#blueprint
402296 messages · Page 691 of 403
Yup, composition. okay so I'm still slightly confused as to what you actually want as a reference here.
now does it live in the world? or is it only a blueprint
It is spawned on ability use
Theoretically the way it would work is... user pressed Q.... shows trajectory...upon releasing it throws the medkit in that direction.
okay, so it should be a blueprint class reference
Yes. It is of type actor right now, not even sure if that is correct.
if you need a reference to the BP and not the actor, you can instead make it a BP class reference as shown
So a class reference would make more sense here?
I believe so in your case.
So it would look like this
change it to class reference. Then in the default value, you can select whatever your ability BP os
you don't need to cast it after
I take that back.. you might need to
anyways, yes try that,
oke I would want to call the throwMedkit event from the throwMedkitAbility class. Somehow this doesnt autocomplete
Wait let me try something
I would probably want to implement a UseAbility event in the BaseAbility class.
But even then, the useAbilityEvent would expect an object instance type and not a class instance type.
hey, can anyone help me with a relatively simple blueprint?
Oh, ok, it is look like i don't need , a normal of the wall
one sec
HEY can someone help me with something
im wondering if its possible to create a blueprint that can inject itself into a scene without having to be called upon
in vague terms
@desert juniper Mind if I DM you, so that it is not in between the other messages in here?
sure
Could anyone help me figure out why this is causing an infinite loop
I'm trying to program Cappy from Super Mario Odyssey, specifically the hold mechanic
@lime moss rule of thumb, don't use while loops in unreal until you really know how to use them
it hangs the threads execution until it breaks out of the loop. meaning your game can't progress any further, and just freezes
@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
I know that it might have to do with timers
let me try to do that, and if it doesn't work, I'll come back
you can do so with timers, or you can do so with tick
tick is love, tick is life
to do so with tick, store the position of the button in a boolean 'isMySuperSpecialButtonPressed'
and you can check against that at any time
k
how do i make my partical system reach further/size it up without making the emitters bigger, just the reach of the entire system?
Timers may be a decent way to check as well. I'd start there as you mentioned to keep it simple
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?
I am making a TPS game and while character aiming I want to move camera to closer spring arm component
How can I switch between two spring arm component
wtf is up with this fucking engine I swear
I aint doing shit and its throwing me errors
crashes
files are gone missing
fuck off
You're most likely doing something wrong yourself, doubt it randomly starts throwing shade and always
why would it break and delete half my shit when I import something?
doesnt make sense to me
How did you import
same way like I always do
and what's that
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?
someone know why this give micro lag sometimes?
maybe cause it keeps doing the timeline everytime you move?
idk how many times that event gets called
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
If i play it on a spline it super ssmooth and linear, but I don't need constant speed
I need to replay location and rotation for a whole race
and the distance between each spline point should be at 0.3
because I didn't recorded with tick so I have to interpolate positions
Shouldnt matter here, just... feels safer for all intents and purposes
Int value is first pos and int +1 should be second , no?
yes it is right
How do i get the player character inside an event graph of a widget?
Also whats the distance for ?
get player character
Ohh nvm
ty
I dled the image now, and see the logic clearly
I had to spawn a spline to replay it, so distance between point 0 and point 1 on the spline for example
Isnt it also 'cheaper' to get transform at splinepoints and just interpolate those ?
but If I print vectors I see that he repeats two times the last and the first of the index...maybe it's that
yes it's what I'm doing
but without transform because I don't need scale
But youd still need rotation right?
so far I'm testing just with vector to see if it works
yes I need rotation too of course
Can't find anything online and to record with the tick on seems stupid
Yeah no need to tick
because I don't want to send tons of useless data to the server
But i think you can get spline transforms
And just ignore the scale part
Not sure if it gives better result but maybe
If rounding error is an issue
When does it glitch?
playing at constant speed on a spline don't cause issues
At start/ end ? Or random
when you have close corners
rarely in the straight
but for sure it's the interp...I don't see any other reason...physics is off and everything is ok
And you've tried the transform aswell?
Get transform at spline point
Id try that for sure
Just reset the int on playz increment on end, and get point index and point index+1 transforms
And lerp
Not at pc so cant verify or sjow anything sadly , if it were not to work
thanks dude but nothing
same result 😦
I think the problem is that he counts twice the index
interpolating from A to B and then from B to C will make him hit B twice, but I may be wrong of course
Id still use single int and hardcode the +1 , since it'll never change
But ur right, it will stop for a frame
If i remember correctly, on the last tick of a timeline, both the update and the complete pin will execute
but I didn't connect the finished with the set location
Nah true that
I tried playing on a normal spline but It's not the result that I need
because he speed up when spline points are closer and slow down when they are far...and should act the opposite way
Yeah thats .. odd
But at the end of the day i dont think using tick is such a bad option, depending on what its used for ofc
and no stuff online to look for this is a nightmare haha
A timeline is also tick driven
yes I am just worried about the data that I have to send to the server
yes sure
Doesnt the server dictate this ?
Movement i mean
So all the data server must send to client is the float "distance"
Let the clients predict (knowing spline, frametime) ,
And interpolate or something to server pulse
since our game is async multiplayer
I wanted to store race data, send to the server and load into puppet when race start...to fake it
idk if it's a good idea should be easy, I tried and It works
Ahh..
I will try to see how will cost recording with tick because I can't see an option right now
Agreed, let me know how it works out !
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!
sure, thanks for your time dude! 😄
i want to know how to let every 5 second the ennemy shoot in 2d
How to create a projectile (Bullet, Missile etc.)
look at the Timer node
ok
i mean an ai shoot every 5 secondes
you mean the delay node
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?
do this
like the video
no, if you want every 5 seconds delay wont be it, it would be timer
every time i attempt to create a new node called event beginplay, it just teleports me to one already made, whys that?
rbecause you can you use one event in oe blueprint
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.
Is it possible to sample the pixel alpha value in a material?
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?
you can only have one implementation of an event per actor. if you need it to do multiple things, just chain the execution pins together off that one node
set the time of the timeline node based on the time you want multiplied by the time dilation
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
Anyone know if I can mask custom depth/stencils with a texture to not have my post process affect my particles?
#visual-fx or #graphics is more likely to find someone who knows
Thanks... very few replies in graphics but will try visual fx
can you explain to me what you mean by that?
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
looking closer at your screenshots i see the timeline is based on start/stop events
so your going to have to handle the time dilation wherever that is
Yes that is handled in the last 3 screen shots of the first message
In the controller
erm oh "New Time" is only for that Set New Time event
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
so if you need things to be timed outside of time dilation, you just have to compensate for it
I can see that, I'm not sure how to do it on the fly, like in the middle of a timeline
I'm still playing with things, there is a ignore time dilation box in timeline, though that doesn't fix my issue
Should I work off the "new track node" from the timeline. Aka the result?
quick q. there's no built in way to see the AIPerception gizmos in the viewport is there?
you want this set by the timer right?
yup
you need to create a custom event, and have that driven by the SetTimerByEvent node
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 🙂
ok i will try it
Check to see if that can help you out
already did that
still doesn t work
let's see your code
where is this connected to?
nothing
i want only to let every 5 seconds the ai shoot
the white triangle is an execute input/output, this is what make your code run in game
what i need to put
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
at least connect it on Event begin play
no it didn t work
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 You want to call so I can see better your issue? I save some time for myself, so let give it to someone else
i don t have a mic
It's more about sharing your screen
ok 1 min
He eats to see your screen so he can guide you via text as you do it
ok you can call
anybody ever have this issue?
material in editor
material in game
heres what my material instance looks like, it looks perfectly fine
the parent bp is a bit wild but everything works perfect in this aspect
Material BPs still belongs to #graphics
Apologies
Though to be fair this channel is mainly for logic BP
so clamp keeps it in the world at that angle. how to i get it to clamp relative of the actor?
I guess they are getting better about it, with Niagara and Metasound not being called Particle Blueprints and Sound Blueprints so that's progress
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%.
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?
I don't know much about tracing, but maybe trace a cone?
There is no cone trace shape.
Cant you offset the trace?
I know the vehicle guys do it to trace wheel collisions https://www.youtube.com/watch?v=RAwejRR63Zc, at around 1 minute mark it uses multi raycast
Demostrates how the pitfalls of single raycast vehicle wheels when driving over sharp edges (like a sidewalk) can be overcome by using a multi raycasting technique.
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.
I believe that if there was a function to do that, it would still have to know if the object is in line of sight and that would probably be checked by tracing multiple rays
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
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.
you have a navmesh in the level?
You've verified the actor is being possessed when you start?
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?
No, because the actor is spawned by an AI when the AI attacks the player (This is a projectile)
this code is on a projectile?
This code is on an actor which is spawned by an AI when it attacks the player
show me the actor's components
@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
and if its a projectile using the navmesh, it needs to be within range of the ground itself where the navmesh is
seems kind of weird to use navmesh for projectiles actually
but i guess it depends on the projectile
Well I am just using a simple move to command, is there some other way to move without a navmesh?
What kind of movement component does it have?
Actually looks like something called projectile movement exists, going to try that out
Ok that worked, thanks guys
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
still stuck on that eh? you could use (current + desired) / 2 to gradually move it toward a target, and then use Select to choose that target based on which of 0, 180, -180 is closest to what it currently is
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
that is, assuming the code is running On Tick
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
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
Ah, found it. Seems like it's gotta be pulled from the transition nodes for conduits unlike states
the trouble is i dont know how to get the desired one because i dont actually know how to figure out which value is closest
:D Crazy graph. Is that different Spell Casting Animations? Wouldn't that have been easier with Montages?
(but sure clean that graph)
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
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
Right. Well, Montages are important to learn and it probably only takes a few minutes.
Yeah that sounds a lot like stuff that should "just" be a Montage per Ability in the Character/or some DataAsset.
But I applaud you for actually making that graph look clean haha
Mine looks unorganized after 3 state nodes
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
Yeah makes sense
Haha yeah I feel that. This thing put spaghetti to shame up until recently
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
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?
wow thats a piece right there
the naming though- i hope this is some kind of convention on your team and not just some terse naming for yourself
well i mean i guess its fine as a convention for yourself given how complex managing it must be
still really nicely set up
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
interesting- is "Is Casting" an empty state here? perhaps just no pose linked, or a static pose asset put in there to placehold?
Is there an easy way to substitute a landscape material ? i made my material gray, but now want more of a sand look
its fuzzy, but isnt it linked to the layer info? so if you changed out to a different material, as long as it uses the same layer infos it would still map correctly?
"Is Casting" is just a boolean state determined by whether or not any of the other ability states are active ("Q1 active", "E2 active") etc. It's used to enter the conduit and branch out from there. Since the node itself isn't a state it's just used for routing in this case
ohhh its a conduit
my bad i actually have not used them but right, no need to just pass through an actual state
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
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
ahhh
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 😋
oh yeah its a royal pain tbh
rated "best thing for epic to rewrite" 3 years in a row 😛
welllll actually i might think of a few more dire
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
instead of just fixing it
still, you wont be able to completely avoid montages
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
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...
huge number of reasons you would see that so you should provide some more context but if I had to guess, the animbp doesn't handle losing the controller reference the way it should
I imagine it defaulting to run/jump or something, and when the controller is gone, it errors out and sticks at default
Even the physics is not working like hanging the player when jump
are you using something standard or did you write the logic for handling jumps yourself, or....
unreal is very big and flexible, I don't know what your setup looks like enough to help
Default jump
Third person Template
ahh thanks
ok, check for errors in the PIE log
if you are doing standalone, play with PIE
How to do this
Defaulting when controller is gone
click the arrow next to Play Game or whatever and choose play in editor
the editor will be very obvious with errors that occur while running your game this way
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
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
Message Log is empty
hi guys
how we can write data asset to the .sql file and read this ?
When playing in "Play In Editor" or Standalone?
or Launch Game, because apparently people like waiting to play their games
What does your switching logic look like? That would probably be helpful in figuring out the issue
throw it at us, screenshot away my friend 🙂
Both
yeah thats fine- in fact im not sure unpossess is even needed, but it wouldnt cause a problem by default
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:
after you switch once, and the character is floating in air, switch to the one that shows a character floating in air
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):
you can use CTRL+F in the blueprint and type "in air" to find things that mention "in air"
or "is falling"
you can then hover over the pins in those blueprint nodes and see what is going on for that character
is it showing as falling according to the movement component?
(btw on a side note i feel like to best help everyone i should just install a copy of every template epic has)
this is what it looks like in the ThirdPerson_AnimBP that comes with the third person template
Yes
So I just wired up something similar on a new third person template project
hit left mouse, and
this is why we need more info to help, because there is likely other things being done that affect it
umm not sure what you mean but if you mean this:
...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 😛
Just try jumping and in the air unpossess the player
fighting urge to add foot ik aghh
ohhhh perhaps thats the missing link!
ayyyyy!
Did the jump loop look awesome
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
I think GAS Jump ability will solve this problem.... Any other technique to solve this
But there is play montage and wait
oh man dont jump into gas at this stage
gas is great but its complex
so this is an interesting experiment
So true man
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
i tried stop movement but player float in the air
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
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
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
Spawn Default Controller! Thats what i was looking for
Yes, do that
That way it will obey "AI Controller Class" on your character
how do i add an image on top of a landscape so i can edit the landscape ?
but if you leave it controller less itll stop where it is
😮 what do you mean image on top of a landscape?
you mean like a reference?
to know where to up the landscape .. yes as a reference
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
Thanks a lot man it works
🎉
you could create a texture of the reference, then put it onto a plane (far) above your map
i would just put the image over the landscape .. then push it down a bit .. then work the landscape
then use a secondary viewport to view it
but im not sure how youd easily see your first viewport in it
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
what i'm not sure is the import part, i have the image, but not sure how to place it over the landscape
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
Here i did Fish Island 🙂 used landscape tools but i want to do Turtle island .. which is not as easy ! 🙂
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
I can't see your world outliner clearly, are you using 4.26 water or some other water
4.26 water
ahh yeah splines will be fun haha
well, i think it is .. working with EasySystems kit
what's that do?
its a project that grows and i can take the parts i want
one of these?
Easy Survival one
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
yes
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
Maybe its not .. im not experienced enough to be sure
4.26 water is really incredible but it's not prime time ready just yet and some things are downright difficult
it uses a BP for the water plane
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
Not sure which version of water i have
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?
Yup
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)
this is the map i'm working on !
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
nice
Still dont know how to place my turtle image over the landscape 🙂
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
Thansk a lot, i think i will succeed, but i have to go out, will be back in a short
best of luck on this project 😄
How do i apply an image to a plane ?
When i possess another pawn, all inputs of my previous pawn get blocked, how can i prevent this?
drag the image into the content browser, once it's in, drag it onto the plane that you've placed in the editor
are you trying to control two pawns at once then?
Duh !! i should have figured it out .. grrrr .. i feel so stupid sometimes !!!
Thanks a lot
nah it's fine I put a lot of overcomplicated detail in above sorry
occupational hazard
if you are trying to control the previously possessed pawn using things like Jump and the like, we actually just went over this above-- character movement only works when the pawn is controlled by something, use Spawn default controller node on the old pawn when you are repossessing to ensure character movement and other commands will work
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
So basically when my player possesses a vehicle, i want the look left and right inputs from the player character to work ( so that he looks left and right when sitting in the car ) like other non possessed players
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
yeah
the vehicle has its own camera and spring arm
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
Okay yeah i was thinking about that
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
So the character reference is already set up, I just need to provide proper rotation info into the anim bp
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
haha yeah i actually added that already
the prob is my player uses a camera manager
and the vehicle pawn has a cam with spring arm
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
yeah thats what happens
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 😛
why would you say that haha
self deprecation! its a useful skill
we appreciate that! 🙂
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?
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.
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)
Work in progress 🙂
heyyy looks like you got the texture in
i did 🙂
Hiho someone knows a way to create a "smart" Variable/Details???
actually i have different Settings in different Variables
Wildcard inputs?
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 ^^
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
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
GetViewportSize
Yea 😅
no no not that the probleme
i want a blueprint to know whem the player touch the ennemi a widget appear
Whats the most effective way to space out an unknown amount of UI elements?
Do not use Editor Widget
then what i need to use
A normal UserWidget
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.
Then your widget isn't getting created, or your overlaps are not running correctly.
can yo give me a photo or a video to copy it
I suggest you to learn the basics of widgets first, and then how to spawn it to viewport.
i need only example for blueprint
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.
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.
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?
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.
Hello guys, where do you recommend a content on BP, but not only basics rather the full features tutorials on everything
but playing the car on the spline make it look spastic when points are closer, when in the reality it should move slower
@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.
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)
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?
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
I’ll look into that, ty
You can drag around variables and categories to sort them.
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.
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" ?
Or is there something wrong with the collision, when 2 Actors came near eachother ?
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
Can you describe how it "blinks your media"? A screen recording could help (make sure it's in MP4 and compressed enough for Discord)
i think this happens while a sequence is playing. It blinks for 1 frame then goes back to the sequence's camera.
"Media" in Unreal usually refers to video playback. Sequence cameras is not what I have in mind from that.
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?
guys who can help me in my game i have lot of problemes
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
Here is
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?
why not use sequencer for camera cuts?
Im using sequence only for movement, because this camera cut test is for livestream
you have player controller plugged into target, shouldnt that also be a camera?
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?
Any reason why the get instance transform is failing?
It's spawning all the actors at 0,0
do anybody know about iclone i know little only
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
Look into blend states
Either that or manually program each state possible
no one manually programs any of this. it's an extremely poor programming pattern to do so
completely unsustainable
yeah, ill look into blend states
Here, this will probably help you out https://www.youtube.com/watch?v=1K-Hyu4Xn3g
🙂
Does anyone know why some entries of my array of saved actors and being invalid when I try to access them?
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
Are they destroyed?
but do you ever destroy them?
No
Are they ever somehow removed from play?
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
You cant outright save actors
I'm thinking I should save data that's able to reconstruct the actors instead of saving the actual actors
^
I was just about to recommend.
usually you spawn in new actors with the serialized information
Some plugins allow saving of actors, but im sceptical to the reliability of those...
that's a good point
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
yeah, I'd rather not use plugins for this
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
Would I gain anything by doing that in C++ vs BP other than performance?
Are there some things you can do in C++ only?
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
So my sceptisism is bullshit then, it should be 100% safe? I never checked how it was done :p
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)
for something like this, performance shouldn't even be considered
@gentle urchin yeah it's fine
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
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
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?
yup
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
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
yep, ue dedicated server
but if the server crashes wouldnt it lose that information?
I need to save it somewhere
If it's not saved then yeah, you could probably have the server autosave periodically if it's a concern
Do client stuff -> Validate in the server -> Save to db?
Ok, I think I got it
Really appreciate the help folks
@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
Character > Get Velocity > Vector Length Squared
Ive done that, still does nothing
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?
did you apply the blueprint bp to the character?
Yes, all other animations work
yes. my bad
ah i didn't know you had other animations
you probably set those up without a proper animation BP
oh you did do them there. is your enter and exit conditions to walking setup correctly?
I fixed it, i just removed the connection from walking to hitting and now the animation plays
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?
oh maybe you don't have the entry node from walking -> hitting setup correctly then
I have this basic logic chain in my parent, I will add more pins to the Sequence to give more functionality.
@warm summit
Thanks for help anyway 🙂 @desert juniper
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?
what I showed you is the logic in the child
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
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....
afterwards, you can run your custom child logic
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.
sure. so your child needs to override the parent event
Hi, does anyone know anything about the animation?
there's a channel for that #animation they can prob help you there quicker
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
okay now open the child blueprint
okay
Ok.
and right click in the event graph and type in "EditVariables"
do you see the event pop up?
yes
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
ok ... heh...?
so now we want to call the parent functionality back
cool carry on 😉
so right click the event, and select the "Add Call To Parent Function" option
I don't see that option when I R-Click
screenshot please
no worries. it doesn't show because that was the wrong selection. so what you selected was an option to RUN the event
k
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
you are on the child BP right?
yes
why this is showing error
when I am casting to game instance
I am making saving and loading for a high score
what error
and that's the only option for the event you see? type in the entire phrase "EditVariables"
😄
not able to access
yes that one
Not able to access what?
now right click it, and select "Add Call To Parent Function"
yep
and connect the two
that's it 🙂
then add my additional logic off this?
you got it!
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?
a few design patterns here and there. for instance you could probably wrap up all those variables in a struct, and just set struct values
that way you're not taking care of each variable individually
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
if you call this from the root BP, you have to cast to the specific reference to the child class first
because the parent function/event doesn't know any additional child logic exists
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
the other way around. the parent doesn't know about the children.
but why do I have to cast, If I am getting a specific Actor out of these arrays?
Its got a Niagara System in it
I am piping midi input in and manipulating custom Params of the Niagara system
you know what, let me write you a simple example scenario to explain.
great thank you!
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
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)
thank you I will look this over and comeback with any additional questions, thank you
Hi
I just created a simple blueprint to move an object but it does not work. Any idea why and how to fix?
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...
Does anyone know a good youtube channel or other free plataform that teach how to begin on blueprints?
Thx
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.
i want to let this ammo when touch the player but the health bar go down but it didn t work
can you have multiple animation state machines?
sure
how do i switch between them?
by using Blend nodes higher up in your animation blueprint
okay thanks!
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.
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?
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 😅
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
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
hmm
trying to take away 25 health points I presume?
I can't move ANYthing in the edtior viewport. no meshes, actors, etc. I have to manually enter the numbers. any idea why?
player health
You might be in the wrong mode. Are you in select mode?
@tired chasm I'm thinking all you need to do is let the controller input drive the blend space instead of velocity
oooh, Just did a print string and I see it goes to 0 when I'm sliding on ice. looks like this is what I need! thaanks! :D
no, it's not locked @trim matrix
Alright, good deal
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
that's weird
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?
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
hmmm, i'll try that out. thanks. 🙂
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.
Does a body have 1 HP value or does each limb have its own?
Each limb as its own variable of 1 hp linked to the physical material. So if it hits chest it's linked to take the damage minus the chest health. Then I set that to current chest health. Best I can explain it haha sorry. Thanks for help btw
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.
the graph editor is just looking at whats available on that type of variable. it doesnt know if that variable is going to have a valid value at runtime. how is this "Current Player" variable getting set?
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)
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.
use Get Player Character, and cast it to the FirstPersonCharacter class or whatever it is called
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
np!
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
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.
also was this a reply made to me
is this sort of snapping to specific spring arm rotations something you stylistically want or is your thought that the spring arm always has to spring back to a specific rotation, because it actually doesnt need to spring back to a specific rotation
not necissarily its something more of a feature of the rotation lag of the spring arm
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
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
that is exactly what git and all version control solutions do
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
and that works with UE?
i'll try that method then.
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 🙂
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?
not myself, but i bet there are tons of suggestions in #source-control
ahh yes, i'll check that out. thanks
i never changed the initial spring arm or cam rotation just enabled 'rotation lag'
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
ok so the coming back is observed only when you have use pawn cont rotation off. that setting overides camera boom rotation lag setting.
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)
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
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?)
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 (??)
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
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
ok let me try that out
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):
thank you very much 🙂 ! ill keep you updated
also true
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
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.
Make a boolean set after the delay that turns true and call the boolean a "DoneWaiting" and set it to false right before Delay, then use a branch to check to make sure you are done waiting
where should i set the branch before or after?
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
It's not waiting per se
yeah i figured..
Look into timers
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?
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?
If you recall school math:
- division by zero is impossible
- multiplication by zero results in zero
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
Absolute operation for that.
It's a single vehicle - I'm scaling up the box and I need to offset the relative location so it stays in the same location relative to the collision box
awe amazing, so easy!
You mean set extent?
That's what I'm doing instead of scaling
but since it makes it bigger, the location changes
Wut...
That collision box, when it overlaps with something in front of the vehicle, causes the vehicle to slow down/stop
I got bad news for you and clipping
?
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?
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
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 +
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
tutorial im watching the guy made a second one....
he is using ue5
maybe thats why
and im using 4.26.2
iam download 5.0.0 and see
can you link the tutorial?
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.
Ye 1sec
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...
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
How can I change the brightness in game through blueprint? please help
he deletes the isDead stuff and then adds other stuff to BeginPLay
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...
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
Please help
Theres a bunch of tuts on youtube for that