#blueprint

402296 messages · Page 693 of 403

surreal peak
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If it's just Singleplayer, then you aren't bound to UE4's GameFramework as much as you'd be with Multiplayer

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Which is good and easier of course

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And the question is to save the current game slot?

summer jetty
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Are there any tutorials/examples you know of that show how that works?

surreal peak
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No idea

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It should be enough if you understand how the SaveGames work

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Your UI would create a slot per SaveGame and clicking on one UI element should allow you to save the SaveGame Slot Name

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Save as in either put into GameInstance for the duration of the Game process, or even into some secondary SaveGame for the users profile (if that' wanted)

summer jetty
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It would definitely be stored in the save game as the data needs to exist for that slot when the player logs out/back in again and picks that slot to continue playing. It’s just the temporary game instance stuff I’m struggling to get my head around.

surreal peak
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But we are talking about the Name of the Slot that was taken for the specific session

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Not about any actual savegame data

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Each of your 3 SaveGame slots has a Name. May it be SaveGame_1 to SaveGame_3

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When you start your game, you probably have some UI with 3 Widgets

summer jetty
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Yep

surreal peak
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Where each Widget counts for one of the SaveGames

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When you press the WIdget, you know which SaveGame got selected

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SaveGame_1, 2, 3

summer jetty
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3 buttons

surreal peak
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Take that name and save it on the GameInstance

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And whenever you load or save data, you use that variable from the GameInstance

summer jetty
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How?

surreal peak
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"How?" is too vague of a questin

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Which step is the problem?

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Calling "GetGameInstance->CastToYourGameInstance->SetActiveSaveGameSlot(...)"?

summer jetty
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How do I store that selected name on the game instance?

surreal peak
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Okay, do you have the SaveGame Name at hand when you press the button?

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So when OnClicked is called for example

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I assume so

summer jetty
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Yeah

surreal peak
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Right, do you have your own GameInstance Blueprint?

summer jetty
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Yes

surreal peak
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In that Blueprint, you should create a variable, call it "ActiveSaveGameSlot" or so

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I think it needs to be a String

trim matrix
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yes

summer jetty
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Ok I did that

surreal peak
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When you press the button and the OnClicked is triggered, call "GetGameInstance", cast it to your own GameInstance BP Class, and set the new variable with the Name

summer jetty
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(got to this point before)

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That’s when I was getting errors. I’m travelling atm, but it was complaining it wasn’t referencing something if I remember correctly

surreal peak
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Shouldn't happen if you use the GetGameInstance node

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This is a globally available reference (pointer)

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Just don't make a custom GameInstance pointer

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Cause that is invalid until filled of course

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If it does happen, you'll need to share screenshots of your code

summer jetty
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Hmm... ok ‘ll have another play around with this when I get home. Thank you both for your help. Sorry for the noob question! 😁

surreal peak
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Once you accomplished this, you should be able to use that ActiveSaveGameSlot variable whenever you load and save

summer jetty
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Ok I’ll give it another go

surreal peak
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Until the game process is quit and restarted, then the player would need to select a savegame again

summer jetty
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Yep

surreal peak
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Oki

dense tulip
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hi guys, does the buoyancy feature in 4.26 require to have a water volume to work ?

tired chasm
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Hey guys. I got a question about swimming with a third person character. I'm trying to add vertical movement while in the water by pressing the Left or Right trigger buttons on a controller. I thought it would be super easy to do but I'm having a few problems.

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This is what I have for my BP for the vertical movement and with this, the character always rotates towards the same direction when the button is pressed (North I think?)

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I just want the character to move up or down. I don't want any rotation. I also trying using "Add Impulse" but that doesn't work right either.

maiden wadi
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@tired chasm You can likely ditch half of that and just use the world's UpVector. Or a MakeVector with 0,0,1. But nothing there will affect rotation unless your character orients to velocity or whatever like that.

tired chasm
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oooh alright I'll try that

soft basin
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Hey sorry for asking such a dumb question but I'm really struggling with such a basic problem. I have a bunch of AI driven characters running around killing each other and would like to add a kill feed. I can manually add a child to a UI widget through a key press with code in my level BP so I know the UI works. Where I get stuck is triggering an even in the character BP and passing through the variables for the killer/victim etc. The characters have an ondamage event that makes them check if they have 0 health and then handles the death sequence if necessary. I assume this would be the right kind of place to grab my variables and pass them to the UI but I can't figure out how. Should I be using the gamemode BP or another actor, or possibly a BP interface? I'm really only just getting started on this so I'm unaware of the common methods for handling this kind of thing. Thanks for any help anyone can offer with this!

tired chasm
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oh yeah I think since I have this ticked it's giving me problems with trying to move up and down... but I do need that ticked and would like my character to rotate in the direction the player is moving the stick, but going up and down also seems to be affecting the rotation ><

trim matrix
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Pressed on play but the game didn't start

trim matrix
soft basin
uneven geode
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hi, somebody worked with recieving 360º livestream in unreal?

shrewd condor
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Guys, I have a strange issue, I am setting collision enabled to Query Only on one blueprint, but each time I restart the editor it is set back to collision enabled (Query and Physics). I am sure that I saved it and it is checked out from perforce.

chrome fractal
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Cast shadow Isn't working in blueprint for a single static mesh how can I do this please help

hearty lintel
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guys i need to do some cubic interpolation through BP, does anyone know how i can achieve it?

I got an actor wich has an array of locations and i need to interpolate them in a smooth way like that.
Keep in mind that Vinterp and vinterp constant don't do the job. I need the cubic interpolation 🙂

Thank you!

calm schooner
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Construction BP to randomly rotate a mesh around the X axis if the user has RandomRotation=true in the editor.

When the BP first runs, the mesh's original rotation is stored in the variable Original Rotation.

When the user ticks RandomRotation=true, the object snaps to a random rotation within the Rotation Amount as expected.

When the user ticks RandomRotation=False, the pipe does not set back to it's Original Rotation as expected.

Do I just need to put this in the Event Graph so it will update after placed instead of the construction script, or is something else going wrong here?

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Yep, it looks like that's the solution, but why is this? Why doesn't the script behave as expected when it's on construction rather than on Event BeginPlay?

trim matrix
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your variables are not initialized (empty pointer as you might say). it seems that you have variables defined in the blueprint actor, but they get not filled with references

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you also should go from the "find sessions" failure exec to Set "finding sessions : false"

graceful forum
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So, I checked the ENetRole enum and it's not declared as BlueprintType, hence I get that there is no switch node. But if that's the case how I can select or create a member variable of it?

hearty lintel
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yeah that's what i thought as well! shall i use the "add math function" node for that right?

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thank you really much 🙂

quasi frost
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Does anyone know anything about projectile movement? Why doesn't this move towards my player which is the child of the parent playable character?

spice shore
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for some reason i cant get the ai to contuie moving after a level is loaded via the menu blueprint, however i can makie the ai move if i open the level directly

boreal ether
hearty lintel
boreal ether
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It's c++ to add a BP node. Look up how to make a blueprintFunctionLibrary and then add that to the .cpp file

hearty lintel
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ohh okay awesome thanks!!!

boreal ether
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        static FVector CubicInterp(FVector P0, FVector T0, FVector P1, FVector T1,float Alpha); ```
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This goes in the .h file

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No worries 👍

hearty lintel
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🙂 thanks a lot!

boreal ether
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Let me know if you can't get it working

hearty lintel
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i will have to download the source version of the engine first i guess

boreal ether
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Yeah I guess if you want to avoid c++ you'd have to implement the math yourself. But I'd recommend just getting started with c++. You'll need it for something eventually

hearty lintel
boreal ether
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Well here's the code if you want to implement it in blueprint ``` /**
* Performs a cubic interpolation
*
* @param P - end points
* @param T - tangent directions at end points
* @param Alpha - distance along spline
*
* @return Interpolated value
*/
template< class T, class U >
static FORCEINLINE_DEBUGGABLE T CubicInterp( const T& P0, const T& T0, const T& P1, const T& T1, const U& A )
{
const float A2 = A * A;
const float A3 = A2 * A;

    return (T)(((2*A3)-(3*A2)+1) * P0) + ((A3-(2*A2)+A) * T0) + ((A3-A2) * T1) + (((-2*A3)+(3*A2)) * P1);
}
hearty lintel
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thank you so much man!

spice shore
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hey @boreal ether can i grab your help?

boreal ether
spice shore
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its player movement, its the ai pathfinding movement involing navmesh

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for some reason if i open the level using menu blueprint widget it does not move, meanwhile if i open the level via the viewport it works fine

boreal ether
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Do you get any errors in the log? Try typing "show navigation" in console to see if the navmesh is built?

spice shore
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the navmesh is built and there is no errors

boreal ether
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Try a breakpoint or print string in your AI movement code to check if it's being called?

spice shore
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@boreal etherThe ai blueprint doesnt appear to activate, is there anyway to activate it?

boreal ether
spice shore
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print strings

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apparently i had to restart my pc to get it to work, might have been a bug or something

little flame
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hi guys! im just about to finnish a project in UE4 for the quest, but cant wrap my head around the very last thing. I have a BP spawning an actor but everytime it does that it crashes. did somebody experience smth similar? when its connected to the pc its fine

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im destroying the actor after each spawn so it cant be due to extreme amount of meshes etc.

boreal ether
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adb logcat -s UE4 -s debug -s DEBUG

little flame
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how do I do that when its only on my headset?

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it doesnt happen in the editor

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only when i disconnect it from the computer

boreal ether
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Connect the headset to your computer and go to UE4Game/yourGameName/saved/logs or something like that

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And run the adb command in a command prompt or powershell

little flame
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@boreal ether thanks joost, but I just made the most simle trial ever basically eventbeginplay hooked up to spawnactor as the only BP in the scene and it crashes...

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must be a bug? or the quest cant handle spawpning?

boreal ether
little flame
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no it works fine as soon as I remove the spawning bp

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it seems it cant spawn actorclass BP

zealous moth
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wanna show us your spawning logic?

quartz flax
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Hi. I'm struggling a bit with figuring out how to work with data table category handle. Having a hard time finding good documentation/examples on it. In the below example, I'm obviously getting all the rows of the table, and not just the ones I want by category handle. I want to get an array of RowNames for the rows matching my CategoryHandle. Can someone give me pointers on where to start? https://puu.sh/HV3S3/225c3c86cf.png

glad mist
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Hello everyone, I'm making grid based WASD movement (Using Timelines and VLerps), I'm trying to get the movement to be smooth when I hold a key down, but there's a weird jitter. Anyone able to help?

jaunty solstice
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Anyone know how you might expose the Skylight’s Source Cubemap Angle so that it can be dynamically changed in runtime or in the Sequencer?

onyx token
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is it possible to change these using blueprints? rooThink1

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like change the padding on the Bottom?

onyx token
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ok, in that case i just screwed up and i gotta look into it more...

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because i tried this

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but that just gave me error messages

tight schooner
burnt nest
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Why on earth would you increase the padding by 1 every frame? 😱

burnt canyon
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Mad man that's why

onyx token
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just so shit moves and i can see it rescBlank
What i actually wanna do is control my skyrim-esk inventory using WASD

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like when i press W - the list scrolls up by whatever the amount of padding it is, until it gets to the next item

burnt canyon
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So you want to navigate the menu using wasd

onyx token
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yea

burnt canyon
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So I believe there is controller support by fedault for this

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I am slightly unsure about wasd

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However

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I assume your not disabling the mouse?

burnt nest
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Right. Well. The error first of all I believe is because you're trying to treat the Vertical Box as a Vertical Box slot. It has slots, but it isn't a slot. Hence you get a "accessed none" error.

glad mist
onyx token
burnt canyon
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You prob want a uniform grid

burnt canyon
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With just one collum

onyx token
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hmmm and then switch between grids using A and D ?

burnt canyon
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Wait

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Do u want the list to move up and down

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Like in Skyrim

onyx token
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yea

burnt canyon
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I misread some

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Right okayy

onyx token
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that's why i was trying out with the padding

burnt canyon
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U know

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I think it's just a case of changing the selected unit

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And using anim

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To move the box

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UmG anim

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Maybe

onyx token
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can animations stack?

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because idk how many items i will have, so it might have to move up or down unlimited times

burnt canyon
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U can move anything in Umg

onyx token
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that's why i thought working with a padding float i can just lerp would work neatly

burnt canyon
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Not sure if it will look proper with changing selection tho

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UMG has huge animation system built in

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For moving stuff

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Or maybe u can move units in a scroll box

onyx token
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why must stuff always be huge and complicated

burnt canyon
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So many options ahhh

onyx token
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so if i wanted just for the sake of checking if it may work - to go ahead with the padding thing before i dive into a giant umg animation system-

How would i go around "Slot as Vertical Box Slot"?

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because this way doesn't work rooCry1

burnt nest
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Since Luna's being a champ, you're good, but for future reference, #umg is where you're most likely to find widget experts 🙂

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Well you gotta make a new node

onyx token
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oh lol i didn't see #umg sry about that 😅

burnt nest
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And you need to add the padding to one of the elements contained in the vertical box, rather than to the vertical box itself, otherwise it's the padding around the entire box you'd affect

onyx token
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i wanna affect that tho

burnt nest
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It's fine, this is blueprint too, just that people in #umg are likely going to have the best answers 🙂

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Oh well alrighty then 😛

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So if you drag out from it and search for set padding, do you get any results?

burnt nest
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Turn on context sensitive 🙂

onyx token
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oh lol

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well in that case it's empty x_x

burnt nest
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Okay let me boot up UE and I'll have a look

onyx token
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thanks alot

quartz plume
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Hi! I have a problem. I have this kind of hierarchy on my blueprint class. All platforms have the same ability (rotating and falling the water). What should I do to not copy myself in code? I think about actor child but it's very not elegant and it's not recommended (I read). I think about something like prefab, but is it on UE?

quartz plume
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Hm what do you mean?

icy dragon
quartz plume
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Yeah, but How can attach it in one owner actor?

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By child actor?

onyx token
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aren't there actor instances you could use?

icy dragon
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It really depends on what game design you're trying to achieve tbh

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I still don't have any visual imagination of your written puzzle mechanic description.

quartz plume
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Top platform get some water, when it fill with water, then it invoke next platform. If it is on correct position it again, fill and repeat the procedure for the last platform

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🙂

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Of course I want to use Event Dispatcher, but as you can see, many of this components are rotating

onyx token
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okay so i can scroll my entire widget...
So if i would make a new widget, that's only the list of items...
And place it above my background widget...

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could work right?

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or is that scuffed?

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because then i could just move the item-list widget around, making it "scroll"

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and keep the background where it is

white field
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I want to take an arbitrary float and convert it to 1, what is the math term for this?

white field
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hmm

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say I want to counter a scaling value higher up in a component tree

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the root is scaled to .75 1.5 1 or whatever

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break the vector to floats but then the value needs to be the proportional offset of 1..

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absolute is for zero isn't it?

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like the corresponding desired value for 1.5 is .6667

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.75*x=1 etc

tight schooner
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"abs" removes negative signs, ensuring the output is positive (-2 becomes 2)

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are you thinking of "normalize vector"?

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takes a vector and makes the length of it 1

burnt nest
onyx token
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don't worry

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i'm trying out the widget position moving

burnt nest
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nice 🥳

white field
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yeah perfect, ty

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was drawing a terminology blank

fluid compass
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hey im wondering why the bullets ive created wont collide with the shield i am using to block it

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im thinking it might be the thickness thats the issue

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the BP ^

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the collision settings ^

burnt canyon
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heads up, afaik for actor tags

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there odly and kinda rusty/broken

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would not recommend using unless they have been patched up in the past year

maiden wadi
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@fluid compassBullet actor component hierarchy?

fluid compass
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i'm using 4.24

fleet cedar
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Trying to scale down the Advanced Vehicle blueprint but it breaks when I do... is this avoidable in any way or it's all built with measurements and physics that don't scale

meager wasp
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hi, quick question is there a way to connect a int to a text render component

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so it displays the int value in the text

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nvm its set text, i got the wrong one...

fluid compass
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yeah theres a conversion to text or string node

meager wasp
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Im not sure why its rendering like this if soemone can explain why its like this and is there a different way to approach this without using a HUD

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I cant take a good picture, the text is flickering and is barely visible, like its a totally different thin font

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I cant get a ss of the text when its selected, but its barely visible. its showing, just not as it should be

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Had to take it w the phone

vivid bane
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Hello , does anyone know how to get local or relative location of an object on tick ? What i get now is just the static value of last position but wont update on tick like the world location or rotation :/

red trail
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Not sure why but I am on the Unreal SenseiAcademy and I cannot figure out why Keyboard 1 & 2 do not work as shown in the example of this course it the 8th video titled "Inheritance - Parents and Children at 4:57-6:06 my 2 types of blocks do not spawn or anything but it shows in real time that it is firing the keyboard buttons so I am not sure what the issue is. I am taking a screenshot of my code

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I think I posted this in the wrong discord server

maiden wadi
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@red trail Print the newly spawned actor's location. And change Collision Handling Override to Always Spawn Ignore Collisions.

red trail
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I'll try that

sand bloom
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hmm i'm wondering what i'm doing wrong here, I have an event.

red trail
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it didn't work

sand bloom
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I see the event firing a string but input is not enabled

maiden wadi
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@red trailWhat's it printing?

red trail
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oh wait when you say print you mean put like a print string? to test it?

sand bloom
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Is get player controller not good enough or am I using the wrong target? I want to use the right mouse button in this actor so leaving it to self is good right?

maiden wadi
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Yep. See what the newly spawned actor's location is.

red trail
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oh that part I need to do one second

maiden wadi
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@sand bloom Have you enabled MouseOver events in your custom controller class?

red trail
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so like this?

sand bloom
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oh no I didn't even know I had to do that

maiden wadi
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Yep. MouseOver is disabled by default usually since Unreal defaults to FPS gameplay.

sand bloom
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oh wait

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I did enable that

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way earlier

maiden wadi
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@red trail That maybe too. But after the SpawnActor. Drag from the blue pin and GetActorLocation and print that as well after the spawn node.

sand bloom
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so that couldn't have been it sadly

maiden wadi
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Are you actually getting execution from the mouse over? Could be a collision issue as well.

sand bloom
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It fires the proper string every time a collision starts and ends with the mouse

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hence my confusion

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Not sure what could be going wrong really

red trail
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nope

sand bloom
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Could it be because i'm trying to use a input on a pawn? While already controlling another simple camera pawn?

maiden wadi
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@sand bloom Curious. If you change that to a keyboard input instead of a mouse, does it work?

sand bloom
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ill check for you

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sadly no

maiden wadi
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@red trailDo you see either of those prints?

red trail
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nope

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usually what I do is I start over on the blueprints believe it or not run the whole thing again to do it right

maiden wadi
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@sand bloom Odd. To be fair, I've never tried that on a Pawn with enabling input. Theoretically it should work unless they're maybe AI possessed, then their Controller may interrupt that. To be fair, I tend to avoid mouse overs most time. Much easier just to project mouse location to screen space and rely on line traces in my opinion.

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@red trailIf you're not seeing any name, then your 1 or 2 isn't setting your value. Or something else is nulling the class after 1 or 2 is pressed for some reason.

red trail
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okay I"ll check the code again for something else in a bit taking a break

sand bloom
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hmm yeah ill try with setting it to playercontroller instead of ai controller

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doesn't work so far but ill try fiddling with it

trim matrix
sand bloom
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Yeah I just don't know it's not the mouse's fault since the string fires

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the input just refuses to do anything..

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I guess I need to use a actor this sucks I wanted a pawn to use move to location

sand bloom
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I mean I guess that's on me

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Yes you're right

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But I meant I have to use an actor that isn't a pawn and see if that works

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hey it works

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so I guess the issue was it being a pawn

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so that does suck but atleast I can move on now I guess

trim matrix
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Guys

sand bloom
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will just have to try a more tedious method instead of move to location

trim matrix
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i press on play using my widget interface but nothing happnes

icy dragon
vivid bane
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Does anyone know how to get local or relative location and rotation on tick ? :/

trim matrix
icy dragon
trim matrix
timid rune
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Does anyone know how to make this so that it saves a new index each time it is run, instead of changing the same variable?

dim harbor
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Hey, can someone help me please? I created an Event Dispatcher on a Widget and now i need to create a Reference to that Widget (to bind and Event to the Event Dispatcher) on another Blueprint. How can i create such reference?

timid rune
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Unless it is the level blueprint, you can cast to the widget and call a function.

icy dragon
candid blade
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any idea why this wouldn't work?

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intensity is at 0, and on the level bp i'm trying to raise the value with a timeline

faint pasture
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@candid blade do that with the timeline, not using the tick event chain

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Timelines "tick"

dim harbor
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Thank you @timid rune , but i cannot cast to a widget becasue i have no reference to it. How can i get a reference to the widget?

candid blade
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so you're saying i should control the intensity with the timeline on the light bp rather than the level bp?

timid rune
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@dim harborNot sure if this helps but this is what I do.

faint pasture
dim harbor
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Yes, that works well, Thank you @timid rune .

candid blade
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@faint pasture thanks for the help, I ended up calling it with a bp interface and doing the timeline on the light bp itself

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for those interested:

timid rune
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No Problem

candid blade
celest pagoda
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How do i access animation montage notifier ? in blueprints

sand bloom
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Hmm so I got a lerp that follows my mouse pointer each tick for smooth movement, it works well enough but how would I go about adding a jump with setworldlocation happening each tick?

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I tried various things

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Like adding a separate lerp and timeline just for the jump

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but I can't really get it to work

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at best i can make it teleport somewhere which is not what I want

faint pasture
sand bloom
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Imagine a cube on the floor, that's supposed to "jump" go smoothly to a location upwards the z axis and then as gravity kicks in it falls

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i'm starting to consider an entirely different way of doing this

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instead of set world location with lerp

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because of the jump

dawn warren
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Any hint or guide/tutorial on how to create a multiplayer character customization? Im working with a dedicated server,

sand bloom
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But I figured i'd ask if anyone knows a way because I do like the left right movement I got going on right now

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it's a sidescroller kind of thing btw

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so not fully 3d movement

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y axis is locked

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I could do a similar thing with add impulse and big collisionboxes to the side of the cube I guess

faint pasture
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@sand bloom So what's that got to do with the mouse following? What is your control scheme

onyx token
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quick question - how was lerp done again if i want it to last 1 second?

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not like this afaik

onyx token
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but lerp is so smol and neat tho

sand bloom
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and you would use your left click to make it jump

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wherever it is

faint pasture
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@sand bloom Are you using any movement component or just hard coding the movement like this?

sand bloom
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but it seems like a bad way to do it I guess, right now i'm trying to add impact left or right depending if your mouse is touching either of these red zones, but I can't make the mouse recognise them for some reason

sand bloom
faint pasture
sand bloom
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yeah that's what I'm trying to do right now

faint pasture
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Ok so use a vertical impulse for a jump

sand bloom
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I guess i should have done it from the start

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now ironically it's reversed

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I can't get left right to work KEKAnimated

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because my mouse is not registering these two boxes, oh they are just not moving lol, ah man i am wasting so much time on dumb shit, finally got it work. Can't believe I tried all this convoluted nonsense first, nvm it's now broken again because attaching them to the cube so they move along with the character breaks the ability for the mouse to notice the boxes despair

sand bloom
#

haha yes harold

stoic coral
#

Is there any good modular way to clone 3d objects multiple times, like the cloner in c4d?

green eagle
#

So I have a curiosity. When we do something like "attach actor to component" or similar type situation. That actor always seems to have some reference to where it originally started at in world space.
So this means that no matter what you do with the object the data for all its starting params is still saved.

Anyone know if there is any functionality that clears post data? Or a way to like "clear prev references" ?

green eagle
stoic coral
#

Or just clone it

green eagle
#

do it in construction script. have static mesh components. use add instance. and so on and so forth.

#

@stoic coral

stoic coral
#

Amazing, thanks a lot

#

Also is it possible to animate the parameters of the nodes in the sequencer?

sonic silo
#

I have a point in my map (lets say 0,0,0).

And I want to know if the camera is at the right side of the point or at the left side.

How can I do this. Which nodes should I use?

green eagle
#

Do you mean right/left of the player/raytrace?
Not sure if you are trying to find vector data or just trying to figure out which side of the actor the camera is on.

If you are wanting design like "if player has object on there left side camera jumps right" and vice versa using vector data and some simple collision solution might work well at least to experiment.
But like Lorash said.
@sonic silo

sonic silo
#

Or lets say screen

#

At left or right side

strange pike
#

im remaking my hit detect system and need help differentiating between a few nodes: whats the difference between point and radial damage?

green eagle
#

When setting "physics constraints"..

When player picks up actor > carries it around > drops actor at new location

It teleports the actor to worldspawn location when I turn "physics constraints" on. No idea how to get it to update those constraint locations.

Thanks in advanced and before you ask. The "DetachFromActor node" is set properly it drops where ever i drop it when im not trying constraints out.

meager wasp
#

not sure where to ask, is there a way to add a button or 2 buttons to show up above a actor, after its been selected.
ex.
Event Actor On Clicked -> show 2 buttons(2 options). selecting one of them shows some text component and the other is a action, that ive not done yet. Not sure if this can only be done with a HUD or is there a different way of doint it.

meager wasp
green eagle
meager wasp
#

yeah

#

widget not shown, clicked on actor -> show widget

#

pretty much the plan

strange pike
#

make your hud inside the actor

meager wasp
#

hud from actor and not a new widget?

strange pike
#

join the unreal hangout voice channel. ill explain what i mean

tawdry bone
#

Is it possible to make a material that highlights the wireframe but also renders the faces?

green eagle
burnt nest
#

basically sounds like low poly style

tawdry bone
burnt nest
#

then just google low poly style graphics for unreal, should be pretty common

tawdry bone
#

Low poly is different than vector graphics

green eagle
tawdry bone
tired chasm
#

you trying to go for something like a SNES Star Fox?

tawdry bone
#

I'm sort of looking for something tron-esque

tawdry bone
tired chasm
#

Ahh I see. hmm

green eagle
# tawdry bone this is the type of vector graphics I'm talking about

Yeah putting retro in the search came across more of that type thing as i said it sounds like materials is where the question would find more of an answer type your liking.
The first page of results seemed to me hit the nail on the head but if your google results arent helping ya.. idk man.. id show ya some tricks but thats a lot of time when dont even seem to sure of what ya want. sorry

pine trellis
#

im confused, if I add spehre collusion to my mesh, how come it doesnt show up in the game, its like there is no collision there?

#

shouldnt the collision be round?

green eagle
green eagle
tawdry bone
#

I was able to make a wireframe shader, so if you'll look back to my original question, I wanted a way to highlight the wireframe while also rendering the faces

tired chasm
#

Maybe you can have what's shown in that video to show over the top using masks.

tawdry bone
#

Thanks for the help I'll look into it!

next trench
#

Can anyone help with this issue i am having? Basically im making an inventory system and when i try to open the inventory it crashes. Here are the logs

maiden wadi
#

Your array has nothing in it and you're trying to access index 0. Index 0 doesn't exist.

frail marlin
#

Are you able to reference actors in a stream level if it is loaded, but not visible?

dim harbor
#

Hey can someone help me? I need to know if can set up blueprint communications between a Widget and an AIController. For what i know, it is not possible, but i am not sure.

zealous moth
#

@@dim harbor You could but i am not sure why... ai controllers dont do much but follow ai commands. Did you mean ai pawns? Change their vars and therefore their behavior trees?

runic parrot
#

Hi! does anyone remember what is the component to render a scene on a widget?
i want to create a window showing the view of some other place on the map (it's for a battle simulation)

torn falcon
#

Hey can anyone tell me how I would set an int variable in a struct through a bp to then access it and use it to update another variable in a different bp

runic parrot
#

Go to your BP and add a new variable, make it of data type "YOUR STRUCT"

#

after that, when you want to edit it, grab the variable and drag a new node from it, look for "set members on"

#

it should look something like this

#

@torn falcon

torn falcon
runic parrot
#

click on the variable and check on the right window of "details" (make sure the details windows is showing)

#

there look for "instance editable" (check) and "private" (not check)

#

if they are like that, you can access to those variables through any place that has a reference to your BP

torn falcon
#

Ahhh right, thanks man

autumn plover
#

How can I get a variable from a parent for a HUD widget. Only gets the default when using a child.

elder spindle
#

Hi guys, Im very new to unreal blueprints and learning the basics rn. Im trying to make ammo collecting system for an FPS pawn. I came across an issue in making an ammo collectable where i have to use 2 cast to nodes. however It is not working. when my character runs over it, it only plays the sound. I want to set the ammocount variable. any help is appreciated. Thanks

trim matrix
#

what are u overlapping there, an ammo box/clip?

foggy escarp
#

Anyone ever have input key simply stop working?
It is in the character and its not just action mapped events but the entire keyboard key.
This isn't the first time I've had this issue and it's not just a single key. It's like once it stops working it never works again..

elder spindle
#

@trim matrix No, they are two different. I want the player character to overlap and set the variable which is in the weapon blueprint. yes it is an ammo box.

trim matrix
#

ok the overlap input "other actor" will then be the character stepping on the ammo box. the ammo count is stored on the player?
more important, did u debug it to see which nodes get stepped through?

#

if it is the player overlapping, the cast to ak_weapon might fail there...

elder spindle
#

the ammo count is on the ak_weapon

trim matrix
#

yes, but the overlapping actor might not be the weapon

#

guess we need more info on how your character and weapon are related

elder spindle
#

so, the overlapping actor is my FPS Pawn. but my weapon which is storing the ammocount variable is not related to the FPS pawn BP

#

If one event cant support 2 different cast to nodes, can I do it with multiple event nodes?

#

something like this

trim matrix
#

what you could do is, in the character, setup a variable "active weapon" with a type ak_weapon

#

then somewhere when you equip the weapon, set the active weapon to this weapon

#

in the overlap method then you can get the active weapon from the overlapping actor (FPSPawn) since it is a member variable

#

then you can set the ammo count of this weapon

#

i hope it is understandable for a beginner 🙂

elder spindle
#

Ill try this, Thank you 🙂 @trim matrix

foggy escarp
lime fulcrum
#

Question about SAVE / LOAD level with all actors.
I'm not asking the code part, but just the workflow.
How do you guys save and load a game? Let's say QuickSave and QuickLoad key.

I'm doing it in the GameMode while using a flag in the GameInstance where the flag tells the game to load from a save slot when the level is loaded. The flag is set when you press "LOAD GAME", it sets the flag to TRUE then loads the level. When the level loads and GameMode starts, it read the flag and as it's TRUE, it loads from a Save Slot and sets the flag to FALSE.

But.... the issue is... I keep getting invalid actors from the list of actors to remove. :\

Do you guys have a better more efficient way to SAVE/LOAD?

#

Is the GameMode loaded before all the actors in the level?

icy dragon
lime fulcrum
#

I'm doing the same, I use Blueprints cause I don't know C++

#

But when and what entity /actor do you use to proccess all the data?

icy dragon
#

I don't store any objects reference in the save game data.

lime fulcrum
#

OH, so I'ts like You can only load chapters of your game

#

so the player needs to play the level from start each time?

#

but keeps all the items /inventory etc

#

Right?

graceful forum
#

I have a performance wise question. Is there a difference or a better approach between usin GetComponentBy class on an Actor without casting it, or directly casting the actor to my known type and getting it's component directly from that reference?

lime fulcrum
#

@graceful forum Have you tried Tags? I don't know if it's better but might be a good test to perform

maiden wadi
#

@lime fulcrumIf you want to save and load specific objects to places rather than checkpoints, you have to save their data you want saved, and their class, and then spawn that class and repopulate it's data after load and set up all of it's states again. In blueprint, this is incredibly tedious for larger projects and very prone to bugs.

lime fulcrum
#

Oh

#

What would be a good solution?

steel sequoia
#

is this a good place to ask for help with code?

maiden wadi
#

@graceful forum Depends on what you mean by performance. Casting keeps hard pointers so causes the class to be loaded at all times while the casting class is loaded. May not be a problem. GetComponentByClass is more CPU cost, but not by much. Realistically, you won't notice it unless you're planning on checking tens of thousands of actors for this component every single frame of the game. In which case you already need to reconsider your approach. 😄

#

@lime fulcrum Only a few choices there. Either find a good workflow where you can integrate that kind of system and deal with the edge cases. Reconsider how you want to allow users to save progress. Or learn C++ and do your own Archiving, or buy a save plugin to handle the C++ side for you.

#

@steel sequoiaIf it is Blueprint and Unreal related, go for it.

lime fulcrum
#

I'm trying out Easy Multi Save plugin right now. Do you know if it's good enough?

maiden wadi
#

Haven't tested it myself. So no opinions.

lime fulcrum
#

oh, ok. Thanks for the tips by the way 🙂

maiden wadi
#

I think I have that though. Might check it out for my own learning purposes.

steel sequoia
#

thx @maiden wadi turns out ive just figured out my issue! I've been trying to modify a variable before I've referenced it

lime fulcrum
#

I'm trying it right now and it uses Interfaces to save actors

#

Looks like it's based on serialization so you have to set that "Save Game" flag on your variables

maiden wadi
#

Yeah, that'll be pretty common with any decent save system.

steel sequoia
#

aha I've found another error, I've been following devsquad's FPS series and ive found some strange behaviour. Despite copying my code between two different guns, one of them fires the bullet with significantly less force and is very slow moving

#

this is the code of the slow one ^

#

and the code of the fast one V

#

does anybody notice any reasons why this is happening?

ancient torrent
#

@steel sequoia are the variables the same? Copied ones may default to 0

graceful forum
maiden wadi
#

@steel sequoia Get the location and rotation of that transform from the Socket, and forcibly set Scale to 1,1,1. Also check the muzzle location on the broken one's mesh to make sure it's not clipping or close to clipping somehow.

steel sequoia
#

thankyou

#

I've checked the muzzle location and It appears to be ok

#

I am unsure of how to get the location and rotation from the socket

#

sorry if I'm being a pain

maiden wadi
#

@graceful forum Mostly just a slight bit of extra CPU cost for the GetComponent call. I do that with my Inventory Components. I place them on several different actor types and use GetComponentByClass since there should only ever be one of them on any actor. Much easier than casting, or having to have a whole interface set up for it.

#

@steel sequoiaYou're in a learning channel. If someone makes you feel like a pain, ignore their ego. But to get the location and rotation, you can break the transform and get them separately. All this will do is make sure that the bullet doesn't scale with the gun or socket. So this may not solve your problem if the socket looks correct.

graceful forum
steel sequoia
#

thx 🙂

fair sun
#

Hi, I am trying to diable LODs in my game, I used r.ForceLOD 0 and it worked in the editor but it fails when making a test build and uploading on quest, not sure if that's a problem with test builds or android but is there any other way to disable LODS?

maiden wadi
#

@fair sun Checking on that, but it looks like it might be a ini file setting.

#

@fair sun Uncertain, but it seems you 'might' be able to add that line to the project's Engine.ini file under [SystemSettings]

fair sun
#

I'll try that out

#

thanks

#

@maiden wadi Getting

PackagingResults: Error: Unhandled exception: UnrealBuildTool.ConfigCacheIni_UPL+IniParsingException: Failed to find value when parsing Project\Config\DefaultEngine.ini, line 137: r.ForceLOD 0
maiden wadi
#

Try r.ForceLOD=0

icy dragon
#

Well, since it's an open ended Action RPG, I'm primarily keeping track of what quest has been completed or still ongoing.

lime fulcrum
#

That's way easier than what I'm doing. I'm trying to replicate the classic QuickSave and QuickLoad with all the entities saved and loaded

tame owl
#

Hey there, I'm kinda new to making advanced Blueprints, hopefully this type of question is allowed. So, I was wondering if there was a better way to go about doing this. Basically, for our game we had the idea of the player unlocking various abilities/"powers" throughout the course of the game. And my solution for right now was to simply code all the entirety of the ability within the player BP itself and have a boolean that can be toggled on or off to tell if you've unlocked it yet or not.

The problem is, I feel like this kind of system is sorta messy and maybe isn't the best way of doing it...? I've heard about gameplay abilities but the problem with that is that I've heard it requires CPP but our project is an blueprints only project. Basically, I wanted to have a system where I could make BPs for the various abilities and do all of the coding of them there and then add them to the player but I don't know if that's possible using only blueprints. Anyway, I will post the screenshot of how the blueprint is set up right now, excuse the messy nodes and stuff I'm not great at organizing. There's more abilities then just these two but I think you can get an idea with just this screenshot.

icy dragon
lime fulcrum
#

yeah, Half-Life for axample. That kind of Save System

#

BTW, how do I fix a broken reference in the Component Handler?
I get this because I removed a BP Component but I did remove it from actors and saved before removing the component. It keeps saying: Failed to load /Game/MODULE_SaveGame/COMPONENTS/BPC_ActorSaveData.BPC_ActorSaveData_C Referenced by InheritableComponentHandler

#

What even is: InheritableComponentHandler

#

Ok, "Fix Up Redirection in Folder" did the thing it seems

icy dragon
# tame owl Hey there, I'm kinda new to making advanced Blueprints, hopefully this type of q...

My implementation is a mix of C++ and BP, but here's my gist:

The skill tree progression is kept track by a bool array on a GameInstance. The GameInstance serves like the judge of the game who keep track of player stats.

Skill functionalities are separate classes storing animation montage/sequence, and attack stats.

Player character calls for that skill class and execute it. They don't need to do the check, since GameInstance stores what skills are unlocked.

If that doesn't make sense, I'll elaborate more on it later.

lime fulcrum
#

I think it makes sense. I use GameInstance to keep variables between level loads

lusty elbow
#

On ue4. If I want to have a bunch of characters, enemies and locations with their associated attributes, which data type would be optimal to store their information?
I am assuming a struct for each of those, stored in the game instance?

fair sun
maiden wadi
#

Splat. Supposedly you can run that as a console command at runtime. Not sure where or when you'd need to do that or how often(Like after level loads).

#

Worth asking, what are you avoiding LODs for? They're pretty big for performance.

icy dragon
#

LOD can be used even for linear games, doesn't have to be an open world only thing.

fair sun
maiden wadi
#

@lusty elbowThat is an incredibly open question. It'll be hard to answer without more specifics. What are you storing this information for? Usually it would just exist on the objects themselves. If you're avoiding spawning them for performance reasons, then it still depends on the game type. If you're using one large world, you likely need an AI manager that can spawn/setup/destroy/save these things at runtime based on conditions like whether the player is nearby. Also avoid putting too much data on the GameInstance. You'll eventually run into bugs where a player will load one game and end up with another's data. Good coding can avoid it, sure, but savegames are the same, safer, and not prone to having left over data between loads when done correctly.

#

One of my favorite examples of systems like that is probably the X series. Nearby ships are actually spawned in and displayed in 3d as objects. But in the map, you can see a whole universe of moving things. Except that things not near the player are nothing more than simple data being ticked every couple of seconds. So they can still "move" and do things in the background, but without the extra cost of existing. Writing an AI manager system could handle that for you depending on what you need.

lusty elbow
#

Mmmmh. Thanks for the answer. I will look into it! I'm still open to additional answers, of course

#

Ok, maybe I can add more information.

#

Basically a vehicle spawned on a simple top down map and a "home base". There are about 12 characters, each with their associated data (Health, Morale, Name, Equipped items, etc), but their 3D models are not spawned in the level. Only the vehicle and the home base are. Say 4 of said characters jump into the vehicle and go roaming the map. They find a settlement and get down the vehicle to explore. So the level changes from the strategic map to the level of that settlement and the 4 characters are shown.

#

I believe the X series example would be close to what I intend. As I just want to store data persistently from start to end of the game session. I don't intend on spawning too many 3D models at once. Any recommendations for this scenario?
Sorry if I'm not explaining myself correctly

maiden wadi
#

This would be a little easier doing it through C++, but from a pure blueprint standpoint... I'd probably store their Data in Savegame between levels. While in game, have a component attached to your GameState that gathers the data from the save and stores it for game use. You can easily get the component via GetGameState->GetComponentByClass. So doing this you can even keep you Strategy and InMap Gamestate different classes if you need to. Add characters to car via FName property or whatever other ID you want to use. When car reaches other map, you can save it's data before map load along with everything else, and retrieve the array of characters in the car. You can then use this array to retrieve their data from the Component on the Gamestate to populate the 3d Actors. Doing this will allow you to easily create them on load of map, as well as pull UI information for your strategy level. At the end of the in game level, you simply retrieve the actor's information that can be affected in the level, update the component on the Gamestate, let it save, and then load back into the strategy map.

lusty elbow
#

Thank you for the answer! It seems that I need to learn more about "Game State" and its relationship to "Game Instance".

maiden wadi
#

There isn't one so much. GameInstance is just an object that persists all level loads and exists from the time the application is open til closed. Nearly every other object is destroyed and recreated every map load. GameState is just an actor that is commonly used to hold the state of the game. In singleplayer it can be whatever you want it to be. It becomes a little more apparent in multiplayer because GameState is often used to display stats to all players about the current state of the game.

shrewd oar
#

Hello all. Do i miss smthing here? im trying to make this mesh (this is a key) invisible when playing. for some reason he is still visible. (he is moveable)

icy dragon
lusty elbow
lofty orbit
#

how can i add an actor as like a subactor of an actor

#

in unity they are called children

#

how do i add children to an actor at runtime with blueprints?

shrewd oar
wise raven
#

Can someone tell me how i can make the for loop functions run every 0.5 seconds of a tick?

surreal peak
elfin robin
#

Not really since I can't plug anything out of it now

#

Or in

surreal peak
#

But that's a material editor issue

celest pagoda
#

So i have an Attack function that gets called from a behaviour Tree. Does someone know why i cant use the "Play Montage" Block (which has a On Begin Notify output that i need) within the function blueprint? I can only call it from the Event Graph from the AI but not in the function blueprint. This is the block i want to use:

surreal peak
#

Because latent nodes can't be called in functions

celest pagoda
#

How can i check for an animation notifier in a function then

surreal peak
#

Implement the notifier in the AnimBP or use a Notifier BP maybe?

celest pagoda
#

Ah the first one would work i think

#

Cheers mate

stray island
fair sun
# wise raven Does anyone know?

If you double click the for loop you will see a macro that executes inside it, you can copy it to your own macro or add a delay

#

second option would be to delay for x * index in loop body but that's not reusable

wise raven
#

Where should i add the delay?

#

@fair sun

fair sun
#

after then 1 should be fine

wise raven
#

oh man a delay cannot fit in that macro

#

ill use a custom macro

#

a delay can come in that

surreal peak
#

They did tell you to make a custom one :P

#

Don't edit the engine one haha

fair sun
#

I want to open level through game instance and bind an event on my game mode, but I need to wait till the level opens because the old game mode gets destroyed, is there some delegate that runs when you open a new level?

open crypt
#

Is there another viewmode to show collision? I have game mode on while i simulate and i've set it to player collision but I can't find what this thing is running into (and I'm confused that's what happening) - all the other AI controls that this vehicle uses somehow don't show what it's hitting

fair sun
#

the delegate on the game mode runs quite fast after begin play so a simple delay would be a terrible race condition

open crypt
#

If I move the landscape, road spline (what the cars use to navigate) up super high away from the rest of the level, they don't have any problem

#

both these are coming back as none, so if it is another object, I can't see it in the editor before runtime and I can't turn it on to show what else it could be

gritty aspen
#

why it don t work

open crypt
#

son of a bitch....i think it's hitting the foliage

gritty aspen
#

what

open crypt
#

sorry I'm trying to fix my thing

open crypt
#

and see what happens

gritty aspen
#

ok

#

i did

#

and still don t work

open crypt
#

then it's nothing is overlapping - which means you have a collision channel problem

gritty aspen
#

well

#

no

#

the collision work

faint pasture
#

@gritty aspen hit and overlap are different things.

runic parrot
#

does anyone know how i make this window size to whatever the size of the screen is?

timid rune
#

Are you asking how to make it the size of that screen there, or does the screen size change?

runic parrot
#

i wanna know if in the case that the screen size changes, if there's a way to make that window the same size of the screen

timid rune
#

Is it possible to bind the size

#

I just checked, it isnt

#

Ill try to figure it out and let you know

onyx token
timid rune
#

I don't think that will change the size though

timid rune
#

Oh got it

runic parrot
#

that's what i was looking, thanks!

onyx token
#

Question-
I made an interface so my widget & my third person character blueprint can talk to each other-

But i can't drag it in 😦

runic parrot
#

look for event "right", "left", etc.

onyx token
#

oh lol.

#

im dumb.

#

thanks XD

edgy glen
#

Hi, I was wondering if it's possible to change a Physical material friction in blueprints, I can't find a way to do it and the reason I'd like to is because when my car drifts by changing material itself, it jerks back into place when it stops drifting, I would like to smooth it by changing the friction value itself with a timeline

runic parrot
#

Another question, i started a project with a blank template, is there any way to import the mannequin asset (mesh, animationbp, etc) to it?

edgy glen
#

Yes, if you have a project with the third person template, you can export the assets you'd like and import them into a blank project, I like to start from scratch so I have done that a few times

#

You could also choose migrate, both are under "Asset Actions" when you right click on the asset

runic parrot
#

nice, thanks

edgy glen
#

No problem 🙂

open crypt
#

Is there a way to bind an event to when an animation sequence is finished? I want to play a different animation but I don't want to bother in the animation blueprint if I can call an event that plays a random animation sequence

runic parrot
#

i have no idea, but you may get a good answer on the animation channel

#

i'm getting such a hard time getting the camera position to look like this

#

am i doing something wrong or is it just because those are 2D sprites and mine are 3D models?

faint pasture
#

@runic parrot try an isometric camera

runic parrot
#

yeah, i'm trying to get a good angle that looks like isometric camera

#

i also think i need to change to 2D sprite looks in order to get a similar look

edgy glen
#

I think most angles in isometric games are between 45 and 55 degrees

runic parrot
#

this is 45

knotty briar
#

the problem is the actual sprites I think

#

you'd need to actually INCLINE the mannequins themselves

#

same reason Legend of Zelda is not really top down, you'd only see the hat

edgy glen
#

Oh yeah I remember seeing this thing on Zelda for the 3ds

knotty briar
#

exactly

#

the sprites themselves are moved as well as the camera

runic parrot
#

that makes sense

#

i'm gonna switch all the models to 2D sprites and try that later

#

oh wait, that one is 3D and looks quite nice

#

i'm gonna try that

#

okey i inclined it -45*(x) and if i use the Top down view it looks way better

#

i'm having troubles on positioning the camera to get the same angle as the "TOP" view, since i'm using a SceneCapture2D

west wigeon
#

I seem to get this error when starting up my packaged game, and ive gone to both objects above and recompiled/saved them, but it doesnt fix it?

runic parrot
#

Okey, so i got the view that i want, but i'm having troubles getting a camera with the same view.

This is the view if i use the editor's TOP view

#

And this is what i get if i use the camera with some angle

#

Any idea on how to replicate the first one, but with a camera?

thorn sleet
#

Hi, It is possible to create a blueprint class that is not an actor ? that has no position, that is not an object that will exist in the world

runic parrot
#

yeah

thorn sleet
#

OK.. I'm dumb

#

Thanks

maiden wadi
#

It's worth noting that objects still need to be held within Actors. So you'll need GameMode or GameState or something to hold that object.

thorn sleet
#

Should I make an Class in C++ directly ?

runic parrot
#

It depends in what you want to do

surreal peak
#

You can hold objects in the GameInstance too which is for example not an actor :P

opaque forum
#

Why this doesnt work?

#

But this one does...

mint wraith
#

how to smoothly move camera while change between 1stPerson view and 3rdPerson view?

runic parrot
#

Does anyone know of a good way to equip weapons on a 2D flipbook? i'm trying to not create a diferent set of flipbooks for each weapon.

misty gate
#

How can I get the velocity of an object if my only reference is from a Hit Results Structure?

gritty aspen
#

i did a ai spawner but when he spwan the ai the ai don t move

fiery swallow
#

Can you decrease the value inside of a MAP without resetting it?

#

probably not

faint pasture
#

@runic parrotI mean switch the camera to actual isometric mode

surreal peak
#

There is an enum in the class defaults next to the ai controller variable

#

It might be set to worked only if placed in the level.

fallen glade
#

I've been really struggling with this really simple thing. I'm just trying to make a set of spline meshes disappear gradually like the white gradients here. I've tried so many combinations haha but nothing looks good yet. any idea?

surreal peak
#

Looks more like you want to modify the first few points of the splinemesh and not just start and end

fallen glade
#

well i'm trying to get each mesh to shrink from start to end ? I guess i'm really confused it sounds so simple

surreal peak
#

Doesn't look that simple hehe

#

Not sure atm what a good solution would be. The Timeline seems to static to do this.

#

You kinda need to scale multiple points at once but offset in time and then remove those points when they reach 0

fallen glade
#

well it's a value progression from 0 to 1, should be enough no? oh I see I haven't though about doing it that way

#

I've only been playing with math

#

i'll give that a go

#

thanks 🙂

surreal peak
#

You could try math but you still need to scale all points eventually

#

You could use one Timeline and apply the current scale of the timeline but adjusted by the current index

#

E.g. If the first index goes from 1 to 0 in 1 second

fallen glade
#

my most successful attempt was to gave 3 different remaps of the line progression but it was way too crude

surreal peak
#

Then the second index could be mapped to 1 to 0 in 0.9 seconds

#

Etc

fallen glade
#

that sounds perfect!

#

in my head haha i'll report back!

surreal peak
#

With a bit of math you could first calculate how big the diff should be between each index and then use that

#

One idea would be adding ontop of the scale for each point. So 1 to 0 could be mapped to 1.1 to 0. And then clamp again. That way the second index would take a bit longer befote it actively starts going below 1 scale

#

Third index could then be 1.2 to 0 etc

#

Not sure how to math out the exact value you want to add ontop though

#

PE_PandaCoffee pretty sure you can figure something out

pseudo pelican
#

does anyone know if there is a way to change the playrate of an animation montage mid montage?

#

e.g: slow fast slow

icy dragon
surreal peak
#

Honestly, seeing that, you might have better down that with a material haha

fallen glade
#

how xD?

surreal peak
#

But cool effect. Also thanks for triggering my arachnophobia lol

fallen glade
#

sorry

surreal peak
#

Idk how exactly, but I'm relatively sure you can do that via a material

#

But if it works for now, just leave it

fallen glade
#

I guess it could be a simple gradient opacity mask or something, anyway yeah now I can do something else! Thank you for your help!

trim matrix
maiden wadi
#

Why is what happening? The context menu showing when you let go?

trim matrix
#

Nvm, the video is not showing it, thats so weird

#

Its actually that the box is disappearing

#

but the video is showing it as staying there

maiden wadi
#

You got bugs. Should ask Silver to get his spiders to eat them.

trim matrix
#

could it work if i just restart or is it that I've done something wrong?

maiden wadi
#

Restart may work. I've never encountered that issue myself.

#

Validating engine files is also a consideration if you have time.

trim matrix
#

Okay, if it's because I've made a mistake somewhere, I'll be really confused because I'm using a tutorial to do this.

maiden wadi
#

Does it show if you just normally right click somewhere in the graph?

trim matrix
#

I restarted it, it's fixed : )

#

ty

crimson hornet
#

Hello I got an question so I made an enemy health bar but the health bar wont go down I made some screenshots of what I did but I still don't understand why it doesn't work.

crimson hornet
crimson hornet
crimson hornet
crimson hornet
wispy star
#

Is it possible to run the construction script if one of the actor components was modified in the instance?

wispy star
crimson hornet
crimson hornet
rich axle
#

Hey Guys, is there an Idiomatic way to use Blueprint? Like best practices in "Code" organization and does and don'ts as there are for the C++ side (Coding Standard).
If so, do you have any good resources? I am talking about some good rules to follow in a professional environment to make code maintainable and scale-able.

fast fiber
#

Having some issues with manipulating rotations in blueprints, not sure if I'm doing something wrong

#

The grey wheel spins on top of the white wheel

#

the pillar is locked to the grey wheel

#

the orange wheel can spin on the pillar

#

I want to make it so the angle of the wheel on the pillar matches the angle of the bottom wheel

#

What I've tried doing is getting the relative rotation of the constraint for the pillar wheel (which is highlighted in first pic)

#

Then using Rotator from axis and angle to combine the relative x-axis of the constraint with the twist angle of the bottom wheel

#

then applying that rotator to the pillar wheel

#

but it doesn't work right

#

here's the blueprint I have:

rich axle
#

Thanks for the swift answer. However these are all pretty common sense. We often have the problem between non-programmer "artists" doing exactly that and the more organized/clean architecture approach, which of course also takes more time and effort to mantain and design. And every meeting is basically a discussion, why the spaghetti / one graph approach is just not right, eventhough it is faster and not as difficult. They're argument is that it works either way. However they just have been lucky so far that it didn't break apart yet. Feels like a House of Cards to me and I am just anxiously waiting, that it crumbles, but I can not get it into their head. If there was something "official" from Epic along the lines of "does and dont's" they would listen, because the Senior Designer is a hardcore Epic fan boy, and would blindly follow anything they say. lol.

wispy star
rich axle
#

Unfortunately not. You have to understand this person's mindset. He is so full of it. He once told me, thanks to Unreal Engine the job of programmers has become obsolete because he has an "Artist" can now do what programmers can but with a way more powerful tool. And that arrogance just shows in his way of coding. Complete garbage. That's the level of ignorance I have to deal with day in and day out. I am a freelancer fortunately however by best bud has to deal with it every day as he is employed as Junior there... It is a horrible predicament. So that's why my last resort was to look for some Unreal Engine commandments, like a Blueprint Bible to save him from insanity 😄

#

You are absolutely right!

maiden wadi
#

Tell him to copy the CMC into blueprint. I wanna see this.

rich axle
#

Exactly!

crimson hornet
#

Like this?

rich axle
#

hahaha ^^

maiden wadi
#

I'd like to point out something obvious too. You said it yourself. You're a freelancer. You get paid to do what they ask. If they continually mess things up that were not in your hands, it's not your responsibility. If they do mess things up that are in your hands, your responsibility ends at explaining why it failed and telling them the better approach. If they ignore it, it's no longer your problem.

rich axle
#

I mean, I think we had this line of conversation in the C++ section already. I am a self thought programmer myself. Everything I learned was from my projects, books and youtube. However I try to adhere to good programming practices and I am a sucker for good architecture and clean code ^^. I lack the fundamentals however to explain to someone else why some code "feels" better than other. But this is becoming more of personal gossip now, so I will end this conversation here. Thanks again for giving me the glance of a moment of being understood 😛

maiden wadi
#

Also a pro tip that most people don't know. You don't have to reroute Function arguments in blueprint to get a function argument at the end of the function. You can get them directly.

#

Cleans up a lot of BP functions.

rich axle
#

Isn't an argument that sticks with him either. He says, well then get a better computer. LOL ^^. This guy is just insane.

#

Unfortunately he can. It's one main costumer (can't tell you which) but he can afford that. It's a pickle.

#

Oh I wish I was this non-idealistic. ^^ But thanks for the chat. Was great.

wispy star
#

@maiden wadimost people don't even know what PURE means in UE4

rich axle
#

Good rule! ^^

maiden wadi
#

It's a good tip though. I see a lot of people allocating extra local variables to hold things for the end or doing big huge long reroutes.

#

If you even have a couple of logic branches, that reroute gets messy fast.

rich axle
tight schooner
#

I think that's a relatively recent feature

maiden wadi
#

Not sure when it was added. I did a ton of my learning on 4.25

wispy star
#

@rich axleall function inputs are local variables, cause it's how c++ works

#

the only issues i had were passing references

#

as arrays can't be passed as reference for some reasons

maiden wadi
#

How do you mean? I pass arrays by ref all of the time.

wispy star
#

reference variable has diamond icon

wispy star
maiden wadi
#

This will print 4, and then 0.

rich axle
#

I think what Alexey means is a function argument passed in by reference to create a level of indirection. So the function operates on the variable without having to return it.

#

By the way: (Out of curiousity) Would this be an "Array of Float references" or a "reference to an Array of float values"? 😬

maiden wadi
#

Reference to the array. Fairly sure you can't have an array of references in blueprint.

lost solstice
#

is there a way to make a cone collision / trace similar to pawn sensing components or not really?

maiden wadi
#

You could easily do multiple traces in the shape of a cone. Nothing native, you'd have to do that yourself. Or just use a cone static mesh and use it's overlaps and hide it in game.

lost solstice
#

i might go with the static mesh option. Crazy they dont have something like that when they technically have a component with that functionality. Thanks though!

thorn sleet
#

Hello, do you have an idea for my Pawn to stay glued to the ground without using physics and have correct performances, or maybe better way just ? For the moment I use a Raycast at the position of the actor with the beginning: Z + 200 and end: Z - 200 and I ignore self on the event tick.

icy dragon
thorn sleet
#

Not really, but I was looking for a less complex solution

#

I don't have any character, mesh. I don't really need physics thing

cedar coral
#

in the capsule component under collision presets, is there an easy way to ignore character? I see "ignoreonlypawn" but my guys are characters and I dont want them to get stuck in each other D:

steel sequoia
#

this code keeps degenerating itself and stops working, all i have to do is replace the "target - enemy health" with itself and re-compile and it works. Is there a reason why?

rancid cloud
rancid cloud
#

You need another event for it to do it again

steel sequoia
#

it just randomly breaks after i compile it a few many times

#

Im not even changing anything that has any relation to any of that code in between compiles

summer jetty
#

Good morning gurus! SaveGame question: do I essentially need a copy of all the SaveGame variables in my gameinstance (and specific variables in other blueprints that read/update them - for example, the ChatName variable in the character creation screen)? Want to make sure I’m not giving myself needless extra work.

icy dragon
summer jetty
#

Ok, that’s cool. So the saved slot updates the variables on the gameinstance, then the gameinstance updates the variables used on the other blueprints (and then the other way around to update those variables in the slot)?

thorn sleet
rancid cloud
sonic pine
#

Hiho, I'm looking for a solution to be able to read out the data from items.

Ok, let's start at the beginning.
I have a ParentAxt_BP, this is connected to the AxtStats_Structure.

Now have 3 weapons in my inventory.
Small battle ax, medium battle ax and large battle ax. Each weapon is an Axt_BP_Child whose values ​​are entered in Axt_BP_Child.

General data are stored, for example:
Axt_BP_Chil01
Name: Small Battle Ax
Physic DMG: 15
Strict: 5
SellPrice: 35

The question is, how can I read out these values?
The values ​​are not individual variables within Axt_BP_Child01-03

Another problem is that the player can change the weapon at any time and thus also the values ​​change, but not the variable names.

this is the weapon Slot in the CharacterStats Widget

gritty aspen
#

guys how can i add a sound to a widget

sonic pine
#

This is a Child of Master_Axe

thorn sleet
sonic pine
rancid cloud
#

Hi guys. Could you help me how to implement a jump forward in BP (3d space)? I thought it was easy but it's actually hard.

#

Its unlike the default 3rd Person level, where when you jump, you could move forward in "floaty" way. I need a jump that really thrusts you forward

sonic pine
thorn sleet
surreal peak
#

"LaunchCharacter" if it#s just a singleplayer game

rancid cloud
#

I actually tried both add force and launch character but i cant seem to make it work

#

Is Launch Char or add force should be a continuos tick or only once?

surreal peak
#

Force is probably wrong

#

Cause that's more for physics simulations

#

Launch Character needs to only be called once

rancid cloud
wanton ginkgo
#

there an easy way to cast to player state from game instance? or the other way round can't find what links them

azure sparrow
#

Hello! I am using a foreach loop. Can anyone tell me why the next node of the foreach loop isnt getting called? I used a break to test it out

#

Note: It works when i give it a different array other than the crafting slots array

maiden wadi
#

Array has no indexes.

#

@wanton ginkgo You can get the local player's playerstate from GameInstance via GetPlayerController0->PlayerState. PlayerState can get GameInstance via just GetGameInstance.

runic plinth
#

Hi quick noob question here, don't know how to google it in short words, where do I have to look for some kinda of scaling of the material? For instance the print shows a floor and the rock material is way over stretched.

maiden wadi
#

Worth noting not to use GetPlayerController0 with Seamless server travel.

#

@runic plinthIf that is a static mesh plane, you need a material instance of the floor material that can affect the material's UV scaling.

runic plinth
maiden wadi
#

Pretty much. Just make a Scalar Parameter in the material. Name it like.. Scale. And then make a Material Instance of the material, and you can set the scale to whatever you want.

runic plinth
#

Thank you for your time 🙂

summer jetty
#

I created a custom gameinstance blueprint and assigned it as the project gameinstance class. Today I opened the project and the blueprint seems to have disappeared. I can still see it in the Unreal Projects folder. It just doesn’t appear in the editor. I can’t add it manually either. Has anyone else had/resolved this before?

#

The log says the file contains unrecognisable data and is unknown file type

#

‘Uasset’

ocean mantle
steel sequoia
#

was this block removed?

surreal peak
#

Doubt, why?

steel sequoia
#

cant find it

surreal peak
#

It's a function of the PlayerController

#

So if you have context sensitivity on it won't find it unless you pull from a PlayerController

steel sequoia
#

that was an old screenshot from 2015 with the block in it

#

how do i do that?

#

nvm

#

worked it out

#

srry

surreal peak
#

Multiple ways. The dirtiest is to call GetPlayerController

#

The cleaner one would be getting the Controller relative to where you are

#

If you are in the Character, you can do "GetController" and cast that to PlayerController

steel sequoia
#

you mean like that?

surreal peak
#

Yeah

#

The Hint is the text below the Node Name

#

"Target is PlayerController"

#

That means that the function is part of the PlayerController class

steel sequoia
#

ah ok

#

i get that

surreal peak
#

And you need at least a PlayerController or a child of it

#

Also

#

What you call block is actually called a Node

steel sequoia
#

what would i put for my object wild card here?

surreal peak
#

The actual Camera Object

steel sequoia
#

ahaha srry, ive jumped from scratch to this

#

its a seperate actor is that a problem?

surreal peak
#

It's not exactly a problem. It's a big learning step for beginners

#

The ViewTarget needs to be an Actor, so that is correct

#

But you are lacking the knowledge of how to properly reference an Actor inside another one, which is totally fine.

#

Your Camera is somewhere in the Level?

steel sequoia
#

yup

surreal peak
#

Is it more than one Camera or just one for that?

steel sequoia
#

nope

#

just one

surreal peak
#

Okay, so the best way to do this is to let the Camera "register" itself somewhere where you can reach it

#

Others will tell you to just use GetACtorOfClass, but that's the worst youc an do

steel sequoia
#

ok

surreal peak
#

An example of what you can do is this: If you have your own GameState class, or even GameMode if it's singleplayer, you can always get that from nearly anywhere by calling GetGameState or GetGameMode

#

So what you can do is add a Variable of the Camera Type Reference in your GameState or GameMode

steel sequoia
#

ah can their only be one game state?

surreal peak
#

And on BeginPlay of your Camera you can get the GameState/GameMode and set that variable

#

Yeah

steel sequoia
#

ok ok ill try that thx

surreal peak
#

So the Camera sets the Variable with "self", which is basically the object itself

#

Also called "this" in C++

#

You can then later get the GameState/GameMode everywhere else

#

And access the variable

#

So you basiclaly bridge the missing link between your two actors with the GameMode or GameState

steel sequoia
#

i dont think i have one

surreal peak
#

GameState might be the better choice in genera though

#

No GameState gets created runtime

#

Same as GameMode

#

Do you have a GameMode class already?

steel sequoia
#

i dont think so

surreal peak
#

Right so there is a big gap of knowledge :<

steel sequoia
#

yup

#

i've been watching tutorials mostly

surreal peak
#

You can create your own GameMode class. That GameMode class defines what GameState, PlayerState, PlayerController, PlayerCharacter et.c classes you wish to use for the GameMode

steel sequoia
#

so thats which actor you control stuff like that?

surreal peak
#

Sort of

steel sequoia
#

ok

surreal peak
#

GameMode is pretty "Unreal Tournament" like

#

It defines the rules of your game

#

You usually have one for your MainMenu, and one for your Gameplay

#

Same for the other classes

steel sequoia
#

also side note, is their a way to make some objects only physically interact with certain actors

#

ok

surreal peak
#

Yeah via Collision Types and Profiles

steel sequoia
#

thx

#

will AI pick up that it can walk through that new object?

surreal peak
#

Collision obstacles can be set to not affect navigation

steel sequoia
#

thx

#

If i just drag in a camera

#

without it being attached to an actor

#

can i broadcast to that?

surreal peak
#

Everything in your Level is an Actor

#

If you drag in a mesh for example it will spawn an Actor with the mesh in it

steel sequoia
#

ahhh i get that

surreal peak
#

If you drag in a cmaera it will spawn a camera actor

#

There is no way of having a 3D "object" that is not an actor basically

steel sequoia
#

ok ok i get that

surreal peak
#

At least in general

#

But yeah, you will want to create your own GameMode or use the one that your project comes witzh

#

Probably has some ThirdPersonGameMode or so somewhere

#

And also have a GameState

#

And set the GameState Class sin your GameModes ClassDefaults

#

Then you can call GetGameState and cast to the class to access your own functions and variables

steel sequoia
#

ah yh i think theirs a third person game mode somewhere

#

i see it now and then

surreal peak
#

Yeah it's probably set on your Map by default

#

Or even your project (Project Settings -> Maps and Modes)

steel sequoia
#

i found the third person game mode

surreal peak
#

What does it say in the top right corner if you open that

steel sequoia
#

oh oh one more thing

#

parent class: game mode base

surreal peak
#

Right, then you need to make a GameStateBase child

#

Instead of GameState

steel sequoia
#

can you read someones username? like their account name on the computer

surreal peak
#

or reparent the ThirdPersonGameMode to GameMode

#

Yeah, the PlayerState has the UserName

#

By default that'S the PC name

steel sequoia
#

thx 🙂

#

ok so how should i go about swapping the players view to a separate camera?

autumn plover
#

Do you guys recommend making adaptive ui/huds?

celest pagoda
#

I try to fire a particle system based on an anim notifier of the animation that i play. Can someone tell me why its not working ?

long compass
#

I'm trying to take my actor's forward direction and get the rotation that would make it point toward 0, 1, 0. I'm using FindLookAtRotation to get back a rotator. When I apply that rotator to the actor's forward vector, it does not give me the expected vector, 0,1,0. Am I misunderstanding something fundamental?

#

Or: is there a better way to accomplish this? I'm trying to build a minimap system and I need to calculate the angle between my player's forward and the vector that points to the target player. I think I've calculated the angle correctly, but it only goes from 0-180, so I need a way to determine whether the target player is on the left or right side of the player so I can render things correctly. I thought applying a rotation that brings the forward vector to 0,1 and then applying that same rotation to the other vector would be a reasonable way to approach this.

fading wren
#

hello there, still have situatition to solve. Ball is player, i would like to player rotate 30 degrees to right or left dependeing on player direction at the momemnt when player hit a wall. in situation A i would like to rotate player to 30 degree to left, and opositive in situation B

long compass
#

You could set up two collision capsules / boxes on the wall and have different overlap events fire when different capsules are hit.

fading wren
#

is it optimized method ?

#

if ball hit them both

long compass
#

I don't know what you mean by optimized. That's a good point about if the ball hits them both. You'll probably need some logic that can handle that case.

#

Depending on what you want the behavior to be.

fading wren
#

i need use some vector math for sure

#

but i am only beginer

#

cant find out how to do it

long compass
#

Oh, do you want it to be variable amounts of turn depending on where they hit? Example: you want the angle to be higher if they hit further away from the center?

fading wren
#

no, fixed angle is ok, i just need game understand rotate player to right or left

long compass
#

Oh, if that's the only challenge, I think you can just use RotatorFromAxisAndAngle and apply the resulting rotator to the ball. (though if that's the player, you might need to apply it to the player controller or something)

#

(I'm a beginner too, hopefully this helps though.)

fading wren
#

interesting

#

will check it out

maiden wadi
#

Personally, I'd just do it on event hit of the player's capsule component. Inverse the hit direction, so that it's pointing away from the player, transform it to local space, compare if it's positive or negative Z. Choose left or right based on that. Bonus that if you want the scaling Daniel mentioned, you already have a value that you can use to scale from.

fading wren
#

" Inverse the hit direction, so that it's pointing away from the player, transform it to local space, compare if it's positive or negative Z. " please, could you name a node for this, i am only beginer

#

=))

#

🙂

faint pasture
#

@fading wren compare velocity and impact normal

faint pasture
#

Start by typing stuff like "transform" into the node search box

#

What you want is "inverse transform direction"

fading wren
maiden wadi
#

I don't have the ability to test at the moment, but more or less this if I'm still thinking clearly. 😄

long compass
#

You guys seem to know what you're talking about 🙂 Any ideas on this one? #blueprint message

long compass
#

Or better approaches welcome. I just need to get another vector in terms of the first one. IIRC from linear algebra it'd be something like a transformation of basis, but I can't remember how to do that and I also thought one of these builtin rotator functions might work just as well

fading wren
maiden wadi
#

Those are two different things. Multiplying a facing vector by -1 will reverse it's direction.

#

Invese and normal Transform will take a local or world space vector and transform it into or out of that transform's space.

#

For instance. Say you're standing at +200X in world space. You have a location at +300X in world space. You inverse transform that via the actor's transform, and it'll now be at +100X in local space.

fading wren
#

sorry

fading wren
#

?

maiden wadi
#

Depending on which transform type you use, yes.

#

Inverse is from world to local, normal Transform is from Local to World.

fading wren
#

aaahhh\

#

ok

#

also i am not sure, if i can use Rotation from Xvector to rotation of actor, since i am using

#

i need use something like add impulse

#

perhaps

crimson hornet
long compass
#

Alright, I think I'm onto something. Not sure why all of these other things didn't work, but doing RotationFromXVector on my forward and passing it in as the second argument to Delta (Rotator) (with a blank rotator as the first argument) gave me a rotator that, when applied to the forward vector, forces it to end up being (1, 0). I think I can work with this at least.

wispy star
# crimson hornet Yes, sorry for late reaction

well, that means you need to keep in mind what exist on server and what on local machine...a lot of stuff does not exist on server, and a lot of stuff on server is not the same as on local machine

robust panther
#

Which node should i use to avoid this warning?

surreal peak
#

You need to use those nodes in the EventGraph of the AnimBP

#

And save the result (Holding Type) to a member variable of the AnimBP

robust panther
#

Ah ait

surreal peak
#

Then you can use that variable in the StateMachine

#

The nodes you are using there aren't marked as threadsafe

static charm
#

those last two vectors are nearly equal, especially within a tolerance of 20 lol.

#

checking the source code for vector equals looks like this should work as intended

surreal peak
#

Print the Vectors before adding them and check what you get there