#blueprint

402296 messages ยท Page 694 of 403

surreal peak
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Maybe something happens that you aren't expecting

static charm
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will do

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wow

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yeah very unexpected, my code is just wrong

river zodiac
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Ok so I'm trying to create something like Anthem's flight (the player can enter a slightly faster hover mode and also sprint from this mode to move super fast), and hover mode is currently working, but doing anything but moving in a straight line forwards causes an awful shaking and exiting flight causes the camera to jump in a seemingly random direction. I extended the default UE4 third person character, so it could be the default turning behavior from walking, but I'm not sure about that. Any ideas?

Here's a video too, it should show what I'm talking about: https://youtu.be/syoCqgClHsA

indigo bough
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I've got an Actor Component that has an interface to handle player interactions, and I was hoping it'd pick up interface calls from it's parent. However, that doesn't seem to work. Is there a way around this? Was hoping the interaction functionality could all live within the Actor Component, and not require any setup inside the parent Actor.

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I'm guessing it's because it's not directly calling the interface event in the Actor Component, but wondering if there is a way I can bridge that gap somehow (without writing anything in the parent Actor)

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I know I could 'GetComponentsByClass' and then pass the message onto the component. I guess I could do that in a base class for this object type.

faint spire
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I'm trying to set an instanced-based attenuation radius, but I can't figure out how to set those settings in blueprint. Is this possible? ๐Ÿ˜‚

snow harness
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@faint spire Referring to this node?

faint spire
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Oh yes! Except mine is on a sound component

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Audio component, to be specific

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And that node does not seem to want to show up for me..

snow harness
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@faint spire

faint spire
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Okay that is clutch ๐Ÿ’ฏ thanks bro ๐Ÿ

tired chasm
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Hey, I'm trying to figure out how collision works with a 3rd person character. I started up a new 3rd person template project and I'm getting the same results. So as you can see from the gif, I can push the character into the water, but as soon as his movement reaches 0, I can no longer push him with the cube. This also happens when flying. I researched a bit and found people with the same issue but the best solutions I can find are using line traces, or a box collision or something, but I'm confused why collision works while standing and not flying, or swimming.

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I do have "CCD" ticked on by the way. It seems the character just stops detecting collision when movement is at 0 and not idle on ground.

steel sequoia
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does anyone know how to make collisions only effect one type of actor?

tired chasm
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oh boy...

steel sequoia
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is it easy to explain?

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im sorry if i sound like a fool but where do i find that?

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?

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thx

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just to clarify i can block only the player and let AI through?

tired chasm
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You would assign the collision channels to those actors and that would tell that actor what channels to collide with

steel sequoia
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thx x

tired chasm
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sorry, I explained it wrong the first time

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edited to make more sense

steel sequoia
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:)))

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should i be doing an object channel or trace?

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ive got to this bit

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or should i be doing this in a bp?

tired chasm
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unless you're doing something specific, I think channels should be fine.

steel sequoia
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i just want one specific type AI to be able to go through a specific wall

tired chasm
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if you open the drop down menu for "Collision Enabled" you can choose custom collision. Then you choose what channels you want to collide with under "collision responses"

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You can choose one of those, or you can make new ones in project settings

steel sequoia
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thx

tired chasm
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np! Yeah if you still can't get those channels set up, those links Lorash sent should get you want you need! : )

steel sequoia
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ok thanks, yh im rlly struggling xD

tired chasm
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you got this!

steel sequoia
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๐Ÿ™‚

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ok so if i want AI with collision type <custom-1> to be able to walk through a wall with collision type <custom-2> but interact normally with everything else

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is that possible?

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im rlly srry ive testing this for so long and i cant figure it out

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where

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this menu right?

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where does my custom one come from?

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the penny has dropped

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how do I tell the AI that a "zombiewindow" can be walked through?

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ok thx

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i thought i had it, i no longer have it

sudden nimbus
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use P to see where the navmesh got generated

cyan kettle
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It seems like i need to make several actors (blueprints) spawn at/around a point at once (during runtime, like at a click location). I looked at the spawn actor function, but is there a good way to create several blueprints/actors that should all be in the same transform relationship to each other in one function? (that is one on the left, one in the center, one on the right - if they are all rotated 90 degrees and stay in alignment thats good as well)
In other words whats the neatest way to plop several actors at runtime in one click? I think they gotta be separate actors

drowsy anvil
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Hello, total noob here, trying to make a platform that stops existing when I press a button and then comes back to existence when I press the same button again

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this isn't working, but idk what I am doing so that might be the case

sudden nimbus
drowsy anvil
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not even disappearing, nothing is happening at all

cyan kettle
sudden nimbus
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OK in that case its likely because the root Scene Component is not the Static Mesh for the platform

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Try ticking the Propagate to Children boxes

tired chasm
sudden nimbus
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thats the BP for the character

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which isnt used here

drowsy anvil
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that's the player for when the character enters the hitbox of the platform

sudden nimbus
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also note that that "NOTE" there is telling you that you dont need to cast it

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but thats a different thing

tired chasm
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aaaah I see now.

drowsy anvil
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the button I used for this stopped working elsewhere, why is that?

steel sequoia
drowsy anvil
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like if this was a jump button, I could not jump if I set it to flip invisibility

steel sequoia
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how can i change this from a pawn block?

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@sudden nimbus

sudden nimbus
steel sequoia
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i tried swapping the pawn to ignore but the AI still ignore it and then also i can walk through it

sudden nimbus
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you can disable Consume Input on the properties of the red event block if you really want to but usually there is a better way, by putting this all on your Character or Controller blueprint and having that be in charge but it's more complicated

sudden nimbus
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I should put this in my username I say it so much

steel sequoia
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yh i did

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ill show u

sudden nimbus
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yuss thx

steel sequoia
sudden nimbus
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looks like it is blocked by the other wall perhaps?

steel sequoia
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nope

sudden nimbus
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you can delete stuff, see how it updates the mesh and undo to understand better how it works

steel sequoia
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its the only one there

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ive deleted and all

sudden nimbus
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oh I guess the Area Class is in control here but don't worry about that, I wouldn't do it this way anyway

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you should check out Nav Links

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you'll want to watch a tutorial or something though as they are tricky to get right

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right off the bat, watch out for the difference between Smart and Simple in the nav link, but assuming you want the zombie to climb through the window or something you probably want Smart links where you write blueprint to handle the transition

steel sequoia
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have you got any quick work arounds? ive only got like another hour on this project

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yh idk how to make him "climb" so hes meant to just phase through the wall rn

sudden nimbus
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ok then use nav link in Simple mode

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drop it in and click the little pyramid things on each end

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you just have one end touching the one side of the green nav mesh, and the other side touching the other side of the green nav mesh

steel sequoia
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so am i forcefully telling the ai to go through

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even if he thinks he cant

sudden nimbus
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the nav link tells him he can

steel sequoia
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ok sweet

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howd i pull up this nav link mode again?

sudden nimbus
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its an actor that can be placed in the level, search for it

steel sequoia
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ok thx

sudden nimbus
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make sure to keep the P mode active so you can see its arrows and its bounds:

steel sequoia
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nav link proxy?

sudden nimbus
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yep

steel sequoia
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tah

cyan kettle
steel sequoia
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like this? @sudden nimbus

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bro?

sudden nimbus
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yeah

steel sequoia
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thx

sudden nimbus
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best of luck, im getting some food

steel sequoia
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thx bro all works now โค๏ธ

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ur a real star

cyan kettle
drowsy anvil
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I replaced 'set visibility' with 'set hidden in game', but my character can still stand on top of the hidden object, why is that? I can't see it, but collision is there

static charm
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@cyan kettle not sure what your goal is, but there is an Child Actor Component, that you can add to a single actor. so you can make a new actor, with three of those components. then spawning the one actor will spawn all.

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Splittertone

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you have to manually disable collision as well

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i know its a bit weird

drowsy anvil
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how do I get the collision node?

static charm
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at the same time you are Set Visibilty/Hidden

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you can Set Actor Enable Collision

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or if it's a component, Set Collision Enabled

drowsy anvil
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that worked for collision, but the hidden in game stopped working

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so the actor is always visible now

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do I need a branch or something?

static charm
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probably just a wire got cut when you added it

drowsy anvil
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yes lmao

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this is super hand holdy, but how do I add both in?

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seems sequence works

cyan kettle
static charm
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yeah it's not commonly used

cyan kettle
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great i think this will work for what i need. i gotta reach down into the child actor then, to alter some params later

static charm
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you can also just refactor to make it one actor, with 3 regular components and all logic in the one actor.

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depends what those original actors do/are

cyan kettle
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one of the child actors would be the super complex NPC Manager Point of interest blueprint, and i dont want to have like tons of copies of that thing inside each POI/place that i want to plop around

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so encapsulating it with a child actor sounds far more organized

rustic yacht
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GetComponentBounds doesn't work for Spline components?

static charm
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I mean im not surprised if it doesn't

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assuming you mean regular splines and not spline meshes

tired chasm
gritty aspen
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GUYS
HOW CAN I PLAY MUSIQUE IN WIDGET

north hedge
gritty aspen
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no not when pres button

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when the widget show up

trim matrix
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I'm following along with the character movement tutorial from the docs but one of my blueprint actions does not have the exec node like it does in the tutorial and I am unsure as to how I should proceed.

frosty dune
static charm
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@trim matrix right click the node and select the Convert to Pure

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it's the same thing but just gets ride of execution wiring

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or Convert to Impure, which adds the wiring back

frosty dune
trim matrix
static charm
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Convert to Impure

frosty dune
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i think there must be some spaghetti connecting to the top left of the function

trim matrix
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I see neither

static charm
trim matrix
north hedge
frosty dune
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i think this one should be connected to something

static charm
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"I'm following along with the character movement tutorial"

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he's probably not at that part of the tutorial

frosty dune
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hm

static charm
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although it's weird usually wires are connected at the front first

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lol

frosty dune
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does not have the exec node like it does in the tutorial

trim matrix
frosty dune
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i'm not a blueprint pro but i'm pretty sure that if you want this to work it should be connected

frosty dune
trim matrix
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And no It never gets connected in the tutorial

static charm
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lol

frosty dune
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wut

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wierd tutorial

trim matrix
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I just started learning blueprints but I don't think all exec nodes need connections

rustic yacht
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How would I go about spawning a child actor of a specific type and setting its public variables from a construction script?

north hedge
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The entry exec node needs to connect otherwise it wont execute

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or you can convert it to a pure cast as Gallonmate linked

trim matrix
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Yeah I just checked and it connects just way at the end of the tut

north hedge
rustic yacht
north hedge
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You might want to do some checks on Construction as well otherwise you'll end up spamming actors

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Create a custom function that spawns the actor and then call that function from Construction

rustic yacht
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Something like this? Still doesn't work :/

north hedge
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Does it work on BeginPlay?

rustic yacht
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It does. I'm fairly certain I've managed to work around this at some earlier point in time though...

north hedge
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Yeah, I remember spawning actors from Construct

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๐Ÿค”

trim matrix
frosty dune
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lol

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it happens

rustic yacht
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I think I might've found it

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Construct Object From Class instead of Spawn Object From Class. For some reason one seems to be fine to call from the construction script while the other one isn't.

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or maybe not

harsh falcon
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Okay dumb question, but if I trigger a custom event using "Call Function > Event" in one blueprint, will that trigger the event in other blueprints to execute without needing to due any Casting / Interfacing?

drowsy anvil
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Hello, how do I split a wire to multiple places?

harsh falcon
harsh falcon
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which is under utility

harsh falcon
drowsy anvil
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so double clicking doesnt work there? but I need multiple functions like that to fire simultaneously

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this sucks if I cant fire them all at once

harsh falcon
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Have you tried using sequence there and play testing it to see if it causes any issues? I'm not an expert and I'm sure there are use cases where sequencing does have a noticable effect

drowsy anvil
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I thought sequence would fire them one after another each firing?

static charm
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it does

drowsy anvil
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when I press a button to trigger it, does it trigger all of them one after another all at once, or does it move to next part on the list with each key press and wont advance else I press the key again?

static charm
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when you call sequence, it fires all outputs in the same frame/tick

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one after the other

harsh falcon
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Yeah it'll fire every step of the sequence when the event is triggered

drowsy anvil
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ah ok thanks, the thermology confused me a bit but makes sense

dull sky
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So im new to blueprints and im not sure what to do here...

steel sequoia
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why does spawning these mean they dont perform their AI taks

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@dull sky you dont have a beginning attached and that variable you are referencing may not be compiled yet in another actor

dull sky
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ohh

dull sky
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now i really dont know

harsh falcon
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Custom Event question: If I call a custom event to trigger, then have that Event node in a different blueprint, will the trigger carry over between blueprints? If not what would be the best way to do so; cast to that blueprint at the end of the original trigger? Hope that makes some sense lol

steel sequoia
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@dull sky the top one on the left, nothing is feeding into cast to thirdperson character

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so it will never be called

dull sky
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oh

north hedge
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Anyone know why my Has Matching Gameplay Tags is empty?
It'd be because my Gameplay Tag Table List was empty ๐Ÿ™‚

fiery swallow
clever steppe
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really simple question (i think): how can i start timing how long a button has been held down? i need to press a button and when it's released, know for how long it was held

north hedge
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@clever steppe
An easy way to do it would be to get the time when started press and end press
and then compare them

dull sky
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so i was following a tutorial for moving the head with the camera expect im doing the arms and i dont know why its inverted can someone help?

north hedge
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invert the yaw

dull sky
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Ok

dull sky
north hedge
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I'd add but its up to you

dull sky
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Ok

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So this?

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@north hedge

north hedge
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Yeah, give it a shot

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All you can really do is modify and play to test

dull sky
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Ok

wary hare
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hmm can someone help me think this? I've been working on my game for like 8hours and I can't think properly lol

dull sky
wary hare
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Can I LERP from 0 to 1 when a boolean switches from FALSE to TRUE?

north hedge
dull sky
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hmm

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Ok

north hedge
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Select based on if the Boolean is false/true

wary hare
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Let me look into that, thanks

wary hare
north hedge
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Id put the Select in the A/B but you can just put your update into the True and then nothing in the False, so that way
When X True > Lerp will actively lerp over Delta Time > else Nothing

wary hare
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but isn't this kind of redundant if I'm working with 0 and 1 anyways?

north hedge
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If you're using your Alpha to move over time then its not, but it depends on what you're using it for

wary hare
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With World delta seconds?

north hedge
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Yeah, you can do better versions because Delta has a few issues, but it gets the job done

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Its more or less a handy replacement for an If statement where you're only using it to set a single value
So if X is true then you'd want it to lerp, otherwise you'd have it not do anything
eg

wary hare
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Oh that makes sense

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World Delta Seconds gives me the time elapsed since called?

north hedge
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World Delta Seconds should give you the active delta tick of the world

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For Time Since Creation there is just a "Get Game Time Since Creation" function call

wary hare
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Hmm

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Then I don't think it does what I intend

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Lets say its currently on TRUE... switches to FALSE... and now goes back to TRUE, now, I'm using this boolean as a multiplier for a float

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When it switches back to TRUE I want it to take 2 seconds(or any ammount) to go from 0 to 1

north hedge
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Ahh

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Then you can just do a value that increases by x amount /1 every y amount of time and set that as the Alpha

wary hare
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I'd need a delay node that returns how much time is remaining

north hedge
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You can use a timer as well

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and get the time until/since for it

wary hare
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Yeah

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But I haven't figured out how to get that

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the Delay node gives you a visual feedback on how much time is remaining

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I'd like to use that value...

north hedge
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Yeah the delay node isn't good to use because it'll stop whatever exists after it until its done

wary hare
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Oh okay

dull sky
north hedge
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Give it a shot
Honestly with Blueprint theres not really any wrong way to do it because you can always revert it

dull sky
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Ok

north hedge
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๐Ÿ˜‚

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Why are you basing the arm rotations on the head?

dull sky
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Because im doing a true first person setup and i wanted the gun to kind of follow the head

north hedge
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Oh, yeah you'll usually end up doing separate arms/body for that, but if you're going to do it that way you're going to have to get well acquainted with the UE4 rotation system

dull sky
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ohh

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Ill just do them separately

north hedge
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Upper half of the body is locked to the camera, lower is separate

river zodiac
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Ok so I fixed my previous issue (mostly) and refined the system a bit, but I want there to be a second mode where the character leans forward further and enters a "6 Degrees Of Freedom" mode, unfortunately the the third person example blueprint has the camera rotation locked, does anyone have a quick way to unlock it without pulling up the C++ code? Or will I need to mess around with that to get anywhere?

river zodiac
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Nevermind, I am foole, just found what should be a fix

spice furnace
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can someone tell how to make my first person char pick up item and attack using that item (I've never done any coding or blueprinting before)

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i can't find any tutorial bout that

river zodiac
# spice furnace can someone tell how to make my first person char pick up item and attack using ...

I can get you started for sure, but I won't be great help
You will absolutely need some kind of inventory system for more than one, but here's a basic breakdown of how it usually happens

Part 1: If you want the player to be near the item to pick it up (like in Dark Souls, Monster Hunter, etc) you simply need to give the player a sphere collision that only responds to items (you can make custom types of object for collision purposes in the settings tab, abuse this!). Alternatively if you want the player to look at the item you need to make the player perform a line trace from the camera position and angle (you can get both of those from the context search menu with "rotation" or "location", use world versions of both!) that only hits items.

Part 2: You need to have a function or macro for every action the player will take with these items tied to an input action, but disabled. You'll also need either a way to quickly access the exact model used for the item, or to add every possible item to the character's hand properly and then to make them "hidden in game" until you need them.

Part 3: You need to give the items a unique identifier, anything from a name to a number, that tells the code what the item is and what it does, then you need to have the relevant details about the item stored somewhere, ideally in the item itself, so that you can tell the player to copy the identifier into either their inventory or hand and save all of that relevant information (though it might work better to save the relevant information from the item itself, as then you can keep track of what is needed and can just skip writing down the un-needed information for the item.

Part 4: Now unlock the correct function/macro from part 2, and either un-hide or add the properly positioned model.

there are other things relating to this like animations and inventory systems, but this is more-or-less how it works, there's a lot that needs to happen too so this isn't gonna be 100% accurate, it's just the fastest breakdown I can put together

green eagle
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Anyone have any opinions or references on whether its better practice to use a single "interface" with multiple "functions" or to create "multiple interfaces" with overlapping actors?

river zodiac
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Are you talking about user interfaces?

sudden nimbus
green eagle
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thank you for the feed back

green eagle
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Struggling to think up how to start or go about creating a "puzzle"

There are 5 "instanced Actors" each has a "bool" for "bIsLit" which starts as 0 and when lit will be 1.

A door is set to open when all 5 instances of that actor are lit. Any direction on what to play with?

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Thanks in advance

green eagle
void needle
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i have a problem, after changing resolution, my game is unplayable ( it becomes wide, and you cant see anything happening on the screen) does anybody know how can i fix it?

green eagle
void needle
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you just move screen

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or auto

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like, you just start the game, and it sees that you have iphone 8 with resolution 720x1080 (random numbers)

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and after that, the game still need to look the same

green eagle
void needle
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ty, ill try it

trim matrix
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Event as in Event dispatcher, nto custom event^^

green eagle
lime cairn
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Can someone point me in the direction of how to choose an element from an array as a public variable?

As in, I've got an array ['A', 'B', 'C']. I put in three actors of the same BP with that array as a public variable. How can I choose a different element for each actor in the editor? With eg, a dropdown menu

trim matrix
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Switches like actos in the world which u interact with (make them lit in your case)

green eagle
green eagle
trim matrix
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no, the array of references the door holds can be from the type of actor of the switch

green eagle
void needle
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it didnt work

trim matrix
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i will try to explain from scracth, gimme a minute

lime cairn
void needle
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this is how it should always look

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this is how it looks after changing resolution

green eagle
# lime cairn Ah thanks, I was barking up the wrong tree with structs

Good Luck! And I might be way off! But the enums have been a great way to create unique id information between Objects for me. I was working on a complicated as all heck RPG inventory system template and enums had seemed to be the only efficient way to send unique data between things. Used ints and bitflags. Wish I had it more polished so I could send you screen shots. Been stuck on this tutorial project lately.

green eagle
trim matrix
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So you will have 2 actor blueprints. A) the switch B) the door.
The switch will have your variable "bIsLit" and a way to toggle this, i will leave that up to you. Whenever it is toggled it will fire the following event.
The switch also has an event dispatcher with the variable "bIsLit" (maybe named "Toggled").

The door will have a variable (instance editable) of the type of your switch blueprint, as an array.
On BeginPlay of the door, loop over the array and for each of those, bind a function ("HandleSwitchToggled" or something) to the "Toggled" Event of the object (switch is this case), so it gets informed when one of its switches is activated.
In "HandleSwitchToggled" you can check if all switches are lit and open the door if you need to.

When u place 1 door and several switches in the editor, you can fill the array of the door with those switches you just placed.

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but always keep in mind, there is no perfect way to do something like this, just the perfect way for you.
in general i advise learning event dispatchers/handlers anyway cause they are quite useful for stuff like this

green eagle
trim matrix
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yea its hard to grasp if you first hear of it

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dotn worry

green eagle
trim matrix
# green eagle Its bugging me trying to think of where i heard of it before. Like which course ...
green eagle
green eagle
sudden nimbus
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ok im bored, whos got blueprint problems

trim matrix
green eagle
green eagle
void needle
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this is how it should always look

this is how it looks after changing resolution

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oh

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wanted to send ss also

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but couldnt

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i can resend them, if you want

green eagle
void needle
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@sudden nimbus can you help me, plz?

warped spindle
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Hey. I have a problem with a bomb.
I've made a bomb ,but when I throw it it's taking life from all my actor (cubes)
I want to make it take lifes just from the cubes the sphere collision of bomb is touching.

sudden nimbus
void needle
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no

trim matrix
warped spindle
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I've tried with" is overlaping" node ,but it doesn't work

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No. It's not that the problem. Let me show you

sudden nimbus
sudden nimbus
# void needle no

do that, you should be able to understand how your widget will work at all resolutions right from the UMG editor

void needle
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its not widget, its the game

sudden nimbus
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ok so I assumed you mean your UI doesn't render as expected because the viewport is just a viewport

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if you have a camera on 9:16 or 16:9 it just centers on the frustrum. So what is it exactly that you don't like?

void needle
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that the game will be the same as before after changing resolution

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like at the first ss, you can see everything, but at the second one, only the center

sudden nimbus
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but those green squares look 2d, so it looks like umg

#

give some more info, your screenshots are not as obvious as you think

teal dove
#

Hey guys, how can I save multiple actors and their respective transforms in an array? I know how to save actors in an array, but not how to save their individual transforms with them.

void needle
#

maybe i can dm you?

sudden nimbus
#

nah do it here, everyone else does

void needle
#

ok

#

so my game is a 2d game

#

and as you can see

#

it completely changes after changing resolution

#

and what im trying to do

#

is to make game look the same

#

like it does with aspect ratio

#

but without black cubes

#

thats all

sudden nimbus
# teal dove Hey guys, how can I save multiple actors and their respective transforms in an a...

saving actors themselves is much harder than saving the transforms of those actors. If you are truly saving the actors then it already includes the transforms of them. I'll assume you are saving part of the actors like their stats or something. You could add a FTransform to whatever structure is saving the "actors" or make a struct that has that data as a field alongside a Transform

sudden nimbus
# void needle thats all

yeah but if you aren't using umg to lay out those rows of green bricks than it's some custom code that I don't have. Can't tell you how to fix what I can't see

teal dove
void needle
#

i actually dont know what umg is

sudden nimbus
#

I mean you started off mentioning iphone, then gave us screenshots that show a verical layout becoming a landscape layout

#

can't do anything with that, it doesn't make sense

#

more information required

sudden nimbus
#

assuming rocks is a standin because apart from some very specific gameplay scenarios I can't imagine rocks states being worth saving, but yeah you need to make a blueprint structure with a class and a Transform and save that

#

whatever save means here--

#

the array would be of the new struct type

teal dove
#

I will look into array with struct, thank you for your help ๐Ÿ™‚ ๐Ÿ™‚

sudden nimbus
#

np hope it's helpful

sudden nimbus
#

it's used for things like 2d layouting

#

but if you've got a 2d game then it's all gonna be custom so I dunno without something more concrete

bright dirge
#

Hello, does anyone know if there is a difference between those two nodes ?

surreal peak
#

Iirc Assing is used for Local Variables in Macros to set a value on them.
Set By-Ref Var is used for variables that are passed into the Macro via Reference.

bright dirge
#

is it only to differentiate or it work differently ?

surreal peak
#

Idk how Macros work exactly, but they probably work differently

#

You can look at the StandardMacros for ForLoop and Increment Int to see usecases

bright dirge
#

okay will do some test to check in more details thanks

surreal peak
#

Parameters that are not passed by references are copied into the function scope.
So modifying those will NOT modify the original variable.

bright dirge
#

the macro scope you mean ?

surreal peak
#

Well, yeah

#

Counts for normal functions too

bright dirge
#

what i understood was that macro were just copying their nodes where they were used

surreal peak
#

Yeah idk how they work exactly. I probably haven't created more then 2 macros in the past 3 years or so :D

#

And those were probably inverted for loops

#

Which by now are in the engine anyway

bright dirge
#

yeah i don't really like macro either but since we don't have template in blueprint i have to use them ๐Ÿ˜ฆ

warped spindle
trim matrix
surreal peak
#

Is that a moving bomb?

#

There is a function, I think on the PrimitiveComponent (or maybe just the Actor), that is called "IgnoreActorWhileMoving"

#

You usually want to set those

#

E.g. Instigator and Owner are common actors to ignore

fast fiber
#

I'm pulling my hair out over relative rotations

#

I thought it'd be simple, but I must be misunderstanding something

#

I have one mesh socketed to another, the Z axis of the child mesh points along the desired axis of rotation

#

Changing the yaw value in this tab does what I would expect, and rotates the child mesh

#

however when I look at the relative transform, it's swapped the axes around so that the yaw value in the actor editor becomes the pitch value in the game:

#

^ what i'm getting, vs what i expect:

#

this is an issue because I'm trying to set the yaw angle of the wheel to make it appear to turn, but specifically the pitch axis cannot be used for it

#

because of the gimbal lock problems around +-90 degrees

#

so I really need this to be the yaw axis

#

I still have the same issue when I try to get by the parent socket

#

world rotation is no use either

#

how can I get/set the angles of the Yaw Control Wheel mesh in a way that matches what I can manually set in the Actor editor?

trim matrix
#

So i have a get control rotation node, and i want it's pitch to go from -90 to +90, instead it goes from 270 to 90, how do i fix it?

warped spindle
#

I have a problem with a bomb. All it's working fine except the destroy actor.. when the bomb explodes i what to have a delay for about 0.2 Sec ,but the delay it's no working.
When i put just the destroy actor it works fine.

surreal peak
#

Also post your code

fast fiber
#

nobody have any idea how to fix my rotation issue?

warped spindle
surreal peak
fast fiber
#

ah, thank you

surreal peak
#

If you want to work in relative space, why do you set the WorldRotation

fast fiber
#

it still puts the editor yaw value into pitch

bright dirge
#

worked for me

#

just change which axis you rotate around depending on your set up

fast fiber
#

yes, but i can't just do that for pitch

#

i'm copying the angle of a second component

#

which will be 180 to -180

#

but the pitch channel only goes 90 to -90

#

because of gimbal lock

#

in local coordinates, i am indeed rotating around yaw so that's fine

#

but for some reason the relative rotation etc is showing my yaw as pitch

bright dirge
#

which other component ?

fast fiber
#

the parent

#

grey component rotates relative to white one underneath

#

i want the orange component to rotate to match the twist angle of the grey and white constraint

bright dirge
#

you rotate orange to make grey rotate or the opposite ?

fast fiber
#

latter

#

grey rotates, orange matches

#

orange is a child of grey

stray rain
#

Hey guys a quick question.

When I start my game from "the main MENUMAP" and go into a gamelevel it does not posess the characters.
But when I go start from the GAMEMAP directly it (in the editor) works. What could be the problem? is it possible that the gamemode is not changing from the menu to the levels?

fast fiber
#

and attached at a socket

bright dirge
#

okay so if i understand correctly you want to get the rotation angle of the gray wheel and copy it to the orange wheel

fast fiber
#

not exactly, but yes basically

#

the issue i'm having isn't in getting and copying the angle

#

it's in setting the angle of the orange wheel

#

what i can set as the yaw angle in the editor is the pitch angle in blueprints

surreal peak
#

I would suggest a few steps

fast fiber
#

and pitch angle has a +/-90 degree limitation

#

because gimbal lock

surreal peak
#

Place the actor itself unrotated into your level

#

And just apply relative rotation to the orange wheel

#

See if that works

#

Then rotate the actor and do the same

#

See if it still works

#

There might be some world/relative shit going on

bright dirge
#

if i am not telling crap i don' tthink there is gimbal lock with quaternion which is what ue use

surreal peak
#

You are telling half crap

fast fiber
#

blueprints uses euler angles to make quaternion

surreal peak
#

It is correct that Quaternions don't have that problem.

#

it is correct that UE4 uses Quats

#

But BPs don't.

#

So maybe 1/3 crap

bright dirge
#

not bad

surreal peak
#

Either way, without debugging this a bit more I won't be able to assist much

#

Do some tests in situations where you 100% expect a given result

#

Don't try ot get the whole thing working at once

fast fiber
#

i've tried ๐Ÿ˜„

#

i already know what result I expect

surreal peak
#

Then what is the result of just rotating the wheel

#

With the actor itself being 0,0,0

fast fiber
#

The axes are incorrect

#

like I said before

#

rotating pitch rotates what should be yaw

#

etc

surreal peak
#

This works for me

#

The smaller box rotates around it's z axis

#

No matter the rotation of the whole actor

#

So something must be wonky in your setup

#

The second scene root is rotated so that the z axis faces inwards

#

Maybe attaching it to the socket is your issue, because you aren't keeping that rotation "alive"?

#

Try plugging a scene between it

#

@fast fiber

fast fiber
#

i'll try that

#

where are you getting that relative rotation node?

#

the closest I can find is Get Relative Transform

surreal peak
#

Just from the component

#

Nothing special. It's the variable itself

stray rain
#

do you guys set different gamemodes for different levels?

#

like, the mainmenu, do you have a different gamemode for that one?

surreal peak
#

Usually yes

#

And also PlayerController etc.

stray rain
#

for each level you can change it ?

surreal peak
#

Depends on your game

#

If you have one common gameplay then one GM for the Gameplay is fine

#

GameModes are a remnant of Unreal Tournaments GameModes

stray rain
#

the problem I have is that when starting my game from the mainmenu, and then go into a level the possessing (that I have in the gamemode) is not working

#

but it does work when starting the level directly

bright dirge
surreal peak
#

You can usually set the GameMode in multiple ways. First one is via Project Settings -> Maps and Modes. That defines the Default GameMode to use if nothing else is specified

#

Next up is per Map, where you open your Map in the Editor and change the GameMode to another one in the Blueprints Dropdown at the top

#

And the last one is dynamic, by supplying your OpenLevel/ServerTravel with the option ?game=Shortcode

#

Where Shortcode can be setup in Maps and Modes again, in the top most advanced menu. Game Mode Class Aliases or so

stray rain
#

I only kindof understand blueprints for now ๐Ÿ˜„

#

Im gonna do some debugging and check what isnt working

fast fiber
#

But I can't find that anywhere

surreal peak
#

It's just a public member variable. You should be able to find it by dragging off a component and searching for it

#

Get Relative Rotation

fast fiber
#

oh, i see it

#

didn't realise i had to drag off the component first

surreal peak
#

Yeah it's context sensitive

#

The variable is part of the component class, so kinda need the component class :P

fast fiber
#

well, already the yaw value is wrong

#

still got the messed up axes

surreal peak
#

Can you not parent the mesh to the socket for testing

fast fiber
stray rain
fast fiber
#

same result with it not parented to the socket

#

oops, unparented wrong thing from socket

#

now the rotation in the editor doesnt make any sense

surreal peak
#

I just double checked. Mine prints yaw 180 if it set thati n the editor

fast fiber
#

Z axis is clearly coming out of the face of the crank, as I want

#

but then when I rotate about the Z axis in the editor

#

it actually rotates around the X axis

surreal peak
#

What's the Hierarchy

fast fiber
surreal peak
#

What is Turret Floor

fast fiber
#

the big grey thing

#

it is rotating about Turret Floor's Z axis I suppose

surreal peak
#

Can you set all rotation to 0,0,0 on the orange one

#

And then adjust the Yaw, what does happen?

fast fiber
#

rotates about the Z in that case

surreal peak
#

And Pitch and Roll also make sense?

#

You can't do this without the SceneComponent in between

#

The Rotation is not relative to the components coordinate system

#

But to its parent

#

Add a SceneComponent between the gray mesh and the orange one

#

And set the orange one to 0,0,0

#

Then adjust teh scene component so the orange thing is point where you want it

#

Then it should work

fast fiber
#

I see, so a SceneComponent is like a local coordinate system?

surreal peak
#

Sort of

#

I think the main issue you have here is that you are mixing up what Relative Rotation means

#

It's not the Local Rotation of the Component in its own Coordinates

#

It's relative to the parent's Coordinate System

#

So what you saw in the Editor with "yaw is suddenly pitch" is totally correct

#

The Rotation is NOT relative to the Socket

#

It's relative to the Mesh

#

So if you plug the orange mesh into the socket location, it just inherits the rotation instead of having a relative 0,0,0 to the socket

fast fiber
#

Still not getting the result I expect

#

I've put the scene component in

#

and the wheel is at 0,0,0 rotation in it

bright dirge
fast fiber
#

however, i'm still getting the yaw axis as the pitch axis etc in the editor

surreal peak
#

Can you show the hierarchy and the code

fast fiber
#

still comes out as pitch

surreal peak
#

For one the SceneComponent isn't parented to the correct parent I think, but that shouldn't matter

#

You are not by any chance modifying the rotation somewhere still?

fast fiber
#

definitely not

vale grove
#

are spline mesh collisions broken? I've read some old threads that they are, not sure if it's still the case but I can't seem to get things working properly

surreal peak
bright dirge
#

i repeat but this work and does what you want to do to

#

you just need to adjust the axis depending on your setup

fast fiber
#

i'll give that a try

#

what is New Var 0 in that screenshot?

bright dirge
#

its used to store the initial rotation of your orange wheel

fast fiber
surreal peak
#

I think I did already

bright dirge
#

staticMesh is your orange wheel and shape cube is your grey wheel

fast fiber
#

yep, i saw

drowsy anvil
#

hello, I need an action that starts after 2 keyboard presses of the same key, instead of one

#

how would I do this?

eager field
#

use the b in flip flop mode for 2nd press and a for the first press

bright dirge
#

flip flop node don't take into account the delay between key presses

eager field
#

yea

bright dirge
#

what you want to have is an input buffer

eager field
#

i have a question, how can i cast an actor to get a variable from it, well i know how to cast but in my case i have no way to find a parent or something related to it to put something in the object node

surreal peak
#

By learning how to properly reference things

eager field
fast fiber
#

got it mostly working now, but there's an issue at the 180/-180 crossover

bright dirge
#

?

fast fiber
#

uploading a clip, one mo

eager field
#

i even tried this

bright dirge
eager field
# bright dirge what is your use case then ?

the oscserver actor blueprint records values and under a specific condition of those values it sets a boolean variable, and i wanna get that variable in my other character controller blueprint when i press a button

bright dirge
#

oscserver inherit from what ?

eager field
bright dirge
#

you have a blueprint oscserver

eager field
#

yes and i wanna cast it in my player controller blueprint

last abyss
#

you already have the reference using get all actors of class ?

bright dirge
#

when you press class settings

bright dirge
#

what is it parent ?

eager field
#

thats my question too

surreal peak
#

Open it and look into the top right corner

bright dirge
#

look at the screenshot and you will have your answer

#

top right

#

under class option

surreal peak
#

Also GetAllActorsOfClass is a poor solution.

eager field
#

parent class is actor yes

eager field
bright dirge
#

then you have to drag and drop into your level to get get all actors to work

surreal peak
#

You cast looks just fine

#

The blue just means that the cast is redundant

#

Because the Node already casts internally for you

#

At least in that specific case

eager field
#

yea but the cast doesnt work

surreal peak
#

Do you get any errors when you stop playing?

eager field
#

i tried to make print string if the cast works

surreal peak
#

Especially Accessed None

eager field
surreal peak
#

How do you spawn that Observer Actor?

eager field
bright dirge
#

=S

#

you need to re learn blueprint

surreal peak
#

Spawn it to make it inherit?

fast fiber
#

Here's that rotation bug I mentioned, tried clamping the range to 0/360 with map range clamp but the behaviour was the same (angle clamp only returned 0 for some reason)

surreal peak
#

You are mixing up quite a lot of terms

eager field
surreal peak
#

The word inherit is just wrong here

#

Inheritance happens when you create your BP class based of a parent class

#

Not when spawning or casting

#

Your Observer Inherits from AActor

#

That's it

#

Getting the basics right helps a lot

eager field
surreal peak
#

But yeah, if you spawn it you can save the reference. Then you don't need to cast anymore though

eager field
fast fiber
#

i don't think this is a graph issue

#

it's something to do with the rotation

#

the transition from 180 to -180

surreal peak
#

You wrote you know how to do this, yet you are here mixing up terms and using GetAllActorsOfClass and what not

#

But again, if you spawn it, you can save the reference. Saves you the casting and what not

eager field
bright dirge
lone knoll
#

Hello! I was wondering how I would create perlin noise in UE5 with blueprints. All I can find is 1D perlin noise, but I need 2D. There aren't any plugins that do this for UE5, and the ones that work from previous versions are only for materials.

#

I want to use this for terrain generation.

fast fiber
bright dirge
#

look at my example you have to use the inital rotation

lone knoll
#

Ok, sorry

bright dirge
#

you have to add the current rotation of the grey wheel to the starting rotation of the orange wheel

#

that what new var and combine rotator is here for

fast fiber
#

I already have the SceneComponent parented to the grey wheel

#

the issue is that the physics constraint swing angle doesnt go from -180 to 180

bright dirge
#

print your orange wheel relative rotation on begin play

fast fiber
#

it goes 0 to -180, then rolls back past 0 to 180

bright dirge
#

you will see its not 0, 0, 0

surreal peak
#

Pretty sure the issue is that it chooses to take the direct and not the shortest path

fast fiber
#

no, look at the print out from the physics constraint swing angle

#

-160

#

-80

#

80

#

160

#

it doesn't go 0 to 180 to -180 to 0

#

it goes 0, -160, 0, 160, 0

surreal peak
#

Can that have to do with your Constraint?

#

What if you use the Yaw of the Mesh directly

fast fiber
#

the angle of the wheel should be based on the relative angle of the grey and white parts

#

so the constraint is the most convenient way to get that

surreal peak
#

Wellll

#

Or just math :P

fast fiber
#

is this weird not-crossing-180 behaviour just a bug in the constraint code?

surreal peak
#

Idk

#

But instead of using the constraint, try the rotation itself and see if that works

#

You can always math out the angle between the two platforms

fast fiber
#

i can't find anything anywhere about how this is meant to behave

#

just seems to be a problem with swing 1

#

reorienting the physics constaint to use twist instead lets it rotate fine

faint pasture
#

@fast fiber What exactly are you trying to do?

fast fiber
#

making it appear that the handle is turning the turret via some kind of geartrain

ember veldt
#

I have a simple AI Move to, on success do damage script for an AI. However it is sometimes firing success despite being out of the acceptance range by a large margin. Any tips?

green eagle
#

anyone have any ideas what could be causing the "add controller pitch" to not work?

Looking at the Default "ThirdPersonCharacter_BP" it looks as everything is correct. But the Pitch won't change.

ember veldt
green eagle
#

and thank you for your response

ember veldt
#

In the Class Defaults tab at the top of the blueprint

#

Oh it's a 3rd person, you will want to set it in the spring arm I believe. My bad

faint pasture
green eagle
green eagle
green eagle
#

Man that caused a couple weird things. Looking back at the "ThirdPersonCharacter_BP" the default does not have those boxes checked. So I feel something else is off.

#

Now the character's mesh moves with the pitch which looks really janky.

faint pasture
#

You can have capsule use none of it tho if you want, and use orient rotation to movement. Depends on how you want things.

quasi frost
#

How do I tell a widget to be screen or world space in blueprints when creating it?

green eagle
surreal peak
brave tree
#

My team moved an entire folder that was being loaded as a Mod plugin into the game folder, they fixed up all the redirectors, but for some reason the console commands to spawn assets still work with the old paths, shouldn't the redirectors be deleted now that all assets have been resaved with the new redirected references? How can I check the existing redirectors?

steel sequoia
#

what is this for and how do I use it?

sudden nimbus
#

You can use it however you want

steel sequoia
#

@sudden nimbus how do I recover that information when the new level loads?

#

for anyone who saw my dilemma yesterday, If you want AI to navigate through an object you can tick this box on the object once it is in the world

sonic silo
#

I didnt clearly understood how to use it

#

Could somebody explain it to me?

fading wren
#

i would like to rotate character, SetActroRotation, doest fit for that, because i am using AddControllerYawInput, so everytime i am using SetActorRotation, it rotate player for like 1 second, and then player rotate to position, that was before. So i am using AddImpulse(charactermovement). So question is how use rotate from XVector with AddImpulse ?

sudden nimbus
#

alternatively you can save some info to your GameInstance and then fetch it out in the game mode when the level is loading

#

GameInstance remains alive the entire life of your game, Game Mode is per level

steel sequoia
#

thx can i cast to game instance to recover that data?

#

@sudden nimbus ?

sudden nimbus
#

that statement doesnt make much sense --- the idea would be you would add variables to your Game Instance blueprint, then you would obtain the game instance using Get Game Instance and cast it to the specific subclass whereever you are doing the Open Level, then save your data onto Game Instance, and then in your Game Mode, do the same thing to get the game instance, and read the data out of the variables

#

you cannot get back the data you pass to "Options" on the Open Level with pure blueprint though to be clear (as far as I can tell)

#

but you dont need to pass anything there

maiden wadi
#

@steel sequoiaI used that a lot in my Gamejam game. All you need to do is set a value and separate the entries with ? So like... "PerformanceMode=1?MyOtherOption=32?OptionNumThree=4" Then GetGameMode, GetOptionsString, and use GameplayStatic's GetIntOption or ParseOption

#

For instance.

steel sequoia
#

thx bro :)))

trim matrix
#

can anyone explain to me why sometimes a spline component is purple and cannot be edited ?

cursive path
#

Hi i very confuse where i should put my blueprint for exp and level because there is gameinstance and function library and macro library too much info with this and now i cant decide what is the best to work with

sudden nimbus
marble tusk
# trim matrix can anyone explain to me why sometimes a spline component is purple and cannot b...

I think that means you're programmatically creating the spline from within the blueprint using the "add spline component" node, and by default it doesn't let you edit it since it expects you to be programmatically editing it within the blueprint. This helps prevent you from messing it up with manual edits, but there's options to change this for when you do want to manually edit it.

Select the "add spline component" node, then in the details panel there's a few check boxes that's change this behavior. I think they're called something like "Input Spline Points to Construction Script" and "Modified by Construction Script" which either one or both might be needed to make it editable and work as expected again.

willow phoenix
#

i spawn a child actor component via a "masterblueprint". how can i set a value in that child actor component? i tried blue print interface, but i can't even get it to print a "hello"

fast blaze
#

hi! can't understand how to trace the angle of the left stick of the controller, maybe you can help me... trying inputaxis moveright, but it outputs symmetrical values from the top and down part of the stick... any ideas?

#

like I need to track point on 360 degree distance of the stick

sudden nimbus
#

I heard child actor was an afterthought for some licensee that needed it so it doesn't get a lot of love

#

you are likely trying to treat the component as the actor but that's not how it works

sudden nimbus
#

a handy way to do that is to make your two vectors as 3d with zero for Z's and then use find look at rotation, and then take the Z (yaw) from it

trim matrix
willow phoenix
#

that explains why its such a pain in the ****

sudden nimbus
#

yeah.... its

#

its weird

#

but it works i guess

#

easy to debate really -- for instance you cannot edit the template of it when placed in the world, but you can in a subclass blueprint

#

why? i dunno

dawn warren
#

Hello guys! Can you indicate me some tutorial or guide on how create Lifters/Platforms up and down in an online experience? Im using dedicated server, my code of elevators is using the timeline and "Executes on server" and "Multicast" nodes, but in the major time is not working properly. Thanks!

winter burrow
#

Im looking at the Greystone paragon BP and im trying to convert it to C++ for fun. Im struggling to understand when the "ResetCombo" custom event is being called in the event graph

#

does anyone have any idea?

#

facepalm that makes sense

#

Ok so I can set the anim notify on the montage and then call it as a function in the switch set?

#

Oh I see..Let me play around with the anim notifies and see if I can get it working. This was surprisingly not as hard as I thought it would be, though I had never used a switch in c++ before so that was interesting

#

appreciate the point in the right direction

#

It uses it in the BP?

runic granite
#

can someone help me with this error?

#

Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsBP_Weapon_Master". Blueprint: BP_PlayerCharacter Function: Set Muzzle Rotation Graph: SetMuzzleRotation Node: Set MuzzleRotation

winter burrow
#

its definitely the closest Ive gotten to making a combo system in c++

#

bp was quite a bit easier but it got messy and complicated

#

this switch method seems surprisingly easier

runic granite
#

so how do i fix it?

#

okay

#

thanks

broken wadi
#

Not sure why this ammo box wont respawn. I was able to make other actors respawn without any issues. Any help would be much appreciated.

#

It gets destroyed but the last two nodes the delay and spawn don't seem to be working.

summer jetty
#

Might be a weird question, but can I use two save game blueprints for my game? I want to create one โ€˜slotโ€™ that runs for every single game regardless of which character is chosen (which all have their own slots). The game settings (volume, graphics, etc) are created in a separate menu before a character is created/selected (so potentially before a character save game slot exists). Not sure how/where to save the chosen game settings unless I use a separate save game blueprint that creates a slot when the game is first loaded and always uses that slot regardless of which character slot is then loaded afterwards. Is that even possible (running two slots together)?

summer jetty
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Ooooh ok. I was expecting to get a โ€˜no lolโ€™! So thatโ€™s good to know! Cheers

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I understand the concept, but hadnโ€™t seen anyone mention multiple blueprints before (just multiple slots from one blueprint). Thatโ€™s really helpful!

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Neat ๐Ÿ‘๐Ÿป

open crypt
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I want to teleport an actor but remove certain units around that actor when it shows up - I could try to do some find point in box and see if that compares, but wouldn't it be better to just make an overlap event that compares if it matches the object in question (probably a cast) and then destroys that actor? Then I could trigger the event by simply turning on collisions so that overlap event fires - (this BP is actually stationary but I use it as a placeholder for the main actor - but I need to make sure that this space isn't occupied, (but I don't know when they will move, so it has to be a dynamic event that doesn't just remove everything that passes through it

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But which one should I use?

lusty hedge
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I have made this blueprint to test to see if the paperCharacter is moving up down left or right. if he is moving it should play one of the flipbooks. but no matter what i try. the idle animation is all i get

topaz horizon
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Hey guys, I'm an unreal engine beginner ๐Ÿ˜… . I tried to make a blueprint to allow an enemy to follow the main character. No matter what I do the animation is always just the idle animation. Here is the screenshot. Pls give help.

open crypt
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might have defaulted to nothing

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but you should REALLY take a class on udemy or unreal or whatever youtube series

topaz horizon
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oh yeah I learn from a youtube series. I chose unreal engine as my first engine to work with cause it seemed cooler than unity

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and i'll check to see if that was the problem

topaz horizon
open crypt
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Use the playmode "simulate" and click on the character, then go look at the blueprint and choose the instance of it it will say selected here

topaz horizon
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ok one min

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it says "CorpseCharacter" which is my character. Idk what is wrong. I also did the nav mesh so that isn't the problem

open crypt
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you can lliterally look at your animation blueprint to see what is happening

topaz horizon
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oh all that's happening in the viewport is just the character playing the idle animation

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or do i look somewhere else?

open crypt
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look at the state machine and the anim-graph

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you can even test it out before the game, change the default values of the variables that control your blendspace

topaz horizon
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oh ok. cool. thanks for your help

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one min

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let me just check that

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it says the speed of my character is 0 when i checked, and when i checked the state machine it's on the idle animation for when the speed is 0

open crypt
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set the speed to something that should change whatever your blend space is set too

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if that updates correctly, then your ANIM BP is fine

topaz horizon
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oh really that's it? thanks for the help let me try that.

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oh wait. when i set the variable speed to the speed value I want, after i start simulating again it just goes back to 0

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just so you know im on unreal 4.26

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srry i gtg

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ill fix the bug another time

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bye

proud sable
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Kind of a dumb question on my part but how do I properly cache(?) a variable? I want to temporarily lower an enemy actor's movement speed then return it to the previous value after a number of seconds without hard coding the values.

What I have so far is Cast to Enemy > Get Character Movement > Promote to Variable "Character Movement Cache"> Get Character Movement (From cast node) > Set Max Walk Speed 0

Then when the effect ends I get the max walk speed from the cached variable, set the walk speed from the cast variable with that, then print the new value and it's still zero.

E: Tried getting the walk speed variable first and setting that instead of character movement, this worked but I'm not sure what the difference was. shrugs

onyx token
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I wanna switch these depending on a boolean...
How can i do that?

onyx token
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hmm... well i googled, apparently all the sequence / branch / flipflop / etc. etc. nodes are all for signals, not for variables

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which means i guess i have to compact all of my spaghetti into a bigass function and just copy that one a couple times

broken wadi
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If you make a new boolean variable then you can flipflop it

sand shore
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@onyx token @broken wadi Select

onyx token
fast gale
river zodiac
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https://youtu.be/c3rQCp5ddJY
Ok so I've nearly completed the flight system I've been working on, but I have two issues I need to fix: firstly the character's friction when flying is absurdly low, but I want this ability to be for a highly controlled flight, I know that that the flying movement on the movement component has a ton of hidden settings but is there a way for me to access and set them without using C++? I have magic node installed so a small amount of C++ isn't much of an issue but I want the game I'm working on to run almost 100% in blueprints to make modding it easier, so minimal C++ is highly preferred. Secondly the camera's Yaw input inverts when the player is upside down, is there a way for me to force the camera manager to handle all input as relative rotations or will I need to invent a new rotation system?

You could almost make an entire game around this ability, maybe I should do that and call it "Symphony", I hope if I did it turned out good and not barely passable corporate slurry created by artists who are really better than that.

โ–ถ Play video
solemn musk
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Hello so I am made a blueprint with a bunch of child blueprints and I was wondering how can I get all those child blueprints without placing them inside the level into an array and without adding them in manually?

sudden nimbus
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in most cases what you really want is the Asset Manager and primary asset types

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enumerating all of the classes would require them to be loaded

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primary assets remove that restriction

solemn musk
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I am making weapons, and I use child blueprints, and I wanna make a menu thatll load those weapons that the player can choose

sudden nimbus
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yes perfect, use primary assets then

solemn musk
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Im basically trying to do a gmod like thing

sudden nimbus
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then use a Data Asset for each weapon

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and set up a Primary Asset type in project settings for it. Put all your data assets in one folder and tell the primary asset type about that folder

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might actually be a Blueprint Class not a Struct for the type of the data Asset actually

solemn musk
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wait isnt it possible for me to just put everything in the structure into an array then?

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that way I can just add it in the list as I go?

sudden nimbus
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if you do that, then all weapons will always be loaded

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might be fine for you

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primary assets let you load them on demand, and unload them on demand as needed

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if you are going to have hundreds of weapons, then it matters

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plus, it's nicer to just put it in a folder rather than have to mess with a big array in details

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for one thing, you get the amazing Bulk Edit feature

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so for instance if you add stats to the weapon or something, you could edit all the weapons stats in a nice grid view all at once

solemn musk
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huh neat

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ill do that then

sudden nimbus
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the reason for the extra structure, instead of just using your actor base class as the primary asset type is because it's kind of stupidly annoying to have a blueprint class as a primary asset

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you almost certainly would need to write c++ for that

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this is because GetPrimaryAssetId doesn't handle stripping the _C suffix of blueprints it's annoying

solemn musk
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any video tutorial on this?

sudden nimbus
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yes I'm sure there are, search "primary assets" or "asset manager"

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epic also has an Inside Unreal video about it

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oh there was another question in here but i guess it got deleted

tidal marlin
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Hello. How i can get name the level stream where actors be first?

solemn musk
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Like the first level when you open the game?

calm breach
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Quick question about impulse. What am I doing wrong here? I'm trying to launch a cube straight up with a ton of force, but no matter how much I add to impulse, I dont see any change.

surreal peak
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Your code is node connected?

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Also that tick event code.... Use a timer with 2 seconds on beginPlay

calm breach
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node connected? Sorry I just started using the blue print system tonight and I'm still getting used to it.

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I got rid of the delay because I ended up not needing it

surreal peak
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You need to connect nodes via the white exec line

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Otherwise they aren't executed

calm breach
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Ohhhh lol

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Not sure if this is the best way to do it but this worked

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Thank you eXi

surreal peak
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Cheers

river zodiac
surreal peak
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Most of the things you can change are visible in the class defaults of the Component

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The camera rotation stuff is a bit tricky without cpp

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You most likely hit some shitty gimballock

tidal marlin
river zodiac
# surreal peak Do you mean the braking friction?

Nah, changing the breaking friction in game does nothing, that's a big part of the reason I'm asking, the values that actually change the physics are locked behind C++
about the camera stuff:
true, I guess I'll have to crack open Visual Studio and clear out the cobwebs lol, I'm not sure what options I have for altering how it's handled but I'm considering just duplicating the default input and altering it to apply relative rotation, hopefully that does the trick

surreal peak
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Using Quaternions instead of Rotators

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I would need to check the PhysFlying code to see what is all available

river zodiac
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Ok, I'm not going to ask you to do that for me but I'm not sure what I'll be looking for when I do (I'd assume a variable named something like AirFriction, but for using Quaternions I'm not sure, especially since I want to alter the flight system to make the character roll into moves)

quick grove
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sorry guys, do u know how can I cast to an actor in bp?

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which object I should use?

sudden nimbus
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so thats your first problem

surreal peak
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Generally speaking, you cast Instances of Objects

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To ensure their Type if you don't already know it

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BP_GameSetting sounds very specific, so I'm relatively sure you are actively creating those somewhere

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At which point you would be saving them to a Variable

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So not sure you need to cast, you just need to get your settings

quick grove
surreal peak
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Is it placed into the Scene?

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Or spawned runtime?

quick grove
sudden nimbus
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thats the class of the actor, the actor instance itself is what you cast, but you dont have one

surreal peak
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Right, that's kinda "bad"

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GameSettings shouldn't be an Actor in the Scene :D

sudden nimbus
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^^

surreal peak
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At least not placed

sudden nimbus
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its a little weird yeah

surreal peak
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Your problem atm is that you don't know how to get the reference to that actor

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Which is normal because it's not straight forward

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It would be easier if you let your GameMode spawn the Actor on BeginPlay for example

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Then you can save it to a variable

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And you can access that variable via GetGameMode->CastToYourGameMode->Variable

quick grove
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ok, 'cause I was trying to make it working ๐Ÿ˜…

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I think it's a bit impossible

sudden nimbus
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yeah. if you happen to be doing this in Level Blueprint (which you ultimately shouldnt do but when getting started it is easier), then you can just get a reference to an actor that is placed in level

surreal peak
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The Braking one is called BrakingDecelerationFlying

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So you should be able to adjust that

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The friction is based on the PhysicsVolume you are in

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const float Friction = 0.5f * GetPhysicsVolume()->FluidFriction;

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Which I guess is "none"

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Well not "none" as in nothing, but probably some default value on the CapsuleComponent of the Character

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Tht's all fyling does

surreal peak
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Because that will still not teach them how to do it correctly the next time

river zodiac
# surreal peak Tht's all fyling does

Ok! I knew that flying had a variable for deceleration that didn't do much in blueprints, but knowing that the capsule component probably has a default fluid friction value makes a lot of sense, so I'll probably try to alter that to expose it to the blueprint system then change it when entering or exiting flight. Thanks for the help!

surreal peak
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Seems like you can make your own

quick grove
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another question... do u know how to get the player count in the current session?

sudden nimbus
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i still use level blueprints for level specific gameplay events, triggers, etc -- sure i could make a BP class for each level to handle it, but as a single dev it doesnt buy me much. In a team it can be a bigger deal for sure

icy dragon
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I'm using zero level BP, knowing how limited it is, and won't work in open world situations.

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Get All Actors Of Class (your character class) -> For Each Loop: Get every name var and add it to array -> List them all in a widget

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Just make sure not to do it in every frame

surreal peak
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Don't use GetAllActorsOfClass...

sudden nimbus
surreal peak
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Just make the list in a central place like the GameState and let the Actors add themselves to it

sudden nimbus
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the way i use them is for things like- handle this specific trigger to show a narration and unlock a door somewhere in the level

surreal peak
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Then this is a #umg question

soft basin
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ok fair enough

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thanks

icy dragon
sudden nimbus
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if you do it a lot, absolutely

surreal peak
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Ah i guess most of this stuff can be solved without the levelbp

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I havent used it since the gravity project either

icy dragon
sudden nimbus
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quest system cant be done in level blueprint, quests exist in multiple levels

icy dragon
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My workflow is based around flexible quest, where quests shouldn't be limited per level chunk and still allows player to wander around before hand, even for one time events.

sudden nimbus
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cant have inheritance in level blueprints even if you wanted to afaik

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so it wouldnt make sense to build a quest system around that unless you only had one level

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i struggle to even imagine how that would work with multiple levels

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ah i see what you mean re: backtracking

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there i have a way to enable persistence of such actions that does use my quest system

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effectively a way to say LevelFlag("foo") and get back true/false

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it uses a "Root" quest (quests in my game have persisted key/value pairs that define their state)

icy dragon
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In my design doc, even one time event that happened in one place should be part of the quest system, regardless if it's tracked or not.

sudden nimbus
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well yes and no -- so the triggering should be quest aware yes (unless its totally not backtrackable, which is a common use case)

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but then the logic to handle, for instance, kicking off this dialog (using the dialog system), subscribing to when the dialog is over, then fading to black, then moving the character into the interior of the boat, having another dialog while you "sail" and get to know the party, and then finally fading to black to load next level, for instance

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that is highly specific -- the value of putting something so specific into a separate BP class is avoiding locking the persistent level because the level blueprint is at the persistent level

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if you have a big map and a big team and a perforce server, thats a problem

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I think of level blueprint as the level sequencer of blueprint logic

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if you are building reusable gameplay logic there, well that's just wrong. But for one offs that (at least currently) do not warrant a systemic approach, it's suitable

candid nest
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my cinimatic sequencer is not taking camera shot i added a camera cut but when i hit play it plays in viewport but not in sequencer can anybody help me with that if can

lost solstice
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is there a way to keep the offset between these 2 physics enabled sphere when simulating or no

ancient kestrel
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the jump is not working

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does the jump function work on spawned characters

maiden wadi
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Well, it won't work on non spawned ones?

ancient kestrel
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i mean compared to dragged and dropped into the scene

sudden nimbus
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yes it does

maiden wadi
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Should be no difference there.

sudden nimbus
lost solstice
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if i lock the position though it wont follow the root object if it falls

sudden nimbus
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well if both spheres are components and are attached to their actor they are locked at a distance away from each other anyway

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I guess you must mean two sphere actors

lost solstice
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this is how they are attached

maiden wadi
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It's worth asking. What is the point of the offset one?

lost solstice
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im trying to do something similar to the boneworks movement system. basically the root one has high friction and moves around the scene and the attached one has low friction which will prevent the character rolling up walls