#blueprint

402296 messages · Page 692 of 403

uneven geode
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somebody worked with remote control api? any idea how to make it work in packaged game? (in editor and play in editor is working fine)

jade frost
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live link is a plugin that may help you do that

uneven geode
jade frost
uneven geode
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thanks! hope i can find the solution 😄

nocturne relic
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How can i make variables get created when i make a child of a class? I need each child to have a different value for damage dealt and so on

deep radish
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Hey need some advice - is it possible to record position of touch when a umg button is pressed on mobile/ios? for me the button seems to prevent that information from being available

elfin robin
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I asked last night but hadn't posted a picture. Trying to make a full body health system. Can anyone tell me why might I not be receiving damage to my chest health that I have set. I have been stuck on this for coming up 5 days now. Pulling my hair out I will buy who Ever helps me fix it a coffee haha. I'm not receiving any damage now when I was before I tried to switch it

gentle urchin
nocturne relic
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Thanks @gentle urchin

elfin robin
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Since they are hard to read

maiden wadi
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@elfin robin You have it pulling data from a struct, reducing that, and then setting a second variable. So if you're comparing the damage from the struct to display health, it'll never change.

elfin robin
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Thank you! Do you know how to fix that I'm a noob

maiden wadi
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Where are you displaying your health? What variable is being used?

elfin robin
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I had changed that set chest health from chest health 0 to chest health variable noticed that there haha. I have it in a health bar one for each body part it's binded as a progress bar

elfin robin
deep radish
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Does anyone know how I can detect touch position on iOS when a UMG button is pressed? It seems the button stops that info from being available in any way. I've turned off 'Is Focusable?' etc but no change... Any idea???

maiden wadi
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But what displays health of the limbs? How are you debugging it?

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@deep radishUsing an Image as a button might fix that if you don't mind doing the state changes yourself. Not as familiar with mobile functionality, but I personally have a serious dislike for the default Slate Button and Checkbox.

elfin robin
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I had a print string for damage received that works when I hit AI but not me. The AI are using a different projectile so I set it up for them as well but that doesn't even come up. I don't know how to debug it other than that. I'm thinking maybe this is a bit to advance a system for me since theres no tutorials on it

deep radish
maiden wadi
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You don't necessarily need tick. There are event driven functions you can use.

deep radish
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is it possible to use touch instead?

maiden wadi
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@elfin robin I think it's just an issue with property control. I'm not sure what your struct is, but you're pulling data from it and then setting something else. So if your printstring is pulling from the struct, it won't change.

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@deep radishUncertain. It doesn't look like it. I tend to just make my own basic buttons out of UserWidgets. Create a delegate, call it from things lik Userwidget's MouseDown, or Touch functions. Handle visuals the same way. You can expose properties to make it editable as well. Just keep the widget hierarchy fairly simple and it's a great replacement for the default button or checkbox.

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To be fair, the button isn't nearly as bad. It's just an attention hog for focus and whatnot. And it has a bug that can get it's click state stuck until you move a cursor away and back.

upper adder
elfin robin
deep radish
gentle urchin
delicate folio
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thanks i shall move the question to there

gentle urchin
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If its only the server seeing things, and its ment to be dedicated server, then i'd say it doesnt really matter what the server sees in regard to visibility, since its only for cosmetics

delicate folio
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its local server that im testing with so i kinda need it to work the same way it does on the client

loud cipher
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Hey all i was wondering

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I have a third person project

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And i have setup a seperate camera that activates when the player overlaps

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So it switches from third person camera to this camera i have circled

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It works well however my input becomes inverted

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When using that camera

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Is there a way i can tell it to reverse that input so it cancels out?

fading wren
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Is there any online studying blueprints ? I mean study course, where you have teacher and other people studying with you

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?

brave citrus
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@fading wren
Udemy.com has what you are looking for

fading wren
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But it video courses

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I mean you not communicate with teachers

brave citrus
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You can, they answer messages. As well as a specific forum for each course I believe to chat with others taking the same course

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Otherwise you would be looking for something like a college course I guess

brave citrus
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Make sure to only buy the courses for like $12-15 they are always on sale

fading wren
brave citrus
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The ones taught by Ben tristem are really good

fading wren
runic sparrow
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Hey guys quick question, if I duplicate certain variables I get greeted with this message. I always ignore it, but does it actually affect my ability to save data? Because after I save my project and re-open Unreal, some of my variaables don't actually end up being saved and I lose a lot of data. I think this message may have something to do with it?

faint hawk
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I want to destroy the child actors before destroying the parent. It is not working. Only parent is getting deleted.

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I installed ue4 yesterday dont know what i am doing

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I found a node "add child actor component" how to implement it?

burnt nest
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In my experience; avoid child actor components. 🤨

faint hawk
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I am destroying parent actor which has a child attached to it, I want to destroy the child with parent

jade frost
faint hawk
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"Get Attached Actors" node did the trick

wise raven
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Why cant i access my interface functions?

midnight veldt
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hey all, I swapped around my game mode so that there is no default pawn, leaving my PlayerController to spawn that pawn manually. It works fine but I have no idea what to do for the spawn transform.

Because I'm spawning the pawn manually, it means I don't have the pawn spawning at the editor's current camera location, but I find that feature super helpful. Is there any way to get the transform of the editor's camera before hitting play, but after play-in-editor has begun?

errant cradle
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hi, is there any way to get time from value on curve ?

rich trellis
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Hello. Is it possible to somehow edit BP without opening it in UE? Or maybe somehow turn off compilation?

I had a BP and switched type of one of variables and not its not opening anymore, its just crashing the editor, but I know that it will work if I will switch it back.
Thanks

surreal peak
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Hm. Don't think so. They are binary files. That's why everyone should always use #source-control

gentle urchin
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Breaking the bp usually saves me on the rare event that it crashes the editor when i open it. Renaming outside editor etc..

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Usually involves alot of extra work tho.

acoustic tundra
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Hey, I am looking for assistance in material/material functions.
Currently I'm working on a project in which I have shooting turrets placed over the level. These turrets start shooting once the player is in sight of the turrets (using pawnsensing). These turrets are a plain colour now, but I want to make a function that fills the turret up with red (from down to up) whenever the player is in range. Once the turret is filled with red, the turret will shoot a bullet. The shooting speed of the turret is controlled by a variable, so I'd only need a material function that fills up the mesh with a colour over a specific amount of time. I've had no experience ever in material blueprinting, and can't really seem to find anything about filling up meshes using a material function..
Any help would be much appreciated :)

faint pasture
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@acoustic tundra That's what you want

faint pasture
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Materials are responsive to gameplay, they don't drive it.

south field
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Does anyone know how i can get this node?

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thx alot

proven shadow
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Hi, I have this function created called Find Plug Wire Offset:

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And would like to create an instance of it, such as this one:

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But when I attempt to do so, by typing out the name when searching for an action, it doesn't show up. Does anyone know why?

pliant tendon
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this stop movement function immediately is straight up not working

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even after calling it, it still allows the spider enemy to rotate as it wishes

sudden nimbus
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depending on how your spider enemy is set up to rotate, it very well may continue rotating itself

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if you are using Orient Rotation to Movement then it shouldnt happen

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but i assume you arent

pine idol
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Is there no way to put an array into a struct, and then use said struct in a map?

sudden nimbus
# sudden nimbus but i assume you arent

more than likely you are using "Use Controller Rotation" on character movement, and your behavior tree itself has a Face Actor or Set Focus that is still active

sudden nimbus
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you cannot nest containers directly (ie array of maps or map of arrays)

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you cannot use that struct as the key of a map

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but you can use it as a value

pliant tendon
sudden nimbus
pliant tendon
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it doesnt have a behaviour tree pepe_sweat

sudden nimbus
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is BP_Marine the spider?

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erm no i see

pliant tendon
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nope, BP_Alien is the spider

sudden nimbus
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well it shouldnt rotate at all after you stop its moveto then unless BP_Alien itself has some logic to tell it to rotate

lime fulcrum
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Hi guys!
SAVE / LOAD Topic here.
I put a BP Component on each actor I want to be added to actors to be removed when loading the game.
So when I load the game, it removes the killed/exploded things in the level.... But when I try to destroy them, it seems like they are invalid even tho they have the correct name reference....

pliant tendon
lofty hound
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Does anyone know how i can reference variables in an actor blueprint from a class reference? or is that not possible?

pine idol
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Yeah, trying to use it as a map of arrays

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@sudden nimbus

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Guess I'll figure out an alternate

sudden nimbus
lofty hound
# sudden nimbus could you clarify what you mean?

It’s all blueprints.
So I’m making a Pokemon type turn based combat prototype.
I have an actor blueprint to handle the base “mon” and child actors from that BP for each unique mon.
I’m using a battle manager to do the combat which spawns in the mons fine as I need them too so I can reference the actor fine to spawn it. Each child actor has stats that I need to reference in the battle manager but I can’t figure out how to reference them as it’s not working as I’d normally do it
I’m sure I’m being dumb I just can’t figure out why at the moment

sudden nimbus
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if the stats are just properties of the 'mon subclasses, then you could just access them from the instances of the actor you spawn into the level

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or do you mean you need to access stats of mons that are not currently spawned into the battle? like pokemon that are waiting to be put into the battle after the current one goes down for instance?

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there is no way to access the properties of an actor instance from just its class, no, so youd either want to spawn them in and set them to be invisible or something or store the stats outside of the actor's instance variables

pliant tendon
lofty hound
sudden nimbus
manic smelt
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Anyone know how I can get the specific angle (not 0 - 1) of an actors forward vector and an object

wraith comet
sudden nimbus
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oh wait no thats the cosine of the angle actually right

fleet cedar
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Working on my digging system

sudden nimbus
manic smelt
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@sudden nimbus Thanks! I'll see if I can get Find Look at rotation working first, if not I'll have a go at that one

sudden nimbus
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yeah also if this is for visibility checks you can get pretty far with the cone visibility in the pawn sensing component et al without doing any math

manic smelt
sudden nimbus
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nice

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yeah i suppose Find Look At Rotation is an easy way to do it but you may want to zero the Z inputs on the incoming vectors if you want a 2D result

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and target there would be (dest - start) not just dest

manic smelt
manic smelt
quartz field
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Hi everyone, I would like to create a dynamic UMG that moves along the border to indicate the direction of an actor that is outside of my camera view. Any idea how I can set the position of the UMG along the canvas border, based on an actor world location ?

sudden nimbus
minor merlin
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Hello everyone, I'm trying to reach the game mode through a character, and I get this Blueprint Runtime Error: "Accessed None trying to read property 2Node_DynamicCast_AsGM_Main". Blueprint: BP_BaseCharacter Function: Is Looking Graph: IsLooking Node: Is Being Looked

wraith comet
minor merlin
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It's in test so it's fucking ugly sorry, but basicly every tick I see if I get a hit, if so I check if it's a special character, if so I cast to the GM a function to do something on this character. But I get this error all the time, I'm unable to cast to the GM

minor merlin
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Yes, but that just make me have an error. But I HAVE TO cast to the gm,

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Also I only have 2 GM, and the only one that can make me change map and everything is this one

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Are 0%

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Really

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I change the map on it

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I use it for the main menu, and the other for everything

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Don't exist for the client?

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I still have the same error with the server

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Thanks, I was looking for it but couldn't remember were I saw it

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Yes, but I didn't remember the name either x)

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Was looking for ue4 multiplayer things

faint pasture
west wigeon
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If I run a switch statement with 150 options whenever I hover over a button, would that affect fps?

faint pasture
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Doubtful but there's prolly a better way to do what you're trying to do.

wraith comet
faint pasture
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@west wigeon What are you trying to do anyway.

west wigeon
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When hovering over a button, it gets a bunch of attack details and displays them in a sidebar

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then again, might be better to go with the more intensive route and just put them all in a datatable and load it into the button beforehand

faint pasture
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Then why the switch? That sounds really smelly.

icy dragon
small mica
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Anyone know how I might be able to prevent the player from placing a spline point that has too sharp of an angle when compared to the last two spline points?

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Could I somehow detect the angle, and if angle is < a certain number, prevent the placement of the spline point?

silk hinge
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Hey I got a simple question that I couldnt solve so far ^^
I would like to set a combination of keys to be a command how can i do that ?
For Exemple making this "A" input to be like "A+Left Clic"

wary hare
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Open two gates with 2 keys, if both are open then execute

silk hinge
wary hare
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yup

silk hinge
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So I plug left clic and "A" to be the opening ?

fiery glen
wary hare
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That is simpler then

fiery glen
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oh, nevermind I assumed you meant shift+A or something

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unsure if you can use any key as a modifier

silk hinge
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Yeah Shif+A is not a problem but two keys if way too hard for a verry basic feature xD

sudden nimbus
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yes only modifier key combos in input actions but @silk hinge looks like you are already on the right path

wary hare
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Is there any way to mantain the value of a local variable without it being global? I had this idea but it can't be done...

sudden nimbus
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just use a Boolean to know if A is down, and check it during left click

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that being said, you could (and should) use input actions for A and left-click individually

fiery glen
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that way you can easily change which button they are later

sudden nimbus
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from an organization perspective, if not a runtime remapping perspective

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also if you want gamepads support some day or VR etc

wary hare
sudden nimbus
wary hare
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The function is called every tick, and the Error variable must mantain its value, if I use local vars it'll just snap back to 0

sudden nimbus
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if the blueprint variable is what you are calling "global" and you'll "need multiple" later, then rearrange what the blueprints are for so that the variable state matches your intended use

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Not local variables

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Variables

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these are different

wary hare
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Ok then

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Yeah I know

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So I can do this

sudden nimbus
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ok just making sure :-)

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we get a lot of first timers on this stuff

wary hare
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I'm first timer in unreal though

sudden nimbus
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any programming experience?

wary hare
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Also, am I dumb or there is no way to remove an output?

wary hare
sudden nimbus
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perfect

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yes you can remove an output

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go to the Parameters section by clicking the entry node of the function

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or by clicking the function name in the function list

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or actually, just clicking that return node iirc

wary hare
sudden nimbus
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ahmmm dammit ue5

wary hare
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Yup haha

sudden nimbus
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maybe right click on an empty space, but in ue4 there's an X button

wary hare
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Nah there is no intuitive way of doing it

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yeah i saw this in a post

sudden nimbus
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is this an inherited function

wary hare
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Oh its hidden lmao

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had to expand

sudden nimbus
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oh lovely

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welp

wary hare
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I don't know why is there that space on the left

sudden nimbus
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there ya go for that one haha

wary hare
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There is literally nothing...

sudden nimbus
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ue5 is early access

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tbh it's wayyyyyyyyy better to learn on ue4

wary hare
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Yeah I guess its ok

fiery glen
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don't worry about the knowledge transfer, everything is pretty much the same

wary hare
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I figured out since I'm working with physics and some other stuff, just use the newer version

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There are many deprecated nodes that were on ue4

sudden nimbus
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ue 4.26 has every bit as good physics as UE 5 (with caveats... chaos is the new physics engine and it's not default built in on the launcher ue4 iirc)

wary hare
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Yeah I had to rebuild it so I might aswell jump into ue5

sudden nimbus
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more importantly though the way you use physics between physx and chaos doesn't change, unless we're talking about destruction or whatever

sudden nimbus
wary hare
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I had to enable something to make chaos the default physics engine I think

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I didn't look too much into it anyways

sudden nimbus
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oh I guess it's not enabled on UE5 ea2 launcher version either haha

fiery glen
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other fancy things to look forward to in chaos in the future: networked physics that actually works

fiery glen
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yep

wary hare
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Chaos vehicles needs to introduce 2 wheeled vehicles -.-

sudden nimbus
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but yeah I dunno, if you are doing some deeply physics thing and chaos is your jam, yeah might as well do ue5 but my recommendation is always mention you are using ue5 when asking questions cause man we have had some confusions about that

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some important things are different in ue5 and most people here have years of experience in ue4

wary hare
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I couldn't get this blueprint to work...

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I have a function that balances my bike, a PID controller

sudden nimbus
wary hare
sudden nimbus
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heh makes sense

wary hare
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But I don't want to use a global because that won't let me use the function on other stuff

sudden nimbus
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as a point of semantics but one that will help you here, there is actually no such thing as a global variable in blueprint

wary hare
sudden nimbus
wary hare
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Compose?

sudden nimbus
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yeah, one calls the other

wary hare
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I don't want to get into recursive shit with this lol

sudden nimbus
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this isn't about recursion

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it's about reuse of code

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if you want to keep a value between function calls your only option is blueprint variables (globals)

sudden nimbus
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it doesn't mean you can't structure your functions in such a way as to increase reusability

wary hare
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Hmm

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I can't Set a variable that was inputted to the function right?

sudden nimbus
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you mean pass a reference to the variable in?

wary hare
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Yeah

sudden nimbus
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actually you can, there is Reference on parameters

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but I've literally never needed to use it

wary hare
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Hmm let me look into that

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I'll have "error0", "error1", etc...

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And If I plug in error0 I want to set the error0 value, if I plug in error1, set the error1...

sudden nimbus
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there are two hard problems in computer science, cache invalidation and naming

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highly recommend not calling things error0, error1

wary hare
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yeah it was for the sake of simplicity

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It would be something like FrameError and WheelError

sudden nimbus
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fair, and yeah you could do that but you could also return multiple outputs as you've seen

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so pass in the error and have the caller responsible for putting it back into the blueprint variable (global)

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Previous Error input, Error output

wary hare
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Oh, to set it after the function is called?

sudden nimbus
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yeah

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the caller is responsible for passing in the old error anyway

wary hare
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get variable -in function, out function- set variable

sudden nimbus
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totally reasonable for having it responsible for saving it afterwards

wary hare
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I'll try that, thanks

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How can I pass the reference then?

wary hare
north hedge
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Anyone know how/why mobile devices wouldn't allow you to open a URL via LaunchURL?
Got https:// and a / at the end and it still fails to open

vagrant prism
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How can I make my particle system on casting a spell follow my character location as it moves?

wary hare
vagrant prism
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Following along with the RPG tutorial series, going well so far but ran into this problem since he doesn't have his character move while I want my character to be able to move while casting

wary hare
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Is it possible to make the Emitter you spawned in to be a child of your character?

vagrant prism
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Sorry, im completely new to Unreal and programming but I do have experience in digital software. Are children just the "children" (lol) of parents, like parenting and pick whipping in After Effects?

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Right now it's spawning at his Feet bones/mesh using socket location

vagrant prism
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How can I do that exactly then cause that sounds like it would work!

wary hare
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I also don't know much haha, just gave you an idea

sudden nimbus
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maybe expand the input

wary hare
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Oh it is there, thanks

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I found a better solution anyways I think

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I just use the "global" variable to set the local one

sudden nimbus
wary hare
sudden nimbus
vagrant prism
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I think attach actor to actor seems a little more simple, but im still not sure how to set up the nodes and where in the process that would be

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This is my node layout right now

sudden nimbus
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right after the spawn emitter

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dont worry about socket name

vagrant prism
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okay

sudden nimbus
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oh wait you are using sockets

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yeah you could attach it to the right foot right there

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and use the location/rotation/scale rules that youd like for it

vagrant prism
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im not seeing add actor to actor when i right click, it's bring up add actor to layer

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im in UE5 if that makes any difference

sudden nimbus
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Attach actor

vagrant prism
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fuck

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lol

wary hare
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Back at it again with the UE5 problems

vagrant prism
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sorry

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my bad.

sudden nimbus
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people go and use Get All Actors of Class and they cant get something out

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well yeah, because its in another unloaded world partition cell across the map

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that and lumen

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havent seen any confusion about nanite, its pretty plug and play

silk hinge
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okay seems like my problems is not keys related thanks for the help i'm gonna rework my shooting system on tommorow ^^

vagrant prism
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im sure that I have this wrong

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but not sure what I should plug into what

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I set the socket name is Right Foot

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Parent actor needs to reference as Third Person Character even if the target is already set to self and its in the blueprint for the character

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?

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@sudden nimbusNo rush but when you get the chance I could use your input on this, take your time though seriously I appreciate any and all help!

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thanks regardless for helping noobs like me 😄

sudden nimbus
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oh i wont (rush)

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free help is free

sudden nimbus
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here you want to use "Self Reference" for Parent Actor (meaning, get a reference to myself)

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and you want to use the output of spawn emitter for Target

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so, "attach this new shiny spawn emitter i have to myself" blam

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or i guess more specifically "attach it to my right foot"

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its just a flesh wound

wary hare
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Hold on, I can call twice a function in unreal right?

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And it acts as two different things

sudden nimbus
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you can call a function in multiple places, and any of those places can run multiple times

wary hare
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Oh ok, then I'm having another problem

sudden nimbus
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and each place you call the function can have different inputs

small mica
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if I have three location vectors A, B and C and there is a line drawn from A to B to C, how might I find the angle of the line from A to B to the line from B to C?

vagrant prism
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@sudden nimbus i cant plug in "return value" from Spawn emitter to Target on Attach Actor

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What is the output of Spawn Emitter than I can actually plug into target?

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All the directions say incompatible

trim matrix
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so im having a couple of issues with the world to screenspace projection node
i have a scene component parented to the main gun bone which is simply connected to the right hand via sockets, and im simply piping the world location of the scene component into the HUD blueprint so i can draw a debug shape, which is the black square.
Ideally, this should be where the gun's sights are, but in the video it doesn't perfectly line up, as it drifts from side to side quite significantly, but for some reason it doesn't drift upwards, that is actually working well
i suspect this may be some sort of transform space issue?

faint thicket
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I use 'x' to print strings of useful info that I'm debugging.
I have an image sequence (.jpg) in a media player, I'd like to print the current frame being displayed of that sequence, but I'm not sure where to pull that info from.
Any advice for doing this? Thanks.

mint comet
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do enum switches dont work in actor components?

faint thicket
trim matrix
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Trying to replicate this mechanic in side scroller, but stuck at this part of the video (https://youtu.be/MLINAJt3lbs?t=733) because my character won't cling to the wall, someone plz help

Project Files : https://www.patreon.com/posts/52828728
This is the first episode of the tutorial series I am doing on "Legend Of Zelda - Breath of the Wild" like climbing system in unreal engine. Here, we will look into how to detect the wall in front of the player character and hang on the wall when the jump button is pressed. If player press t...

▶ Play video
warm parcel
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This is a probably pretty simple math question, but how do I get the rotation between 3 points in space?

zinc wasp
warm parcel
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unreal forums have let me down

warm parcel
zinc wasp
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The forward vector in unreal is just the direction of X. Unless you mean the direction to it's center.

warm parcel
#

So here I am drawing a shape and when the shape is closed I find the middle three points and spawn a plane at the center of those points. I want the plane to be faced the same way as the drawn shape, and I think I can do that with math between those three points

#

Right now it simply faces the camera but this is undesirable

zinc wasp
#

Look at rotation could make a rotation from two points. Line trace can give you the normal which you could also use as a rotation.

#

Sorry I don't really understand what your trying to achieve. As the drawing looks like it's on a plane.

warm parcel
#

The plane is created after the drawing is completed. Thank you for discussing the problem with me, I'm probably not explaining it very well

#

As it is, I will think on it tomorrow. Thank you!

pseudo pelican
#

Hey guys, I'm quite new to unreal engine. How would I cap the speed of the camera rotation for a player?

#

ive looked around for a while now and I cant find anything on the internet, I found a sensitivity multiplier and yaw pitch limits but those aren't what I am looking for

nova belfry
#

@pseudo pelican using the mouse or controller? I think there is a turnrate float input value. You could probably multiply it with a 0.X value to have it turn slower in general in the input actions.

pseudo pelican
#

mouse

#

I want it to be a set max value u can reach

nova belfry
#

Hey guys, do you know how to make Water Splashes when the character is running through water bodies? (using the water plugin from 4.26?) do I have to manually detect if the character is in a water body and then spawn particles?

pseudo pelican
#

having a multiplier means u can just up ur sensitivity and bypass it

nova belfry
#

pretty sure you can clamp it then as well

pseudo pelican
#

yeah just couldn't figure out how to go about doing that

nova belfry
#

in there ^ the axis values is going straight into the add controller yaw input etc

#

you can probably do a multiply to lower sensitivity or potentially use a clamp to restrict it

#

not sure though since I havent tried it myself

pseudo pelican
#

yeah thats waht I was thinking just couldnt figure out how to setup the clamp

gentle urchin
#

Isnt there also a rotationrate

#

But i guess it really does the same as the sensitivity multiplyer

#

Nvm, thats for the pawns rotation !

nova belfry
#

@pseudo pelican Id probably first check what kind of numbers are coming out of these mouse turn things

#

or check into the code for the add controller yaw in put so you know how it handles the rotation ^^ analogue stuff like a controller the max value will always be 1

celest steppe
#

I have a transform variable in a blueprint with a 3d widget. How can I make this variable be in world coordinates without forcing the actor to 0,0,0 location?

gentle urchin
#

Not sure what you mean

nova belfry
#

its easier to explain what youre trying to do probably

gentle urchin
#

Do you wanna set relative as world location, but not force the actors world location?

nova belfry
#

Do you want your Transform Variable always relative to another Actor? independent of where the other actor is in the world?

celest steppe
#

I have an array with transforms (I basically only need rotation and location). When placing the actor into the world at some location, I can add transforms to the array (which is basically what I need). It is easy to calculate the world location/rotation of each transform, but when I move/rotate the base actor all transform will also be translated/rotated. I want them to stay in place, basically

#

I had it some time ago, but I don't remember how

nova belfry
#

How do you add the transforms to the array? just offsetting them from the base actors location relative to the base actor? I dont really get why the transform would be relative or be updating if its just an array of transforms

#

unless you update the transforms every frame or something

celest steppe
#

it's during set up of the blueprint inside the level. I don't need any realtime capabilities for this

#

I basically add them by hitting the + icon at the array entry in the details panel

#

and they are definitely stored with relative location

maiden wadi
#

Not sure I'm following the conversation well, but if you have an actor with local space transforms and you need them to remain correct when the actor moves then.. Your transforms either need to be in world space, or you need to save your actor's originally placed location to keep your transforms relative. or update all of your transforms every time you make a move to keep them relative. Second would likely be the easiest.

meager wasp
#

can anyone tell me why is this failing everytime, and whatever I try it doesnt work. Its a child actor and its supposed to print out a value in the HUD. If anyone can help out I'd appreciate

candid nest
#

u have not selected any class yet

meager wasp
#

omg.... ty

candid nest
#

no problem

celest steppe
maiden wadi
#

Personally. I would just have a StartingPosition Property as a transform. Make the actor's Construction script set it to the actor's current world position. Then your logic can set it's world position as LocalArrayTransforms+StartingPosition in world space.

nova belfry
#

Anybody know how to deal with Water Splashes using the Water Plugin? I've gotten it to work with the main character by checking if he's overlapping with the water however, doing it this way seems somewhat limited in terms of expansion

manic smelt
#

Anyone know what I am doing wrong here? I'm trying to get the characters angle compared to the player. It currently returns that angle but not adjusted for the characters rotation.

#

In other words - It outputs the relative angle of the player to the AI character as if it the AI was facing directly forward, which it isnt.

candid nest
#

just try to remove the blue node from the first get actor location

manic smelt
#

also this should help explain the issue. Blue is what I want from the angle but it is currently outputting blue + orange

nova belfry
#

Find look at rotation
A - AI
B- Player

And then if he's facing the right way since the characters tend to be rotated 90 degrees away from the original direction, can't you just add/subtract 90 on the right axis to get the right angle?

(this is the reason why I also tend to add direction arrows to my characters and reference those instead xD)

manic smelt
#

Thats the current setup ^

#

This seems to work actually

timid arch
#

Hi guys. I have a timeline which goes from 0 to 1 and a Spline along which I am moving, via the timeline. I need to cover the whole spline length, in 80 seconds total, while at some point along the spline, I need to slow down and cover that portion in 30 seconds. Is there a way to make this work?

For the moment, I have set it up to work with Set Play Rate, however this requires me to perform multiple manual tests, in order to determine the proper play rate.

This is my current setup.

#

On the right the, the nodes go to setting the location and rotation. And bellow is a third Set Play Rate section.

timid arch
#

I haven't tried it. I saw in a clip how the dilation works. Will it affect only the actor who is traveling along the spline, or the whole scene ?

#

If I understand correctly, the dilation speeds up the game time

#

or slows it down, depending

#

Okay, I just checked some more documentation. The Time Dilation appears to be what I need. I will try it and confirm. Thanks

green eagle
#

Any help or direction or ideas welcome!!

Player hits 'E' to pick up actor > it attaches actor to socket/scene component
Player hits 'X' to put down actor > HELP!!! Can't seem to figure how to "drop" the held actor.

Not sure if I have to destroy that actor and spawn a new? or if there is a simple function I just am not keen on.. 😦 thanks again to any advice or guidance.

midnight veldt
#

@green eagle have you tried DetachFromComponent? if you are struggling with actually referencing the held actor then try making an actor variable and setting that variable to the actor when it is picked up

#

--

#

for my own question... does anyone know if I can select data table rows (or any part of a data table) from a drop down? Or use a data table to set the defaults of different classes in the editor?

#

the reason being I have a quest system that uses a base quest class for all the different quests. this makes it really handy to quickly set up the characters in the world with them;

#

with just a drop down and a quick search

#

but it goes without saying this gets messy pretty quick, is more complicated than it needs to be for backing up, and ive already seen some data get wiped a few times (luckily had backups but still...)

#

In terms of managing the data I think a datatable would be way more suited for this but I don't know how to get this functionality out of a data table in blueprint... would appreciate any input

green eagle
dry blaze
#

Hey does anyone know how I can stop two capsules bouncing off one another while in the air, I want them to sort of lock together 🙂

midnight veldt
#

Prox I know that feeling it has happened to me many times lol. glad that it helped

waxen sorrel
#

It's possible to have a component tick timer lets say set to 2 executions per second and inside it a timer with 5 executions per second ?

trim matrix
#

Hello, i have some sort of Top Down Game going on (like Bloodline Champions if you know this). My characters move on a plane, so there is no pitching needed. I have a function to orient the character to the cursor position.
My problem now is, i want to have a GroundTarget spell (like the Meteor in traneks example) and everything works, except the targeting decal is not follwing my mouse cursor. I cannot get it to be affected by anything.
I use some calculations around the "Wait Target Data".
I reckon this is more of a blueprint problem than gameplay ability problem.

zinc wasp
waxen sorrel
midnight veldt
# midnight veldt for my own question... does anyone know if I can select data table rows (or any ...

OK i think i figured this out so I will write out the solution to this, for posterity. Its not very well documented sadly. It requires some C++ to start as well.

The answer is the FDataTableRowHandle. This is a struct that contains 1) a pointer to a data table and 2) a row in said table. By creating a UPROPERTY of this struct (in my case TArray<FDataTableRowHandle> Quests; and making it BlueprintReadOnly, it can then be set from the editor like how I needed it to be:

#

hooray! for now I will just have one big data table that contains all the quests (I made a quick one and put in 3 examples for this screenshot). I might end up separating them into different tables but luckily this solution supports that easily

#

then the actor could get all of their quests like so:

#

I hope this helps somebody else if they run into this same problem!

wet surge
#

hey, does someone knows how to rotate a linetrace around an axis depending of the orientation of a mesh?, ive tried almost everything i know about math but for me its pretty impossible to do it

#

this is the code that i actually have, it makes the linetrace but always points down

simple dragon
#

@wet surge get socked rotation -> rotate vector

wet surge
#

this is the result

simple dragon
#

@wet surge
ok lets go tho vector and rotation math

A = location of object
B = other object
RO = rotation of object
Dir = direction Axis
length = length of vector
FV = final vector

1 direction to object
FV = a -b;
length of vector is equal to distance between object a-b

2 direction to other object Scaled
FV = (a - b) * length
if one direction have length of distance between object a-b length of vector is equal to distance between object a-b

3 direction from axis baste on rotation (in ue rotate vector)
FV = RO * Dir
if dir is (0,0,1) and RO is (0,0,0) Fv is (0,0,1) if dir is (0,0,1) and RO is (0,90,0) Fv is (0,1,0)
3 direction from axis baste on rotation scaled
FV = (RO * Dir) * length
if dir is (0,0,1) and RO is (0,0,0) Fv is (0,0,1* length) if dir is (0,0,1) and RO is (0,90,0) Fv is (0,1* length,0)
remember all of functions are world local not object local
to move final calculation to object local use FV + a

wet surge
#

the other object is any surface basically, but the linetrace should come from the botton of the car

#

or maybe i cold forget about tthe linetrace and make it simpler?, i only want to detect if each wheel if touching something

wet surge
wraith comet
#

@wet surge you can try something like this

wet surge
quasi frost
#

I am using the top down template and trying to line trace to check if I click the enemy. For some reason though the mouse location found in click to move seems to be incorrect when trying to use it for line trace. Any one have any idea what this is about?

simple dragon
#

@wet surge direction from axis baste on rotation scaled
start trace = actor location
end trace = (rotate vector(actor rotacion, vector(0,0,-1)) * max distance) + actor location

wraith comet
wet surge
#

but there's another problem, the socket seems to not be affected by the suspension, there's any way to fix it

wet surge
simple dragon
#

socked cannot be moved 😄

wet surge
simple dragon
#

if u wont to move wheel u moving a mesh
if u wont to get a socked location use GetSockedLocation(mesh,"Wheel back right") btw this is in world space

rustic pond
#

I have a datatable I need to populate with around 1300 items. Is there any way I can add rows to a datatable using the editorutilities plugin?

wet surge
thorn fiber
#

Would this work for 3D widgets?

simple dragon
wet surge
#

ok done

#

im not seeing the linetrace in the screen

#

maybe itt get lost in space

#

oh ok now im seeing it

#

its far apart from the wheel idk why

simple dragon
#

show bp

wet surge
#

?

#

a image of the blueprint?

simple dragon
#

ops replace socked rotation with world rotation 😄

#

this is right one 😄

#

@wet surge

wet surge
#

ok ill try

#

it keeps going furter down as i fly

simple dragon
#

and set ignore actors to self

wet surge
#

keeps doing it

#

if u want we could go into a voice channel so its easier

simple dragon
#

ok

wet surge
#

feedbacck and support?

astral estuary
#

on what units is that startPosition? frames? seconds? ratio? thonkeyes
(seen on an animation details panel inside an animation state machine node)

languid haven
#

anyone got any ideas or bp jumping off points for making a drivable jetski that floats on the new water plugin's water? It's meant to be a jetski racing game so don't need to have the player get on it or anything, but I spent most of yesterday floundering around without much success.

silk hinge
#

hey I didnt find my problem yet ^^
Basicly my char is going to A pose beentwin Every anim montage loaded

#

My anim montage is played on the slot beetwin lowerbody and upper body
I tryed to use diferent slots beetwin "lowerBody" and "UpperBody"
But still have the same issu, char goes into "A pose" for 1-2 frames beetwin every animations 😦

#

I tryed to get anims for the anim starter pack to see if the problems are from my anims, but have the same issu with premade anims

safe musk
#

hello everyone, i am new here, i started study unreal about 3 weeks ago. i would like to know if someone can help me, i have been try to comunicate this collision compenent, my player has two collider, and i am trying comunicate this "green" collider with a different collider that i specify in this box, because i wish put 4 differents collider to get 4 differntes actions in this cube.

woeful pelican
#

Question: is there a better way of having a function being called by either (or both) input events?

ashen panther
#

when doing overlap events, is it more performant to check for a tag or equal = get player character?

elfin robin
#

Anyone know how I can stop a camera shake when I release a button?. I'm using a camera shake to work as breathing make aiming harder. I tried on release of button stop camera shake but that didn't work

zinc wasp
woeful pelican
zinc wasp
#

Yes though if it's an automatic weapon, you'll need to check if the button is still held down by the end of it and also adding a delay would control the rate of fire.

#

But that's all just preference. I believe there's no wrong way unless somehow your script is eating up all the cpu usage.

sand shore
#

make a macro with two inputs

safe musk
#

can someone help me, why when the player componente collider "COL_Kiara_INT" with the box collider componente "COL-2" the branch is true ? Because my blueprint only check is the player collider "COL_Kiara_INT" is overlapping with the box componente collider "COL-1" ... ?

sand shore
# sand shore make a macro with two inputs

it should have two separate local variables that are boolean. Each local corresponds to an exec path. After setting the local to true, check if both have been set. If both have been set, clear both locals and then output an exec.

#

not the cleanest but would work well enough

humble frigate
#

if im in an interface and i want to do something depending on a boolean in another blueprint, i cast to that blueprint but whats the object?

simple dragon
#

someone have idea wtf is going on
montage do not wont to rotate character for some reason
but test character is ok
orient to movement = false
use controller yaw = true

elfin robin
#

What's the best way to simulate breathing while aiming down sights?. Tried camera shake but can't get it to stop shaking as soon as I stop aiming

simple dragon
#

on 3min mark

simple dragon
humble frigate
elfin robin
simple dragon
#

but u know how to do it 🙃

humble frigate
#

uhh

simple dragon
humble frigate
#

okay ill try, thanks

pale orbit
#

Does anyone know when the player character gets destroyed what gets destroyed also? and what remains i saw GameInstance still remains

clear plover
#

Is there a way to make a existing Actor Child of a new Actor that i create??

Thanks

simple dragon
#

@pale orbit player re spawn example

faint pasture
humble frigate
#

hmm. doesnt seem to work, i might be stupid

pale orbit
simple dragon
#

or duplicate perimeters to new character 😄

faint pasture
#

Game state gets reloaded every time you open a map, game instance is one object the entire lifetime of the application

simple dragon
humble frigate
#

This might be a better pic. What do u put in the object?

pale orbit
faint pasture
simple dragon
#

@humble frigate content object to interact node and flow

faint pasture
#

Wherever you are setting up the hud, just get the game instance and pull the data from it

#

@pale orbit if the data is meant to be persistent between maps, store and game instance. If it's meant to be persistent within a single map, store in game state. If it's a multiplayer game, go with game state

humble frigate
simple dragon
humble frigate
#

my graph isnt editable... hmm

simple dragon
humble frigate
#

wait i got it

#

retard moment

simple dragon
safe musk
#

can someone help me, why when the player componente collider "COL_Kiara_INT" with the box collider componente "COL-2" the branch is true ? Because my blueprint only check is the player collider "COL_Kiara_INT" is overlapping with the box componente collider "COL-1" ... ?

misty viper
#

anyone know how to fix this warning permanently? " LogClass: Warning: In asset 'None', there is an enum property of type 'EDepthOfFieldMethod' with an invalid value of '('
"

#

I can edit the editor.ini to change the depth of field value thats missing, but once I reload the editor the error comes back

#

I have no way of finding this "None" asset that is causing this

simple dragon
#

@misty viper
some error do to engine crash and not saving a variable reference correctly
excuses only on builds !!
how to fix it open notepad++ find in files NoneNone
and u have clue with bp is in
in unreal
try deleting one variable compile save
in notepad++
do find NoneNone

if is gone:
undo delete
rename variable so something else compile and save.
revert back to original name compile and save

if is not gone:
undo delete compile and save try other one

desert juniper
misty viper
#

which file do I open in Notepad++?

#

@simple dragon

simple dragon
#

newest file or use in Notepad++ find in files

gusty shuttle
#

Anyone ever have the issue where you're using a widget with your controller and it skips over a button in the vert box?

#

nvm, solved it, my vert box was rotated -1 and thus it would skip the middle button

nova belfry
#

anybody know why this would happen with the buoyancy? ie the water plane is floating above the terrain in areas causing the buoyant objects to sometimes float in the air.

EDIT:
So it generally just seems like water bodies cant be too close to each other it causes an overlap for whatever system they use for the buoyancy. It is however somewhat confusing that its not perfectly following the visual mesh.

rough blade
#

Hey everyone, im trying to get bomb drops working but I have run into a weird hiccup. Below you see that projectile movement inherits the parent vehicle velocity but when in game the projectiles velocity is set much higher than the parent vehicle and ends with bombs getting yeeted faster than the vehicle is moving. I think it has something to do with rotation but cant find any reason why.

faint pasture
#

@rough blade Show the whole graph

#

Or at least more of it

rough blade
pale orbit
#

Does anyone know how to make it so Enemies can see my 3p mesh but i can't?

rough blade
#

set owner no see

#

found in mesh comp settings

vagrant prism
#

I have a widget appear for text once I enter a hitbox to say that the player can "Press E to Open Door"

What's the best way to then remove that widget once I leave in the On Component End Overlap

#

I tried using removal all widgets, which did work, but it also removed my health bar and mana bar

faint pasture
#

@rough blade that looks fine, and you're saying it spawns with a different velocity?

#

Check if you have "initial velocity in local space" checked. You might

rough blade
#

Sorry - they have consistent velocity, its that the velocity does not match that of the parent @faint pasture

#

local space is not ticked

pale orbit
#

Does anyone know why is this returning false

naive palm
#

how come a lot the blueprint functions im wanting arent showing up? GetAllActorsOfClass, Delay, etc. do i need my blueprint to extend from a specific class?

real garnet
#

"Is Locally Controlled" what is this?

supple dome
naive palm
#

implement or override? because i dont have an option to override anything. for reference, my blueprint is a child of a c++ class which is a child of UObject

sand shore
#

well there it is

#

UObject BP cannot use functions that require a world context

#

A bit silly that they chose to hide them without giving you an option to just pass a world context

earnest stream
#

hey guys, quick question: say i have a widget thats getting dpi-scaled at 0.688. with that dpi scaling value (0.688), what math can i do to effectively negate the scaling?

covert arrow
#

why is this not working

naive palm
sand shore
#

Well

#

The easiest solution is to have an actor you can always reference

#

Then implement GetWorld in terms of that

#

And then bam

#

just don't call super

civic basalt
silk hinge
#

After 4-5 hrs of searching I have solved my problem xD
I'm gonna make a quick recad here if it can help

faint spire
#

Hey so I have a door that is destroyed when I interact with it. Before it is destroyed, it blocks both the player character and the ai chasing the character. After it is destroyed, however, the ai still cannot go through that area. I know its a problem with the navigation area still acting like the door is there, but how do i fix that?

silk hinge
#

https://prnt.sc/19d95sp
So basicly my animation call was plug this way on the cache, meaning that when I press the fire button its playing the slot but this slot was empty beetwin animation causing my char to comeback into 'A Pose" beetwing each animation

The way I plugged it now is making my char playing the Idle anim when ever nothing is called in the slot removing any "A pose" problems, my animation where allready set with the first frame beign the Idle animations to make transition beetwin states and attack way better

faint spire
#

I tried using a nav link proxy but it just glitches out the ai

silk hinge
#

havent reach IA point yet,cant help sorry ^^

faint spire
#

It's all good 👌

plucky copper
faint spire
#

That worked perfectly!!

plucky copper
#

🐐

faint spire
#

Do you think it would cause lag issues? Or not really something to worry about for a small game?

plucky copper
#

I would guess fine unless you are doing tons of stuff with moving n stuff

#

probably fine

faint spire
#

Okay bet 👌

full night
#

Anyone know how to add jumping to a VR project?

naive palm
vagrant prism
#

I have my door rotating 90 degrees and opening, however, the collision doesn't move and i cant walk through

#

how can I have the collision move with the object?

#

before i could just walk through the door without opening it, it didn't have collision.

short burrow
#

how would i go about making it so when i press my aim key it reduces the mouse sensitivity, and when released it brings it back to normal. also attaching an image for what i have in mind but not sure how to make it actually work.

fast gale
#

Is it possible to set an Actor's Is Editor Only Actor property from Editor Utility Widget blueprint? I try to use the set Editor property node but it always say that property is not found on the actor.

surreal peak
zinc wasp
zinc wasp
vagrant prism
#

How can I make the mesh and the collision the same?

#

I can make the changes right onto the door for example

#

I dont need to make a separate box collision?

full night
#

I was trying that but it didn’t show up.. I found out that I had to be a character instead of a pawn 😔

zinc wasp
ornate sleet
#

Is it possible to have the NPC and PC run on the same script? This is really bugging me seeing that the character script is the main parent. What I want to do is have events or components do the move, idle, combat ect and have the controllers call that same event. Is that possible?

zinc wasp
#

Though you'll need to have seperate control for the player and AI logic.

ornate sleet
remote belfry
#

QQ. After using a create widget node, is there some type of destroy or remove process you should do as well?

zinc wasp
#

I mean yes I thought you meant same controller.

vagrant prism
#

@zinc waspthanks so much!!

ornate sleet
zinc wasp
#

No, as I stated before. You'll need seperate controls for AI and player. AI uses navnesh.

ornate sleet
#

But Jump and Combat can be same function calls from separate controllers then? I don't have to make two different versions?

zinc wasp
#

Yup. Just the controls.

#

This is something stupid I made long ago but the AI and player is all the same blueprint.

ornate sleet
#

Would it best to put them in components since I have different stats affecting speed stuff? Then grab that component and calling from an event that the controllers call separately?

short burrow
#

never mind, figured it out. had to use the get node thing! thanks so much for the help man!

zinc wasp
ornate sleet
#

Thanks. Looks like I got some experimenting to do

zinc wasp
#

The one best advantage is the animation since you don't need to make it for the AI and player.

ornate sleet
#

Yes that part I got to work. And a possess feature I'm just hoping to get the script to call same functions independently.

faint pasture
surreal peak
#

Yeah last time we had this scenario we just had the Character itself and the AI used the same functions the input events called.

#

Worked quite well, specially since you have one true character (+- ai specific overrides)

ornate sleet
#

So for example

MoveForward call on parent BP event Move

And AI controller call on parent BP event move

#

I got jumps and combat states to work. Somewhat. It's a little Behavior tree tweak but it's the movement I want to just use the same event/function 😅

maiden meteor
#

hi guys, does anyone know how I can display this struct as an array of meshes into the marked red boxes?

worthy holly
#

anyone knows how to replicate glory kill system from doom eternal (im a beginner so i dont know much abt ue4)

royal anvil
#

In UE4 many function can have as input several inputs on one input pin. Like "Set color", you can target several objects directly with one node by plug in several objects. How can I achieve this on own functions or macros? I tried it with own macro and function in BP, but I can only plug one object target into the pin.
Goal is like in many UE4 functions:

blazing creek
#

Does anyone know why when I reparent a blueprint that had a scenecomponent root, that scenecomponent root gets moved 103 units in X axis?

lost solstice
#

what is the difference between SphereTraceForObjects and MultiSphereTraceForObjects?

rain ravine
lost solstice
#

ahh ok

#

thank you

rain ravine
maiden meteor
fallen glade
#

when the engine is using a term like speed does it mean 1 = 1m/s?

#

no 1 = 1cm/s right?

maiden meteor
#

that's what i'm after, but can't really put a blueprint together

little flame
#

hi everyone! does someone have a tutorial on how to spawn objects back in place after certain time? my player hits and kicks objects that I would like to return once the player also returns to that area

stuck hedge
#

Is there any way to see what reference exists between 2 classes in blueprint? I had a reference in a UMG widget to a class, but I decided to change the reference to a generic actor reference and then implement an interface. I've gone through the whole UMG twice now but the Reference viewer is still showing some kind of connection between the widget and the other actor class.

blazing creek
stuck hedge
# blazing creek are you by chance using the Spawn Actor node there?

No, I'm not spawning it. It's a time manager in the level. I need a reference to it to get some stats from it. I previously had a hard reference, but I've changed it to a generic actor reference, and I'm using interface calls to get the info. For all the other classes I made this change, it worked fine and removed them from the size viewer/reference list. But for some reason this one is being stubborn.

#

I also had hard references and casts to the player controller, player character, etc and replaced those with generic calls and interface calls, and those all cleaned up

#

As you can see the variable is clearly set to plain actor.

rain ravine
little flame
#

hellooo

#

anyone on respawning to original location?

stuck hedge
#

Cache the location when you start

rain ravine
#

@little flame i mean, it's so trivial that you should be able to make it in 2 seconds
It's literally a delay and move to location

blazing creek
stuck hedge
#

Yeah, I completely closed and reopened the project, like I said all the other classes that were referenced there have been removed as they should hav been

rain ravine
#

oh wait, sorry I missunderstood your question

little flame
#

@rain ravine thanks but im a 3d modeller and environment artist when it comes to BP im very noob, so for you its probably super easy but for me not really hehe

stuck hedge
#

It's acting like there is a reference still buried in there somewhere, but I can't seem to find it anywhere.

rain ravine
#

@little flame do you have multiple levels or is it a single level?

#

like are you using level streaming?

#

because if you walk out of a level and come back, every actor will move to their original place by default

#

if not, you should create a trigger volume around the "zone", that when you pass it, you move the ball back to its original location

little flame
#

@rain ravine its a single level!

#

@rain ravine thing is you experience the level from a locked position so you wont move away from it

#

@rain ravine you can throw objects around, and I simply want the objects to go back in place after certain time

stuck hedge
#

On begin play cache their location

#

after they are thrown, set a timer and on the end of the timer set their location back to that original location

little flame
#

@stuck hedge thanks! any tutorials how I do that ? im very noob in BP but have the feeling its rather simple what I have to do

stuck hedge
#

on begin play just "get actor location" and promote to a variable

rain ravine
#

there are tutorials for each separate part, not really for your case

stuck hedge
rain ravine
#

search for how to work with variables in blueprint (begin play, cache location)
then for how to detect that it moved (either tick, or collision hit)
then timers (sent by crossmr actually)

#

and move to location

stuck hedge
#

Just watch all that guy's videos, then you'll be fine.

little flame
#

thanks guys!

rain ravine
#

this youtube channel should have all you need, they have a video for almost every node and unreal thing you can think of

#

also check the HTF playlist, its other way around, not what nodes do, but what nodes you need for certain tasks

little flame
#

but im a little puzzled that there is no full tutorial on this as I find it quite a basic need :S

rain ravine
#

it is, but it's much more efficient to teach you how the lego bricks work, then to have tutorial for each specific case

#

then when you need to change it, you know how

simple dragon
rain ravine
#

i mean not really sure, but AFAIK you don't rotate using montages if you are rotating using controller

#

basically the controller uses Control Rotation (set by player input or movement or Focal Points for AI) and that rotates the capsule

#

if you need to rotate capsule using montages, you probably need to use them as root motion, but that only works in single player

simple dragon
#

it have root motion 😄 location is ok but is not rotating

#

is some setting im missing in bp and i have no idea what it is
anim bp tested
bp tick and start , binds tested

dense cedar
#

what do people use instead of get all actors to set references?

#

like is it cheaper to set a set of references in the game state and then cast to them or just use get all actors to set new reference only being used by the local bp?

dense tulip
#

How do i set markers or such for allowing a boat to float ?

spice shore
#

hi there, a while back i was working on a random moving ai, and it worked fine, a few weeks latrer and its not moving at all, i can send pics of my code as well

maiden wadi
#

If you haven't changed the code, it's likely navmesh or pawn related. Changed anything in the level, or pawn recently?

spice shore
#

no, i can send screenshots if u want?

maiden wadi
#

Double check that your navmesh still exists. I found them a little finicky when I was messing with AI. Can't remember the hotkey for it.

spice shore
#

still seems to be there

maiden wadi
#

Could be failing to find it's route. Some prints on Success/Fail could help see.

spice shore
#

how do i see these prints?

maiden wadi
#

How are you testing the game?

spice shore
#

by clicking play at the top of ue4 program

maiden wadi
#

They should show up automatically in the top left of the screen in PIE and Viewport play. Not sure about Standalone.

spice shore
#

nothing shows up im afriad

maiden wadi
#

What actor is this tick in?

#

Oh, the AI. And you definitely have one in the level?

spice shore
#

yeah its defo in the level

maiden wadi
#

The other way to see printed messages is the log. I'd apply one to the beginning of the tick too. Also, does this AI have a C++ base class?

#

Window/Developer Tools/Outpost Log

spice shore
#

i used the spagetti stuff insted of the c++

maiden wadi
#

Forgetting to call supers in overridden functions in C++ can break tick.

#

Either way, I'd make sure your tick function is working via breakpoints or prints. After that, see if it's failing or succeeding.

spice shore
#

event tick defo seems to be working

little flame
#

hey its me again 😄 instead of using delay one time, how do I say every xx seconds do this?

maiden wadi
#

SetTimerByEvent

little flame
#

ah ofcoyrse thanks

lost solstice
#

Is there a way to see if any of the children components from GetChildrenComponents where inside the sphere trace

random delta
#

why did epic change this node?
where am I supposed to plug the target physical animation data now?

#

doesnt make any sense

burnt canyon
#

its not changed

#

read the node name

#

one is profile one is setting

#

@random delta

novel ice
#

Hey guys!
When player jumps while running to any side (forward/right/back/left/ whatever) and when I stop pressing a key to run somewhere, player still goes to the last direction I used to go. How can I change it so my player stops moving in air right after I stop pressing my movement keys?

trim matrix
#

@novel ice can you show a screenshot of your movement inputs etc.? Do you handle it on character or controller?

#

btw neat misspell on that name 😭

random delta
burnt canyon
#

No worries 🙂

trim matrix
#

also we might need to see your character movement component

hollow marsh
#

i have a problem. can some one help me?

burnt canyon
#

Might want to list your problem.

lofty hound
#

Is there anyway i can reference and store an actor in a player party BP before the actor is spawned into the level?

burnt canyon
#

There is some exceptions to this, like spawning deferred or w/e its called i forget

hollow marsh
#

hi i have a main menu. in background we can see level. and in that level have a actor blueprint. so i need to get mouse click event when clicking in that actor blueprints inside object. i mean im in a main menu widget and i need to click a button in blueprint, that visible in background. sorry for my bad English. can any one help

slate harness
#

I am making a camera shake for sprinting but i dont know the new BP node for playing it

#

can anyone help plz

burnt canyon
burnt canyon
hollow marsh
#

i tried set visibility to widget caves but i cant click through widget

lofty hound
trim matrix
#

maybe dont make the widget full screen so u can click next to it?

hollow marsh
#

@burnt canyon can help with this. i cant understand

burnt canyon
#

IE you could destroy them, spawn them in and out each time, or disabled and hide

#

etcetc

trim matrix
#

Hi would like to ask if somebody knows how to get the roll on a spline correct with out normalizing the float value?

hollow marsh
#

is their any way to click through widget?

burnt canyon
#

Set it to click through

hollow marsh
#

how i can do that? i cant find @burnt canyon

lofty hound
burnt canyon
#

I believe its under visibility

#

no hit test or something

waxen sorrel
#

Someone knows how to initialize a procedural mesh component ?

burnt canyon
#

Should be blue

waxen sorrel
#

Tried this but retuns none

burnt canyon
#

check if target is valid

#

Its saying the reference is null

waxen sorrel
#

yeah I mean

#

how initialize that ?

burnt canyon
#

Well first thing i need to know is where you are getting that target from

#

Is it already in world? are you spawning it?

waxen sorrel
#

Is a empty var inside a Editor Blueprint

#

I can only do this inside a level editor blueprint ?

burnt canyon
#

Ah right okay i see

#

hmmm

#

Lets see what it derives from

#

Its from a Mesh component so maybe just normal mesh init works?

#

its prob a wrapper class around it

waxen sorrel
#

its a procedural mesh component

#

I just need it empty to add content

#

also found out this

burnt canyon
#

Yeah but it comes from UMesh

#

So maybe you can init like a umesh

waxen sorrel
#

Why the custom events don't get exposed to level editor blueprints ? 😂

#

the bugs strike again

waxen sorrel
hollow marsh
#

thanks but it not working. in my scene i have box (Its is a blueprint and have a child box{name + box20} too.) i need to click that box20 and after cliking fire a mouse click event. so added event to it normal way. now i need that box20 to click thrugh a widget. i mean widget is main menu and background transparent so i can see that box blueprint. but i cant get click that blueprint. i set widget to no hit testble(selff and Child) but it cant clikeble thrue widget. @burnt canyon

burnt canyon
#

I might be dumb Hevedy but i read through the func list and i honestly cant see how

unique wasp
#

I have a Math Expression Blueprint node that won't eat my function, and I don't understand why. I type this:

value * (maxValue - minValue) + minValue

And then I get the below result. As you can see, there's an error, two of the inputs aren't added, and there's no output either. If I press compile, the error disappears, but the inputs and outputs still don't appear.

What am I doing wrong here?

burnt canyon
#

@waxen sorrel i think maybe

#

ughh

#

sec

#

Im unsure

#

Im guessing too much

#

You need to dig some API info or example videos up

waxen sorrel
#

it seems like it's impossible to initialize components inside a Widget

#

it is ?

hollow marsh
#

i cant understand why cant do this. thanks guys.

surreal peak
waxen sorrel
#

Well I just wanted to generate a mesh and save it to the assets inside the editor

#

But seems like will need to use a initialized procedural component inside a actor in the world

surreal peak
#

Well a Procedural MeshComponent has the same limitations as any other Component.

#

You will have to create it one way or another

#

Either via Constructor of an Actor or during runtime and then registering it yourself

#

But i think runtime still needs an actor

#

And Widgets can't have Components

waxen sorrel
#

yeah I just wanted to do it inside the editor at the Editor Widget tools

surreal peak
#

Neither can any other UObject afaik

waxen sorrel
#

can do everything except initialize the procedural thing :p

surreal peak
#

Do you have an Actor with the Component in the level?

waxen sorrel
#

Well doing it now, as wasn't able to do this from widget

#

Interfaces it seems

surreal peak
#

Well, not sure what "this" is

#

Yeah Interfaces are yellow

waxen sorrel
#

Well this was the concept todo everything inside a Editor Widget panel

#

That I mean

surreal peak
#

Yeah and I assume Target is null

#

You need an Actor with that Component

#

Or some c++ magic

waxen sorrel
#

Yeah and I wasn't able to initialize it inside the Editor Widget so, doing a initialized one inside a BP Editor in the world

surreal peak
#

Initialize? You mean spawn?

waxen sorrel
#

also the BP Editor Actors don't expose for whatever reason the Custom Events as buttons

waxen sorrel
#

yeah as component there

surreal peak
#

Yeah, if you want that to be automated, you can try check if the pointer is valid, and if not spawn the actor to 0,0,0 or so

#

And then destroy it again once you are done or so

waxen sorrel
#

yep

#

ty anyway man

opal ivy
#

Is Python support in UE official?

#

And how does it compare, performance-wise, to BP if so?

serene sand
#

Problem: I am creating a "header" from 3 of my .csv files using the file name and then I am filling in the headers with information. All of the information is populating into index 0's (SwitchMachine.csv) Vertical Box.

What I would like to happen is if Bridges.csv, Stations.csv, & SwitchMachine.csv has it's information populated into it's respective correct header.

I've also posted this in "umg" but this is also a blueprint so if this is the wrong place to post, please let me know.

tidal marlin
#

Hello. How i can unattached components?

gaunt fractal
#

Hey, when using RInterp To, is there a way to use shortest path or get the same behaviour?

swift yarrow
#

A very quick question about arrays. I have an array with two values depending on the character and I want to set up a menu that allows each character to change their model to another one for their character. Is there a way to only instantiate buttons for outfits for one character?

#

The answer is probably simple, but I can't remember off the top of my head right now.

open crypt
#

is there a way to access these points in the editor itself? I'd like to adjust them like i do with the actor's location

#

like from here

lofty hound
#

Whats the best way to get characters stats like health and mana? variables within the actor BP?

trim matrix
#

@tidal marlin do you mean the node "DetachFromActor"?

tidal marlin
trim matrix
#

or DetachFromComponent if it is attached to a component

tidal marlin
#

I didnt know this word in english and was see all node like unatched and other))

trim matrix
#

if it is a simple single player you might be better off without such a huge framework like GAS, but if u think about multiplayer and a more complex project, give GAS a try, though u might need to take 4+ weeks to understand it

open crypt
#

How can I visualize the collision that's blocking these cars from moving ?

warm swallow
#

Hey there, I'm trying to create some form of mantling for my game, but all of the tutorials I've found are for third-person or they are just really long. Does anybody here have experience with this sort of thing or know how to create it? If you do, please help!

lofty hound
trim matrix
stuck palm
#

hello, is there a way to make a blueprint run on the map editor?

warm swallow
#

I think there are editor blueprints you can use

#

"Editor Utility Blueprints are a specialized kind of class that is intended for logic that you need to run only within the Unreal Editor, never at runtime, and that does not need any custom UI."

#

Does that help?

lofty hound
trim matrix
#

yea its a bit tricky at first

#

think of them as maybe parts of a car. if you consider the radio a component...if you install the radio into your car and you read the manual (aka you know how to operate the buttons), you can use the radio

#

and if you take the same radio (or one built from the same blueprint...pun) you can install it in a different car and still operate it

#

the car is the character in this case 😉

#

and if u have one of those old car cell phones, the cars can now interact with each other, but only through the interface (phone protocol) which you specified when building the phone, not the car

stuck palm
faint pasture
faint pasture
open crypt
#

A skeletal mesh's actual skeleton - that's where any linetraces would originate from, if you used the mesh itself right? I have a bus that is using the same skeleton as a little sedan (mainly for the wheels which work fine) but I'm wondering if this guy's pack, the problems I'm getting are because he's line tracing from the skeleton and I need to offset the distance from the bus

maiden wadi
#

You cannot exactly trace from the mesh itself normally. You usually trace from a bone location which is retrieved in the component's local space and then added to the component's world position.

open crypt
lofty hound
maiden wadi
#

I mean that if you have two meshes. And you change them on the same component. If you're using the component's location for the line trace, the trace location won't change. That's why most things like that are done via bone location of the mesh within the component. If the bone doesn't exist, I'm semi sure it'll default to 0,0,0

wooden knoll
#

Can anybody help me with this climbing system I'm trying to make?

wooden knoll
# lofty hound Whats the problem?

I'm trying to make a free climbing system that can also round corners but it never wants to cooperate with me. I started to rework it from line traces to capsule and sphere tracing but I'm not sure how to go about the corner logic.

#

Right now I have it set that once the Sphere trace for climbing doesn't detect a wall it detects which way the player is going and creates a capsule trace based on two arrow components I gave the character to look and see if the wall continues

#

But I believe I need to make a line trace based on the direction to also detect if the wall stops, the line traces won't draw properly.

#

I also don't know if I need anything else for this, sorry for the trouble

lofty hound
wooden knoll
open crypt
#

It might just be a simulation error but I'm having actors that are spawned from a spawner in a stream level that remain in my persistent level after their original level is unloaded - what am I missing here? I'm having to do hacky things like make a giant collision volume to delete them ,otherwise they fall from the sky (even that doesn't work, I have to place the collision volume in a different level because the engine is obviously unloading the "catcher" in the offending level as well - (but somehow it's not unloaded the cars I'd need to delete from that SAME level)

#

While I can just move that catcher from the persistence up to that level, I really shouldn't have to

proven shadow
#

A cutscene which I created, and which functions properly, does not seem to appear in the built version of my project, are there some well known mistakes which cause this to happen?

wooden knoll
#

Is there something wrong with my movement logic? Sometimes it doesn't detect that the character is moving left.

gritty aspen
#

why it don t work

silk hinge
#

why dont you get the player camera ?

gritty aspen
#

i didn t understand

lofty hound
wooden knoll
#

Er Rely on anim montages

gritty aspen
#

can someone help me

wooden knoll
#

Try get player camera instead of camera manager

#

IE get a reference to follow camera

#

Or first person camera whichever you use

gritty aspen
#

ok

wooden knoll
#

Was my movement logic ok @lofty hound ?

open crypt
#

How can I remove an item from an array and have every item shift down accordingly (like someone leaving a queue/line)

summer jetty
#

How do you save to multiple slots with an open world game? I've found loads of tutorials on manually saving to different slots but none that cover how this works 'automatically' with an open world (with various 'trigger point' saves like levelling up, buying an item, completing a quest, etc). How do you tell it to continuously save to a specific variable depending on the current game slot being played?

My game allows up to 3 saved slots per account. So can I just have in the game instance blueprints 3 custom save/load events that reference the relevant group of variables in the save game blueprint? The game is a singleplayer and not that big, so would that work (other than requiring a bit of copy pasta and good organisation of the variables in the save game blueprint)? Or am I missing something obvious? When I tried this before, it wouldn’t let me run the event via the start menu buttons.

Are there any good tutorials that show an example of this (multiple slots, open world) that people can recommend?

earnest tangle
#

If you have a question, just ask

earnest tangle
maiden wadi
#

@open cryptNot sure if I'm misunderstanding the question, but Arrays do that by default in Unreal. If you have 5 entries, and remove index2 out of 0,1,2,3,4, then 3 will become index2, and Index4 will become index3

open crypt
#

AH

#

If I turn on player collision viewmode, and my object is hitting something (but I can't see anything there) does that mean it's not being stopped by a collision of an object?

onyx token
#

why are these always in pixel units and not in %?
How can i ever make something responsive?

maiden wadi
#

A lot of UMG stuff is meant to be designed around the idea of scaling. 450 does not inherently equal 450 pixels. It depends on what this canvas ends of slotted to, and how it's properties are set, and it's parent's parents properties, etc.

#

Don't set Dead every time damage is called. Just leave it as false as a default and only change it once when death occurs.

fluid rover
#

What's the best way to compare a single string's first few letters against those in a level name? Or, otherwise, what's the best way to say "if this string is equal to ANY ONE of these other strings, then..."?

maiden wadi
#

Probably Substring and compare.

#

You shoot someone with 100 health for 50 damage. First shot sets health to 50 and dead to false. Next shot sets health to 0 and dead to false, then sets dead to true. Third shot sets health to -50 and dead to false, doonce has already been called, so dead stays false.

fluid rover
#

@maiden wadi Thanks! Substring appears to be just what I need

calm schooner
#

Is it possible to let the user select an element from a mesh-array from a drop-down box in-editor? All I can come up with is letting them select a number for the element index.

random citrus
#

Not specifically a blueprint question but cant see a more appropriate place to ask. Does anyone know of a way to make the ocean actor rise and lower? I can't seem to make its translation affect it

rancid zealot
#

Here's a probably stupid question which I can't seem to find the answer to. I have a pawn which is taking input and using those values to change the player controller's control rotation in order to rotate the camera around around an actor. What I'm attempting to do is allow the wsad keys to do this (which is working fine) and the mouse to do it while holding rmb. I think I have the rmb mouselook correct where while held it's hiding the mouse cursor and setting the input mode to game only and when released showing and switching to game and ui. My issue is that when I hold LMB it still allows camera rotation. Is that caused because I don't have a UI set up yet or is it something I'm overlooking?

#

I'm starting to think it's because I don't have a UI to absorb the input and it's passing it along to the player controller?

faint pasture
#

@summer jetty Just have 3 save slot names

fluid rover
#

When spawning a widget, is it possible to alter a button's texture map based on a condition, the condition in this case being the level name?

fiery swallow
#

Is there a way to force camera rotation?

north hedge
north hedge
#

For a FPS controller I'd set pawn rotation on Yaw and Camera on Roll and Pitch

#

For third person it's all spring arm

fluid rover
#

@north hedge Thanks! That should probably work out fine. Currently working on a pop-up level navigator, disabling the menu button whose level I'm in so the player can't just reload their current level

#

actually, now that I look at it, I think I should be getting an array of buttons within the widget, not all widgets like the one I have

muted comet
#

hey! im in need of some help! i am wondering on how i should go about making a button system, in the game i will have physical buttons in the game some next to each other. and i need to avoid using event tick at all costs, anyone know any good ideas for this?

north hedge
fluid rover
#

@north hedge Did a bit of modification and just grabbed all the children of my menu canvas, then checked them all against the Level Name, so more or less the same-but-opposite to what you're saying, if I'm thinking correctly

north hedge
#

More just this to ignore the If statement, although its probably a bit more confusing

fluid rover
#

Oh cool

#

So plenty of options at the very least

#

Thanks

summer jetty
# faint pasture <@354359608942395402> Just have 3 save slot names

I tried that before, but how does it know which slot is ‘active’. I.e. If I have 3 saved game slots and load game 2, then when the character reaches a save ‘trigger’ in the game, how would it know to update the variables on slot 2 and not slot 1 or 3? (plus it wouldn’t allow me to run game-instance events via clicking the start/continue game buttons in the menu, so I figured that option wasn’t feasible anyway).

faint pasture
summer jetty
#

I’m not sure you’re understanding me. I can set the save slot names when they are first created. But the active save slot will then change depending on which saved game the player loads up when they log out/log back in to the game later on.

#

Say I have 3 different game slots running for a year. Whenever I log into the game I will pick one of those slots to continue playing. During the game it will need to save regularly (if a quest is completed, when the user earns money, when they reach the next XP level, etc). The player won’t be asked to manually choose the right game slot every time. It needs to automatically know they are playing slot 2 (or whichever) and know to update the variables for slot 2 only.

halcyon hill
#

Can anyone tell me, what is a Uniform Integer? I see them being used in the Field system, but I can't quite figure out what it is.

keen goblet
#

@halcyon hill Check the source code to see what it does

mortal cradle
#

The easiest way to change variables in anim bp which are dependent on other blueprints is to cast on "Update animation" but it's very expensive, I thought of a workaround that I cast from a different bp to animation bp and change the variable only when I have to, is this the way to avoid all of those casts on tick in anim bp? It does work but maybe there is a better way?

proper vale
#

Hi, guys!
Is it possible to check name of character animation(anim sequence) which play at the current moment?

viscid arrow
#

does anyone know how to find the velocity node after breaking a spawn actor from class?

trim matrix
trim matrix
rugged nexus
#

Any idea on how to put a water body custom from the new water system at a specific z axis?

trim matrix
summer jetty
# trim matrix If i understand you correct, do you want to persist the info on the active save ...

I’m not 100% sure what that refers to. But it’s like WoW where you select which saved character to continue playing when you open the start menu, that uses the data stored in the SaveGame to determine where they last got to in the game, while they play the game will save to the game slot for that character, then when they log out and log back in they pick which character (slot) to continue again.

So there are up to 3 game slots. Although if the player hasn’t yet created any characters then those slots won’t be used. Once they create a character, all SaveGame data for that slot will exist until they choose to delete that character (slot) in future.

trim matrix
#

so 3 Game slots per character or 3 slots for 1 character each?

summer jetty
#

1 per character

trim matrix
#

okay

#

then it should be rather easy

summer jetty
#

🤣🤣🤣

#

I like those words!

trim matrix
#

the "loading screen" loops over all the save games it can find in the specific slots, you can gather them all by searching for maybe "CharacterSaveX" where X is 1-3

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then if he chooses to load a game, pass the name of the slot to the game instance and store it there

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this way you can always address the correct save, what am i missing?

summer jetty
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What do you mean by ‘loading screen’ exactly?

trim matrix
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character select screen sorry

summer jetty
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Ok maybe I’m misunderstanding the game instance blueprint. I didn’t think it would allow that?

trim matrix
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think of the game instance as a 1:1 relation to the game executable, when u start up a new game, there is 1 game instance (on the client only)

surreal peak
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It also exists on the Server

trim matrix
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so each player (if online) has his own game instance

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ok

surreal peak
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Just not at all replicated. Shouldn't even hold any gameplay logic

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It's also hard to compare this to WoW

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As WoW has a central database it pulls the data from

trim matrix
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and while you play, you can store the name of the currently active save file in the game instance

surreal peak
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The Client only selects which Character they want to play with, which is probably send back to the Database too

summer jetty
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All the SaveGame tutorials I’ve seen store the logic for saves on there for all instances.

trim matrix
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i think it was more about the WoW UI than the DB structure here 😉

surreal peak
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Yeah, you can utilize the GameInstance or a Subsystem of it if you are fancy, to handle your SaveGames.

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Is that for Singleplayer only?

summer jetty
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Yeah the UI (my game is teeny single player compared to WoW)