How can I change the brightness in game through blueprint? please help

sudden nimbus
sudden nimbus
# half smelt Unless I’m going crazy

just watch from this point (the URL has a timestamp to start you right at where he does it) https://youtu.be/bY6Nl-OEhSo?t=1163

Hello guys and welcome to the Unreal Engine 5, Blueprint for Beginners complete tutorial. In this video, I will explain what is blueprint - the visual scripting system of Unreal Engine. I will show you how to create blueprints, and walk you through, step-by-step, how to create a few blueprint classes. We will create a simple door you can open an...

▶ Play video
#

there's only one beginplay

#

like I said before it's not a big deal that you can only have one, just chain the stuff together you want to do on BeginPlay, or use the Sequence node

gentle urchin
#

Theres a bunch of tuts on youtube for that