#blueprint

402296 messages Β· Page 695 of 403

maiden wadi
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So.. The top one is a rubber eraser on top of a block of ice, and the bottom one slides around, the top on stops/slows movement?

lost solstice
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other way around

maiden wadi
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Not following why a Physics Constraint won't work though.

lost solstice
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oh sorry i didnt actually realise it was a component i thought you mean the X Y Z constraints

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my bad

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yep that one did it thank you

lost solstice
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only trouble is it keeps rotating around the other sphere as it rolls so im just gonna need to find a way to keep the top one still while the other rolls

spice furnace
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i want to destroy this after picking the key

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i have attached it to player

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how to do it

runic granite
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what am i supposed to do with it now?

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sorry, im very new to this. what am i supposed to put there?

icy dragon
mighty fable
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So I made boxes in my game that are like the ones you can find in crash bandicoot but when I jump near the boxes they jump with me. Why is it doing this?

sonic pine
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Hiho someone now something about savegames?

lofty hound
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Is there a sort of best practice standard number for how many functions should be in an interface?

sonic pine
maiden wadi
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There is no standard number. You put in as many as is necessary. Worth noting that you should also keep interface functions as basic as possible as well. Don't be one of those people that thinks they need to use an interface to replace any and all casting in their project.

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@sonic pineWhat is your savegame question?

sonic pine
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I have created a Save System for one Check Box at the start of the there you can say "dont show message again" its working. But now i try to upgrade that for the chosen language

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and im not sure howto create that

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This is my normal language choose BP its still working

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my Idea is to promote variables for each language

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like that

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or is there a etter way to get out the chosen language?

trim matrix
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how do we make a weapon that shoots like the halo beam rifle but the end point rotates the beam to where the target is?

maiden wadi
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And you need it to detect the last chosen language if it was selected, and set it by default?

sonic pine
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yes

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i have a update, save and load settings function

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The Accepted is working but the language is only a test ^^

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or i need a new function for every setting?

maiden wadi
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Nah. Personally I'd just write yourself a simple checking setting.

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You have the Language string. Make a function that takes that string. At load load the save, get the string, if it's empty, or does not match the setting for any of your languages possibly via lookup in a local variable's array, then show the select language widget. If it does match, just call the Update settings with that language.

sonic pine
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ok if chosen save in savegame and after staring the game to controll if saved? take if not default

sonic pine
maiden wadi
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You're already saving the language though.

sonic pine
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ok i have got a crash xD

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ok my language will be saved without save the langue... if im starting now the language is german, if i will change it to english and restart the engine, the langue will be english ...

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thats normal?

maiden wadi
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Sounds normal. To be fair you don't normally set language in Savegame data.

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The engine has a whole localization system set up that can work via INI files.

sonic pine
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ok i thought its like a setting

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Im working with the localization Dashboard

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ok so it will auto save ^^

maiden wadi
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You don't need to save the value in a savegame then. Just set the value via these.

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The engine will update in the game at the moment, and also write to the config if you mark that true. Then every time they load up, it'll be that culture.

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Only thing you should have to maybe save is if the user has selected that option before or not.

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To show the initial selection widget at the beginning of game I mean.

sonic pine
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ok i have the language selection at the start

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so you can choose the language at the start and it will be saved. the skip button is only for me to jump into the game without char and server selection ^^

torn kettleBOT
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:no_entry_sign: WyvernRider#9363 was banned.

heady burrow
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Resuming an old tutorial I started on blueprints some time ago, last updated 2017 though, you guys think it's worth continuing it or too old?.

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Basically question is, did something change drastically over the last 4 years

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oof

viscid arrow
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does anyone here know about a gun loadout system?

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rn im trying to setup a code so when i press the switch button it will place the weapon in a socket corresponding to it's weapon type, but I've hit a roadblock, any advice would help

upper adder
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Is there a way to see how much of a sound already has played?
Like get sound time or something

maiden wadi
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Likely something retrieved from the component that is playing the sound.

upper adder
maiden wadi
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How are you playing it?

upper adder
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Spawn sound at location

tight schooner
upper adder
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Is that what I'm looking for?

tight schooner
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opens UE4
Huh, there really isn't anything, is there...

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Welp. You can try asking in #audio ... UE4 engine devs hang out there

upper adder
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Yeah did

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Or I'll add a sketchy, inaccurate counter that starts counting after spawning the sound.. :/

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But sometimes audio has a delay for a short time after spawning if there is a map loading or something.. that's kinda the problem there..

ripe drift
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Hi all, posted this a few times in different discords now.

Does anybody know how to get rid of the stacked error messages for the message log, we didn't have this pre 4.26 and can get a little annoying when your testing things.

Any help would be appreciated, must be an option somewhere?

lofty hound
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Any ideas why my cast is accessing none data? I am casting from a battle manager BP actor to game mode to access data stored in game mode.
When player hits enemy it opens new level with battle manager actor in it that casts to GM but each time is accessing none data. any ideas?

topaz horizon
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Hello I am a Unreal Engine 4 beginner using unreal 4.26. I tried to make a blueprint to make an enemy character follow me but all it does is stay in the idle animation. I made an animation blueprint and a blendspace and they both work. But the enemy is not following me. Pls help. here is the screenshot.

wraith comet
topaz horizon
upper adder
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I'm trying to access the playback percent float but have no idea how to.. Can someone help?

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This is new stuff to me..

sly forge
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Can someone explain why this does not work or how can i fix it please?

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Its an actor component

surreal peak
surreal peak
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Well without a ref to self that is

long schooner
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hey guys, I am having an issue with an array

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When I add something to the array with this button

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I try to print the name of the card but this is always blank, like if the array does not update, however, checking the last index this in fact adds something it itself

sly forge
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@surreal peak do you mind telling me what u mean with member variables and ref to self? im sorry but im still new to this stuff

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Do you mean variables owned or created inside the blueprint?

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Not local

surreal peak
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Sort of yeah

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The main issue here is that the function is apparently static

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Not sure what function you are using there

sly forge
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I dont know how i can tell what type of function im using, i just clicked "+" button next to "Functions" at the right

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i'll post a full screenshot

surreal peak
sly forge
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By empty you mean the variable?

surreal peak
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That was not directed at you

sly forge
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oh sorry did not notice

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Heres the full screenshot if its anyhelp

long schooner
surreal peak
long schooner
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I have all the cards in a blueprint saved

surreal peak
long schooner
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it's an actor component

surreal peak
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And that is valid at that point?

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No accessed none errors wheb stopping to play?

long schooner
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I have each button with each card and so on

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Nope at least I haven't got eny erros

surreal peak
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Where is rhat component on and how do you set the value?

long schooner
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I am sorry I don't know how to answer that question, I am not a programmer and my skills are rather limited

surreal peak
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Well you have a Cards variable there, the blue one. Where is that filled

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The variable itself is empty by default

sly forge
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Did you mean this by "click on the function and show the details"?

surreal peak
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And if you say it's an actorcomponent then the Component has be part of some actor

long schooner
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as a variable

surreal peak
long schooner
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If I cast it into the actor component would I keep the variable that I have saved there?

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Or should I just do it again in the widget

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?

surreal peak
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All the variable is is a container for a spawned object of that type or a child class of it

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If you create a variable of that type in the widget then that will be an empty container basically

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You need to get a spawned instance of that component

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Just making a variable is not enough

long schooner
surreal peak
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We are talking about the variable called cards in the widget

long schooner
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Yeah

surreal peak
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That one is probably empty

long schooner
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it is, just checked it

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but in the actor component they are not

surreal peak
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You need to open an actor like your character or controller or better even playerstste

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And add the Component to it

sly forge
surreal peak
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And then get the Component from that actor inside the widget

long schooner
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okay, would I keep the information from the actor component? or I have to make it again in that parent actor class?

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wait it actually isnt empty

long schooner
surreal peak
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That's just ue4 showing you default values

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The cards ref has to be valid for this

fallen summit
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is it possible to detect for a keypress while i'm in editor mode

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I have a blueprint that places waypoitns on the map, and I want to place a waypoint from within the editor

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by pressing a key

surreal peak
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Whenever I do something like this I usually fall back to C++

fallen summit
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ah cheers thanks

upper adder
surreal peak
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Only if you type my name correctly PE_PandaSippysip

upper adder
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ah hell naw πŸ˜‚

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cedric

surreal peak
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So what do you need

upper adder
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I don't know how to hook that stuff up..

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It's always 0.0

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The percent float

surreal peak
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Is the sound playing?

upper adder
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yes

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Did i do it right?

trim matrix
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is the reference (the blue input) set aswell?

upper adder
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yes

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or wich one do you mean?

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The playing soundwave?

trim matrix
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from the custom event

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yes

upper adder
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no, i don't know how to do that

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new to delegate stuff

surreal peak
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Delegates are just like newsletter that you subscribe to

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The setup looks correct

trim matrix
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select the event Onaudio....Event_0 and press F9 to set a breakpoint πŸ™‚

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then when u run it again and u are at the breakpoint, you can hover over variables in scope

upper adder
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It never even fires..

trim matrix
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how long is the sound? longer than a second?

upper adder
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yes 30s

surreal peak
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Hm

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Do you even need that

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Was the idea to just have the duration

trim matrix
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i have noticed some events dont really fire because the source is being destroyed, but i mostly saw that in anim notifies

surreal peak
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The Sound itself should have a Duration variable

upper adder
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I want to know where in the song i am

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(To resynchronize the music to the gameplay if needed)

surreal peak
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Ah

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NewActiveSound.bUpdatePlayPercentage = OnAudioPlaybackPercentNative.IsBound() || OnAudioPlaybackPercent.IsBound();

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You might not get the callback if the native one is bound already

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Idk how that works

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Trying to find where it's called atm

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Ah no there are both called

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        if (WaveInstance->ActiveSound->bUpdatePlayPercentage)
        {
            const float PlaybackPercent = GetPlaybackPercent();
            FAudioThread::RunCommandOnGameThread([AudioComponentID, SoundWave, PlaybackPercent]()
            {
                if (UAudioComponent* AudioComponent = UAudioComponent::GetAudioComponentFromID(AudioComponentID))
                {
                    if (AudioComponent->OnAudioPlaybackPercent.IsBound())
                    {
                        AudioComponent->OnAudioPlaybackPercent.Broadcast(SoundWave, PlaybackPercent);
                    }

                    if (AudioComponent->OnAudioPlaybackPercentNative.IsBound())
                    {
                        AudioComponent->OnAudioPlaybackPercentNative.Broadcast(AudioComponent, SoundWave, PlaybackPercent);
                    }
                }
            });
        }
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That should theoretically call

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Actually

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Maybe the order is bullshit

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Since when you set the new sound, the delegate isn't bound yet

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So the boolean is false

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Can you, after binding, play call PlaySound on the component again?

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It's a bit "redundant" of course, but that's what is probably causing your bug

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@upper adder

upper adder
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give me a second to comprehend..

surreal peak
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Whenever you call "PlaySound" on an AudioComponent, the Component checks if the Delegate is bound and will then set a boolean. If that boolean is true it will later broadcast the Delegate. Kinda weird, but that's how it works.

Now you are calling SpawnSoundAtLocation, which calls PlaySound and THEN you bind.
So when PlaySound is called it sets the boolean to false cause nothing is bound yet.

upper adder
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okay

surreal peak
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So if you call PlaySound again on the Component after binding, it should work

upper adder
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oh yes

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albert einstein or stephen hawking? 😳

surreal peak
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6+ Years of too much UE4

upper adder
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thats a needle in a haystack

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thanks a lot!

surreal peak
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Ah, it's helpful to read C++ code :P

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Does it work?

upper adder
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yess

winter garnet
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Hey guys!

I need to get the Class of all the Assets within a folder in runtime (using BPs). How would you achieve that?

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I tried this:

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It is able to find assets in the given folder, but all it displays is Blueprint.

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I assume this Blueprint is the Asset class from the filesystem perspective?

trim matrix
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have u tried "GetFullName" of the asset?

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instead of getclass->getdisplayname

winter garnet
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Yes, and it returns the correct name.

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Although its a mere string.

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You mean, this @trim matrix ?

trim matrix
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no from array element make a node and type GetFullName

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not sure if it works thought, but the description hints at it

winter garnet
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Ok, got it.

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I'm still unsure on what to do with it.

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This returns me Empty.

trim matrix
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ah i misread, u dont need the name

winter garnet
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Nope. I need the class itself.

trim matrix
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i have to look it up, may take some time but i will get back to you

winter garnet
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Fair enough. Thanks! πŸ™‚

trim matrix
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are those primary assets? i have done it with the node "Async load primary asset class list" i think

fallen summit
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@surreal peak I've not had any luck being able to detect a keypress while in editor mode. Can you point me in the right direction to do this via c++ ?

surreal peak
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Custom Editor Modes can override the Key Press

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So the first thing would adding a custom Editor Mode

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preferable via an Editor Plugin you create

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And in the EdMode you should have Input overrides

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Ed Modes are the things you can select at the top, like Landscape mode etc.

fallen summit
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ah cheers, ill look into this , than kyou

winter garnet
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Returns me empty.

trim matrix
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that is another node

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the one i posted returns an array of classes

fair zealot
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is there likea node likea flipflop but with more channels?

desert juniper
fair zealot
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hmm yes

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ye im using now a flipflop in a flipflop lol

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but that sounds smart

trim matrix
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i am interested in the use case of this

faint pasture
fair zealot
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switching between firemodes

faint pasture
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Then select when the input is pressed

trim matrix
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function GetNextFiremode πŸ˜‰

faint pasture
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If single, set burst, if burst, set auto, if auto, set single

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Then you can use that enum in a lot of places and it's nice and human readable.

fair zealot
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ah yes thanks

desert juniper
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enum sounds better

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i thought you wanted something that played together right after each other in a sequence. but doung so with enums will allow you to go in any order you want

faint pasture
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I personally use them all over the place for anything with over 2 states.

desert juniper
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and you can then just use a select node with the input as the enum

trim matrix
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yes, Enums are great

faint pasture
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No need to remember what int Firemode = 3 means etc...

desert juniper
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i haven't tried it in unreal, but can you advance to the next enum by getting it's index and increasing it by 1?

faint pasture
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They basically are just integers with names

faint pasture
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I would just select enum given enum and have that encode which fire modes are allowed

desert juniper
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yes select for sure. i just had a more general enum question out of this scope

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good to know. thanks

faint pasture
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I personally use them everywhere, even when you press the escape button, it checks an enum and then proceeds. In my case, it checks menu state, and advances to a new state based on whether you have main menu open, options menu open, or no menu open

fast blaze
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thank you I'll try to implement it

vapid ibex
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What's the way to reliably set some parameter on an actor you're spawning from a blueprint, before that actor executes its first tick? I have an actor that should be spawned by a parent NPC, and I need it to be present in the level as long as the parent exists. So far In the tick I do check for validity of the variable "parent", which I'm setting when I spawning the actor from the parent's blueprint. How can I exclude the possible situation where I spawned the actor, it didn't got it "parent" set but it had already ticked and thus decided to destroy itself?

faint pasture
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Instead of checking on tick, just have the parent tell it when the parent is being destroyed

sudden nimbus
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^ tell* it when

sudden nimbus
opaque forum
#

How do i enable hittest for world space widget?

vapid ibex
trim matrix
faint pasture
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@vapid ibex What's the use case? What is it?

vapid ibex
sudden nimbus
#

oh use AttachToActor or make it a component

vapid ibex
#

So I made a plane with the shadow texture that positions itself on the location of a linetrace hit result from the player straight down.

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(Player can jump)

wet surge
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hey, im having some problems when using the "is in air" function to determine if my car is in the air, for tthe most part it works fine but when the car its on air it triggers perfectly and then returns that the car its touching ground even thought it isn't

sudden nimbus
#

well I can't say I can think of another way to avoid that, but still just because you are doing something in tick doesn't make doing other things in tick free

trim matrix
sudden nimbus
#

yeah but you'd need to do the ik line trace anyway

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you know what, you could use the Is Falling check from character movement* component to only do the hit test when you are in the air

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offload some of that ground check work to character movement*

vapid ibex
sudden nimbus
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yeah see the Expose to Spawn for that, its exactly what its for, but of course you can always just use Is Valid to check that the parent is there before you use it

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right the issue is that it would be considered gone and despawn

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still Expose on Spawn is probably what you need

vapid ibex
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Yeah

icy pilot
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Uhm, any idea why i can't change the Sun Height on this SkySphereBlueprint instance in the world ?

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I can change everything, just not the Sun Height for whatever reason

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Oh, it was cuz i've set the Directional Light Actor

fluid rover
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What's the best way to create a simple backdrop sphere with a gradient to it?

burnt nest
fluid rover
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@burnt nest Nah, 3D, built for a VR headset. Basically I have a level that is open to the air, but I don't want anything like a specific sky or HDRI or any of the tutorial skyboxes, just a general gradient, maybe some fog, to avoid the backdrop looking like a flat color wall

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I don't want a skybox affecting my interior lighting, but I'd like to create a step above the "black void" beyond the level

burnt nest
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Oh, I see.

fluid rover
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Gooooood point. I figured maybe blueprinting would be needed for something like this, even within the material, but will do!

faint pasture
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You can also just make an hdri yourself by hand with the gradient and then use that same hdri for the skylighting

remote belfry
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So I'm getting "The widget 'Talk_C' already has a parent widget. It can't also be added to the viewport!" everything is working, but I would like to understand what's causing this error or even fix it if I can. It comes about from clicking a UMG button to bring up a dialogue widget using this...

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I understand what the error is saying plainly. But I don't exactly understand what it means if that make sense.

faint pasture
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@remote belfry you're trying to add to the viewport after you have already added it to the viewport. Just get rid of the second ad to viewport node

remote belfry
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omg

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i feel so dumb

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lol

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Thanks guys

fervent bramble
#

I'm quite new to Unreal and Blueprint.. I'm trying to follow this literally 3 year old tutorial on corner peaking.. I can only assume that the circled green Play Rate node has been changed because I can't seem to find it.. any ideas?

remote belfry
#

That's what I get for not stopping when I'm half asleep. lol thanxs again.

remote belfry
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And it's probably a variable type "Float".

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Also I'm not an expert by any means.

fervent bramble
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Oh okay so would I just create a float variable named Play Rate or something? give it a value of 1?

remote belfry
#

Essentially. But it also looks like that code is referring to a Variable not within the same BP, hence the target.

faint pasture
fervent bramble
#

The tutorial doesn't really go too in-depth but for a split second this shows.. would this help clarify?

remote belfry
fervent bramble
# remote belfry What tutorial are you following?

This is a really rough 'tutorial' on how I created the camera lean feature in UE4.

Basically, to create the effect, simultaneously move the camera over, and play a camera animation to rotate the camera. When you're at the end of the lean, pause the animation so it doesn't end abruptly or cause any visual stuttering issues. When you're done lean...

β–Ά Play video
remote belfry
fervent bramble
#

Alright! thank you

remote belfry
# fervent bramble Alright! thank you

Sorry it just hit like late afternoon here and my day just exploded b/c it that time of day people feel the need to connect. I'm gonna jump into a FPS project now and take a look.

latent valve
#

Hi, does anyone know a thing about boss fights or not?

marble tusk
remote belfry
#

@fervent bramble What ConverseFox said. Also at 3:36 he clicks on the individual variable in the Event Graph so you can see the specifics of those parts. They are of type camera anim inst > object reference

sonic pine
#

Hiho mybe somone know how i can fix that:
ItemSlot (Chestpiece) Chestpiece isEquipted?->branch =true
How i can find out which Chestpies is equipted?
How i can addtional all Armor Items?
This is only the one Armor item...

fervent bramble
sonic pine
#

Could this be a way to fix myproblem? ^^

marble tusk
# fervent bramble I drag out of the Lean Left Anim Instance object reference and I still don't get...

That tutorial seems done poorly. They just show the completed thing rather than making it along with you, and if you try to create everything in the order you see it in the video then stuff like this can happen.

I see near the end of the video that the Lean Left Anim Instance is being set from the Play Camera Anim node. To make sure it's the correct reference type which has the Play Rate variable I would right click the Return Value of the Play Camera Anim node and choose Promote to Variable. Then name that Lean Left Anim Instance. Now you should be able to set Play Rate off it.

pale orbit
#

Im getting this crash when trying to join a session anyone know why

vast mica
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can someone explain to me what this node does?

sonic pine
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T = item Local location to world location ^^

vast mica
#

@sonic pine sorry im dumb i need like an example to understand

sharp steeple
#

So let's say Location = <0, 0, 100>. Your Transform is <1, 1, -1>, so I believe you "land" at <1, 1, 99>.

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That's my understanding anyway. @sonic pine may have a better answer

vast mica
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so it combine the transform location with the location provided?

long schooner
#

hey guys I have an issue with an array and it is not updating the information innit

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I have this function that checks the name of the card and it is always blank

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and here I have the function that adds to the array the cards

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No matter if the array came from the object reference or one premade this does not update the name in the array and makes it really messy

sharp steeple
# vast mica so it combine the transform location with the location provided?

A transform represents a series of operations. (https://docs.unrealengine.com/4.26/en-US/API/Runtime/Core/Math/FTransform ), specifically: rotate, scale, and translate (location offset). Transform Location applies that transform starting from the Location.
Imagine you have a character with a gun in his hand. The "origin" (or Location, in this case) is a point on the palm or wrist. Let's say you attach the gun to that point. Well, it's turned weird, and clips the hand. So you grab it and mess with the scale, rotate it, and move it, so it fits neatly in the hand. That series of operations is T. Transform Location returns where the gun should be, provided the hand is at Location.

Transform composed of Scale, Rotation (as a quaternion), and Translation.

vast mica
#

@sharp steeple I was playing around with it, this seem to be the result.
Transform - hand
Location - screw driver relative pos
Result - screw driver pos in world

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i could be wrong though

sudden nimbus
#

yep, really

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also for continuing conversations from long ago* you should use the reply feature

icy dragon
sudden nimbus
#

its just hard for anyone else in the room (and probably the person you are @ ing too) otherwise

sudden nimbus
icy dragon
sudden nimbus
#

oh absolutely

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but at the very moment i was posting that message, someone else on the discord was admitting their question was an XY problem, and literally 1 minute later there was another XY problem

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im just going to ask "why" for every question* from now on

sudden nimbus
#

it's in the link dunno what more I can say

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what about boss fights my friend?

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wait not sure you asked that, it got deleted

fierce birch
#

Hello, I have here some simple mana regen code. the problem is that the timer executes but not the custom event. Anyone know why?

pine idol
last abyss
fierce birch
#

could you explain further?

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@pine idol whats the key you press

pine idol
#

actually, i figured it out. The set visibility breaks it.

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Using set render opacity works for now.

fierce birch
#

to get around it ill use an interface

#

thanks @last abyss for the help

last abyss
#

think of it like this: you're saying every tick (which is way less than 0.2 seconds) set the timer to 0.2 seconds, so it will never execute the event because it will never reach 0.2 seconds. that's my guess

arctic cradle
#

Can anyone help me figure out tank controls? I'm guessing that's what I need. I have a spline camera system, and with the TPS template set up, it can really start throwing you for a loop with the change of directions. Unfortunately I don't really know where to begin.

I know I need left to be left up is up so on and so forth at all times. Do I start hacking away at the forward vectors?

burnt anvil
#

Hey , where in this discord can i ask about materiaals please ? making a material and kinda conffused .

burnt anvil
#

tthanks

elfin inlet
#

it sets the timer again from 0.0

#

it never reaches 0.2 to fire the event because the following tick fires and resets the timer

#

you could do something like this

#

remove the clear and invalidate from there
event start mana regen -> set the timer
event stop mana regen -> clear and invalidate the timer

#

then you'd trigger these events accordingly for when you want to regenerate mana

#

@fierce birch

elfin inlet
#

changing the opacity will only make it invisible

#

probably doesn't matter for your HUD design but its good to know

candid blade
#

hi! I'm trying to make a rotating puzzle. This monolith can be rotated 90 degrees whenever you press a key and once you rotate it to a specific side a function goes off. How would I go about that?
so far I got it to only rotate 90 degrees once when hitting E but I couldn't get it to continue rotating each input.

#

what I got so far

elfin inlet
#

probably its something like this

#

yaw goes 0 to 90

#

when you fire this again it goes from 90 to 90

#

i'd use lerp

#

every time you press E it adds +90 to a target yaw first

#

then lerps from current yaw to target yaw

candid blade
#

where would I put the +90?

elfin inlet
#

or you can key it like

#

t0 val 0
t1 val 90
t2 val 180
t3 val 270
t4 val 360

#

then start and stop the timeline

#

to reverse, play it in reverse

candid blade
#

the first option seems to make more sense to me but I'm having a hard time figuring out where to add +90 every input

elfin inlet
#

you can try this

#

the timeline for this is set like above

#

time 0 seconds 0
time 1 seconds 90 and goes on

#

if you want it to turn slower you can make it longer

#

eg: t0 0, t3 90, t6 180

#

sorry this won't work

#

i'll send the correct one

candid blade
#

yeah I couldn't get it to work either, but I do feel like the +90 to yaw each input makes more sense

#

I just have no idea how to build that

elfin inlet
#

let me try

#

this would be the timeline

#

0 to 1 in a second

#

or how fast you want it to be

#

0 to 1 in /seconds to turn/

#

and this should work hopefully

#

also needs to have this

#

@candid blade

#

you can change this to use a rotator lerp anyway

#

ping me if it works or doesnt πŸ˜„

candid blade
#

this works for the first key input, but once you hit E multiple times it changes degrees instantly and not smoothly with the timeline

#

@elfin inlet

elfin inlet
#

use play from start

#

it will work then

candid blade
#

this is ALMOST THERE, but when it rotates after the 1st time now (after play from start) it won't rotate from the same degree it has been rotated to, but it rather starts from the beginning each time

elfin inlet
#

did you add the part where you set current = target

#

when the timeline finishes

candid blade
#

omg I'm stupid

elfin inlet
#

yes i forgot to add it so i sent it after

#

πŸ˜„

candid blade
#

yes it works!!!! finally

#

thank you so much

#

now just to figure out how to send out a function when you rotate it to a certain degree

elfin inlet
#

you can get it from current

candid blade
#

like if current reaches a certain number then fire event"?

elfin inlet
#

you're doing combination puzzle right

candid blade
#

there is a drawing on each 90 degree rotation, once you rotate it to a specific drawing as described in a riddle you get beforehand, the monolith is unlocked unless you rotate it again and ruin it

elfin inlet
#

you can put a logic like this in a separate object
for example if you have 3 rotating pillars
every time you rotate one of them, you fire an event in the manager object which does this
if pillar 1 current is 90 and pillar 2 current is 270 and pillar 3 current is 0, then do puzzle solved

candid blade
#

there are 4 of these in this map; if you rotate them all to a certain degree a door opens for instance

#

yes exactly that

elfin inlet
#

i could show you a bp graph for this but i need to clean my kitchen and do the laundry

#

πŸ˜„

#

do you know how to refer other actors

candid blade
#

i think I do from this point, thank you so much for your help!!!! you're a legend

elfin inlet
#

np!!

#

send a video when you do it

#

your level looks cool

candid blade
#

thank you I will!

languid fog
#

Is it better that you pass delta seconds through a function from event tick or use Get World Delta Seconds in that function?

calm mesa
#

I'm a poor level artist with next to no BP experience, and I want to create a BP that randomly spawns one of several BPs from an array - I did some googling but I couldn't even figure out how to make an array of blueprints

#

Ideally, I'd have this blueprint, BP_RandomTenement, which picks randomly between the Tenement_A and Tenement_B blueprint

#

how the heck do I get an array of blueprints? Just... any blueprint, I wanna be able to put blueprints in there and, boom, it just picks one of them and spawns it in the construction script

elfin inlet
#

blueprints define c++ classes

calm mesa
#

What would I need to do to make this work?

elfin inlet
#

lemme try stuff

calm mesa
#

I'm good! I managed to figure it out

elfin inlet
#

great

calm mesa
#

yeah, I ended up doing that

#

just had to be a class reference

elfin inlet
#

yes, blueprints are classes

#

you can even map something to something

calm mesa
#

wait, now I can't vertex paint on those 😩

elfin inlet
calm mesa
#

will do, thanks for the help πŸ‘

elfin inlet
#

i made more spaghetti again

elder sun
#

Hello everyone !

I have been self-learning UE4 and Blueprint for 6 months on my freetime and I am new to this discord. Please excuse me and let me know if I don't write at the good place ... As my question concern a Blueprint functionnality, I assumed this was the place.

Here is my question. I'd like to allow each player for a private rebinding of inputs in my multiplayer game. I mean that each player could chose his inputs in a dedicated HUD (which I already created) and their choice only concerns themselves. For that, I used the AddActionMapping and RemoveActionMapping nodes (target is GetInputSettings, see picture below).

Unfortunately, this directly modifies the Project Settings and seems to apply the change for all players (despite the RunOnClient option). I guess the Project Settings is unique ? In addition, I feel this is not the right way to do it since it makes a "Reset" option complicated. Then, I'd like to find a way to create a local file/actor/component that would be considered instead of the Project Settings while is not empty. Then my Project Settings would stand for "Default values" and to reset I would just have to emptying the mentionned local file.

I've read that Fortnite uses something similar. If there is another simple/efficient way, I'd be glad to hear of it. But as I am not familiar with C++, I'd like to do it exclusively on Blueprint.

Thanks in advance if you can help me πŸ™‚

elder sun
elfin inlet
#

how are you testing this

elder sun
elfin inlet
#

try standalone testing

#

and launch 2 instances from separate folders

elder sun
#

Ok, I'll do that and come back to you πŸ™‚ thanks for this quick answer. I'll do in 1 or 2 hours because I cannot right now. (I did not assume a so quick answer, thank you πŸ˜„ )

elfin inlet
#

np, if that doesn't fix the issue then you would need to change the bp

#

but at a first glance it looks like a problem with multiple instances of play in editors

sonic pine
#

Hiho i try to fix my Character Stat system, tutorials are not helpfull, i have my own system and no copy.

#

I have different EQ Slots HeadSlot, ChestSlot, HandSlot FeetSlot and BeltSlot

#

I have a EQ Setting Structure for all Armor Parts.

My problems are:
The Slot shound not say: "I contain a Item" The Slot have to say: "i contain Item XY"
after that i need a way to export the item Data.

I can breake the structure but this are not data only the empty veriables.

How can i read out the data from specific items?

#

Any Ideas?

elfin inlet
#

Do not store game data in widgets

#

Create a manager class for storing and passing data around

sonic pine
#

I will not do that in the widget i have a CharacterStatComponent ^^

elfin inlet
#

you need to show more

#

where is this item struct? which values do you need to pass to the widget?

sonic pine
#

what do you need ?

elfin inlet
#

what logic you already have

sonic pine
#

This is in the EQComponent

#

Every Item have an ID, boolian (is Equipted?) for the Feedback to the Itemslot, and different values (Strenght, Vitality, Health, mana, Physical and Magical Armor and SellCoin (if you will sell Items, this is the Money you will got from the Trader)

opal sinew
#

Trying to follow a tutorial but my anim montage page looks different and I cannot drag this anim onto it like they do
This is what epic ays to do

But my screen does not look like thet
What am I missing?

#

what I see

#

what epic says

elfin inlet
#

what did you try and not worked?

sonic pine
#

yeah i know but the structure is for all weapons so how the Code knows which weapon is equipted?

elfin inlet
#

how is your class structure?

#

i'm not understanding your problem

#

if you're defining everything in the item struct, the widget doesn't need to know which weapon or item it is

sonic pine
#

Weapon Stucture -> ParentWeapon -> 6x Axe 6x Sword 6x Shield

elfin inlet
#

cast it to the parent class

#

if thats your problem

#

or you can set up a database for all your items, then use the item id's to enumerate and fill your hud accordingly

sonic pine
#

Ok this is what i tryed yesterday.
the Break EQ_Settings could be every armor Lv 1 Warrior or lv 20 Mage Armor. If one Armor have boolian Equipted? true and all other Armors have false this is only give out the true EQ Settings?

#

ok or i will use a datatable that could be better

elfin inlet
#

okay

sonic pine
#

In a datatable the slot have to get out the ID?

elfin inlet
sonic pine
#

correct

elfin inlet
#

i still don't understand your problem

#

are you trying to pass this EQ_settings into your widget?

sonic pine
#

Armor Slot will trigger the boolian variable IsEquipted? into the the Item what is equipted

elfin inlet
#

you have 5 slots

sonic pine
#

the result yes

elfin inlet
#

i dont think you need to iterate through the whole equipment array

#

where does this code go after the branch

sonic pine
#

well before it is issued, it will still be charged.
The character has a BaseHeath + ArmorHealth = CharacterHealth
the output value is then sent by the EQ StatsComponent to the CharStats widget and to the ThirdPersonCharacter as CurrentHealth

#

CharacterStats_Widget is that

#

At the left are the EQSlots (Head, Chest, Hand, Feet and Belt) The red and orange ones are MainWeapon and Offhand

elfin inlet
#

do you have any logic in these slots

#

eqslots

sonic pine
#

Grey = EQSlots Yellow = JewelSlots (Ring, Amulet, Earring) the lightGreen at the bottom are actuall not relevant ^^

elfin inlet
#

you can pass the thumbnail to these eqslots and bind it

#

there are so many ways to do this and its implementation specific

#

so i can't tell you how to make inventory slots

sonic pine
#

this are inventory slots ^^

elfin inlet
#

yes the eq slots, but i still dont understand your problem

#

so you want to fill these eqslots

sonic pine
#

Ok give me a minute i will show and explain you

elfin inlet
#

but you don't know how to pass the data?

sonic pine
#

yes

elfin inlet
#

you can dm me

sonic pine
#

ok thanks ^^

elder sun
elfin inlet
#

cheers

clear osprey
#

for some reason the logic is not working properly.
The lamp is turning on when holding the interact key and on releasing the key the lamp is turning off.

prime stump
#

Hi, wondering if someone can help, ive got a timeline which opens a door if the player interacts with it and some conditions are met, it'll then close itself with another timeline but i want to make it so while its closing you can open it again if you interact with it which i can sorta get to work but because the 'Close' timeline has variable set on finished its still setting those when i stop it and reverse it, i only really want those conditions set when its finished playing from start only but idk if i can even do that.. the way ive got it technically works but because IsDoorClosed is being set to true when the timeline finished it's also set to true when its Stopped and Reversed which it shouldn't be and because of the conditions that need to be met when the player interacts with the door it causes the player to be able to spam the door open again which i dont want

gentle urchin
#

use play, stop, reverse, and direction to define bools

#

or instead of bools

#

If you just flipflop from start to end to start in the timeline, it should sort itself out

#

criteria for open is that the door either is closed, or is closing (moving in reverse direction, but not "closed" yet)

tight pivot
#

Hi, can someone help me with a rotation issue?
I'm working on a project where you can grab actors and snap them on actors with the same socket names.
When it overlaps it finds the nearest socket, and when you release the actor it snaps in place. But... its not working when the actor is rotated.

#

Any help is appreciated!

wraith comet
# prime stump Hi, wondering if someone can help, ive got a timeline which opens a door if the ...

one thing you could try is generate your rotation alpha with a "float interp" instead of a timeline. I used to use timelines all the time for that kind of things, then i discovered float interp it changed my life. you could interpolate towards zero to close the door, interpolate towards 1 to open it, then use that interpolated float as an alpha to drive the rotations on you doors. Look up "finterp to" in google, lots of tutorials on how to use them.

muted valve
#

Heyoh I have a question for you peeps... is there anyway to get information from an actor that has a skeletal mesh component to an animation blueprint? Anim BP's usually try get pawn owner, but what if the actor isn't a pawn? Is it not possible then?

wraith comet
muted valve
#

You are amazing

#

Thank you @wraith comet I thought I was missing something simple!

faint pasture
#

@prime stump Can a timeline have a bool track? Just set bIsClosed true up to halfway open, then false.

#

@prime stump or just set bool based on float track

ancient kestrel
#

how do i prevent a pawn from moving in certain directions even after jumping onto another player and being pushed aside

mild jacinth
#

anyone know if its possible to spawn ocean body using bps or no?
water becomes invis when i try to do that

waxen path
#

Can anyone explain to me how to increment Team A score or Team B Score on lot of different conditions such as If Team A kills Team B = Team A Score + 1 OR if Team B kills Team A = Team B Score + 1, I want this to be done in the Game Mode but Idk how to do it lol.?

weak gulch
#

Does anyone have experience with soft boundaries for the camera? I want the camera to slowly reach the max Pitch and Yaw values without a hard stop. The goal is to have the player reach the end of these values within a few seconds of holding a direction.
So you can't snap your head to look down, you have to hold the button and slowly look down.

#

The only thing I'm thinking of is an event tick measuring the pitch and slowing down input significantly when >= certain amounts, but that doesn't seem to be working well.

icy dragon
crystal harbor
#

Hello, I have a very dumb question πŸ€“

I have a simple blueprint that generates a road in its construction script (basically, just repeating a static mesh on the X Axis).

I would love to paint some foliage on this road but I can't because it's technically not a static mesh but a blueprint. Is there any workaround for that ?

Thanks

weak gulch
fierce current
#

Hello how to enlarge button ?

waxen path
#

@fierce current UI?

fierce current
#

yes

waxen path
#

if you click on a button

#

on the right there is detail panel

fierce current
#

no

#

How I can make it bigger when I hover my mouse over it

waxen path
#

oh

#

so you want to make a button bigger when you hover the mouse over it?

#

and back to its normal size when you dont hover on it anymore?

fierce current
#

yes

waxen path
#

so

#

you can use On Hovered event and On Unhovered event

fierce current
waxen path
#

sec

#

i am testing

#

quickly

fierce current
#

ok

waxen path
#

@fierce current

fierce current
#

thanks

#

Do you know how I could make a transition?

icy dragon
fierce current
#

Ok

waxen path
#

what animation for button>?

fierce current
#

a smooth transition

waxen path
#

okay but what kind of transition?

#

when you click the button?

fierce current
#

no when you hover the mouse over it

waxen path
#

oh

#

yo can do a timeline

#

from 1-2 and back from 2-1

#

i will try it lol

fierce current
#

lol

waxen path
#

hmm seems like i cant use timeline in ui event graph

fierce current
#

there is no other solution ?

waxen path
#

there is like custom events and casting i guess

fierce current
#

ok

#

or play annimation ?

waxen path
#

people saying that its easier to do it on UMG the transitions I just don't know how UMG works my self

fierce current
#

oh

waxen path
fierce current
#

thanks

waxen path
#

there is timeline at the bottom of UI

#

you can use it somehow idk myself :d

fierce current
#

ok

ancient kestrel
#

how do i prevent a pawn from being able to move in a specific direction i have used lock position on the axis i need but when i jump onto another character i get pushed aside into that axis even though its locked

heavy gulch
#

anyone get weird client side behavior with line traces before? I am running the event entirely on the server although it is replicating to a component

fading wren
#

hi, what i am doing wrong ? after player overlap wall colider, it is rotate, as it should, but on like 0.5 second, looks like glitch, and then it atomaticaly rotate to previous position(before overlaping)

fleet kite
#

Hey guys. I'm following a tut and I made an Animation BP for the character and I'm trying to remember how to do this because now I have to make one for the enemy and the tut doesn't explain anything again and I've forgotten a lot. I'm trying to put another "Event Blueprint Update animation" Node for this enemy BP. I don't remember how I got this Node or if it's custom but I can't find it anywhere. Is this a custom Node or does it exist for everybody?

#

When I copy and paste it into this new BP it just gives me a blank custom node

broken wadi
fleet kite
#

@broken wadi I'm not sure what you mean. What components in what Blueprint scene? I'm in the Event Graph. Do you mean Nodes?

fading wren
#

@faint pasture i dont know if you remeber me, but i was attacking server with my ball rotate after wall overlap. Whole this 3 long weeks problem was only that i was using SetActorRotation. But i was have to use SetControlRotatation, since ball is Character

fleet kite
#

Oh

#

@broken wadi no its not there

#

Have you used the Event Blueprint Update Animation? Or is this one the tut made? I can't remember

broken wadi
#

Might be similar to this

fleet kite
#

Yeah I looked in that list..

broken wadi
#

I had a similar issue where I couldn't find how to get a specific event.

fleet kite
#

Oh..OK and you found it in that list?

#

Is this event I'm trying to find an actual event that's built into Unreal? Or is it a made up one

broken wadi
#

But not exactly your case, I wasn't dealing with an animation. Just a mesh.

fleet kite
#

OK this is a normal event that's built In not a custom one made by the teacher. So I'm absolutely lost. Especially since I had no problem finding it before

broken wadi
fleet kite
#

Similar. "Blueprint Update animation" is what it's called

#

I'm pretty new to Unreal. Is it normal for something that's normally available to just disappear from where you normally find it?

#

Or is this a very weird thing that's happening

broken wadi
#

Its on that same page, just scroll down a bit.

fleet kite
#

Ugh! I have no idea how this happened but I was working in a character BP not the Animation BP. Lol. I've been working myself too hard I guess. My mind is getting fuzzy

#

I didn't notice the icon

#

Still having another issue but I'm fried right now so I'll come back. Thank you for the help though. I'm glad you smart guys are here to talk yo

#

To*

topaz horizon
#

i've been trying to fix a bug where i wrote code so that an enemy follows me but it always just shows the idle animation. I did the BLS, I added a nav mesh, and I made an animation blueprint. I don't know what happened. here is the screenshot. pls help.

trim matrix
#

Hi, can I use CineCamera as an regular FPS camera. Anyone tried to use like this?

icy dragon
trim matrix
#

Thanks

quasi frost
#

I am doing this to add characters to my map. However, it seems to stay at length 1, which makes me think it is overwriting. Where can I ++ the index for each additional character to avoid this?

autumn plover
#

I got 5 buttons next to each other. After sometime hovering they become unresponsive. Anyone know why? I did it from scratch and I get the same thing.

icy dragon
# trim matrix Thanks

Not to mention Cine Cameras imposes limitations that are good for cinematic direction, but not for gameplay adjustments.

trim matrix
waxen path
remote belfry
#

Hey @icy dragon thanks for the recommend on FlowGraph. Couldn't get it working properly though when compiled. I asked about it in the Flow discord but even the author was stumped. I'm on 4.26.2 wondering if you're using an earlier version?

topaz horizon
#

@waxen path sigh i've spent days without realizing that i haven't connected a target actor. thanks for pointing out the mistake tho

#

let me check if that works

waxen path
#

create an vector array with random location maybe?

#

i never used pawn sensing event so idk how it works

topaz horizon
#

oh ok

#

let me try to just get the actor locatino

#

instead of pawn sensing

#

location*

remote belfry
icy dragon
remote belfry
#

I'm not discounting I did something wrong that's for sure.

high ocean
#

@topaz horizonWas looking at ur SS... When does that "Follow" event get called? You have the pawn sensing execution wire unplugged. I don't get it... Besides, how does ur state machine look like? The abp SS is irrelevant if the state machine isn't entering bls to switch animation...

#

Oh nvm, I just saw ur other comment sry πŸ˜›

topaz horizon
#

oh yea i fixed that and there's a timer by a function name so that's how the follow function gets called but after that it still didn't work

high ocean
#

What doesn't work?

#

Does it follow u?

topaz horizon
#

no

#

just stays in the idle animation

high ocean
#

so not only the anim is problematic

#

ok... what r u trying to achieve? When u get in certain range, trigger aggro? Something like that?

topaz horizon
#

no i just want the enemy to follow my main player

high ocean
#

but when does it start to do so?

topaz horizon
#

neverd=

#

never*

high ocean
#

...
when do YOU want it to start doing so? πŸ˜„

topaz horizon
#

it just stays in the idle animation

#

oh from the beginning of the game

high ocean
#

so basically beingplay - get ref to player, timer function/tick, get player location, move to location/actor?

topaz horizon
#

yea

#

that's basically what i did right

high ocean
#

@topaz horizon

topaz horizon
#

yea

high ocean
topaz horizon
#

should i do this

high ocean
#

Try it

topaz horizon
#

k

#

one min

waxen path
#

@high ocean you know how to use event dispatchers properly?

high ocean
#

but i think i'm refreshing the location too often

#

if it doesnt' work, we'll fix it πŸ˜‰

quasi frost
#

So trying to fix my add to map issue, trying it this way is really weird, so when I add unique and print length it gets 2, but when I immediately get it and print again it gets 1, why is it seemingly deleting an index?

high ocean
#

@waxen pathI think so...

#

@trim matrixThat's what packaging means, making the application/game standalone. It does require some prerequisites probably, but that's it. You can also pack and run those.

topaz horizon
#

@high ocean idk what do i put instead of set player character do i put the enemy blueprint's name or the third person character

high ocean
#

@quasi frostJust use the Add to map node man, y u do all those shenanigans? πŸ˜„

#

make & break struct if you need to, but add to map properly, otherwise ur in for some nasty surprises

#

set members in struct would be how i would deal with...whatever it is ur trying to change within the map members

quasi frost
high ocean
#

@quasi frost all map entries are unique, maybe ur trying to add a duplicate of sorts, it will not add that.

topaz horizon
#

@high ocean i finished the blueprint let me see if this works

high ocean
#

@topaz horizonyou are working inside the enemy blueprint. You want to get the player's reference. That means you get the player and cast it to player...

waxen path
#

maps dont print out indexes i think

gentle urchin
#

Adding something to an existing key in a map replaces the paired value

topaz horizon
#

yea

#

ok

high ocean
#

@waxen paththey do

topaz horizon
#

sigh still not working

high ocean
#

@topaz horizonshow me

topaz horizon
#

idk how

high ocean
#

...
ss?

#

fek me, slacking again instead of dealing with my crap 😭

topaz horizon
#

what is ss

gentle urchin
#

screenshot πŸ˜›

topaz horizon
#

srry im new to discord πŸ˜…

gentle urchin
#

haha, i know the pain Duke

topaz horizon
#

oh

#

sigh

#

ok

quasi frost
#

I am pulling from a data table, so unless it counts everything from that data table as the same thing it should work.. I will see if data tables don't work with maps, one sec.

topaz horizon
high ocean
#

Anyone here knows if there's a way to know if a VARest call url has connected successfully? πŸ˜† - that's my current problem 😐

#

@topaz horizonTimer is 00, go something like 1, see if it moves at all

#

aaand it isn't looping

gentle urchin
#

Is it supposed to loop tho

high ocean
#

@quasi frosttell me what ur trying to do, I've used maps alot and love them, but I need to understand, otherwise I can't help

gentle urchin
#

this would fire once, on the next frame

topaz horizon
#

not working

#

anyways i gtg

#

cyz

#

cya*

high ocean
#

lolz gl! πŸ™‚

gentle urchin
#

obv assuming the cast succeeds etc etc

#

For the VaRest, are you using the plugin?

high ocean
#

ye, hence the VA at the beginning πŸ˜„

#

otherwise i'd be doing my own crap, but yea - lol, no πŸ˜›

gentle urchin
#

That makes sense πŸ˜†

quasi frost
high ocean
#

@quasi frostπŸ‘ Just throw all data u need inside the struct and go with that - I know 2D arrays would b nice, but yea...

#

@trim matrixread again "It does require some prerequisites probably".... Those are redists, not the freaking engine 😐

#

All games require some redists

waxen path
lime moss
#

hey, could anyone help me figure out how to limit a tank turret cannon's rotation

dawn gazelle
# high ocean Anyone here knows if there's a way to know if a VARest call url has connected su...

When doing a call URL, you get the callback and you can check the response for the response code to verify if a specific result was received (500, 404, 200, etc.).
Response codes: https://en.wikipedia.org/wiki/List_of_HTTP_status_codes

This is a list of Hypertext Transfer Protocol (HTTP) response status codes. Status codes are issued by a server in response to a client's request made to the server. It includes codes from IETF Request for Comments (RFCs), other specifications, and some additional codes used in some common applications of the HTTP. The first digit of the status ...

lime moss
#

the tutorial that I used (which came directly from Epic btw) forgot to explain that part

#

but he did go into Tolkien levels if detail on how to make the Tread UVs move, which is perfect for prototyping (sarcasm)

high ocean
#

@dawn gazelleOoooohhh, so basically, I can switch on the reply string to show if the connection wasn't established - right? Great! Thanks! πŸ₯³

quasi frost
high ocean
#

@trim matrixwtf man... Now I can't even tell if ur trolling or not.

quasi frost
#

Actually I guess I can just get them from index inside of the actor right?

high ocean
#

@quasi frostSo, U got indexes to Chars map - right? When/where does the spawn location come into place?

quasi frost
#

Like I don't need to actually feed the specific map index into the actor if I feed the whole thing, I just need to feed an index number

dawn gazelle
high ocean
#

@dawn gazelleSo basically, if I throw in the following url: blablabla.bla, it should return a 0 for the response code, because the url (hopefully) doesn't exist - did I get this right?

high ocean
#

Great! Thanks alot! πŸ™‚

dawn gazelle
#

Unless blablabla.bla exists (in which case, dracula may be pissed you're hitting his website)

high ocean
#

@dawn gazelleπŸ‘Œ Worked like a charm πŸ™‚ Thank you!

#

Now the next thing would be to create a fake rest server to test my login system. But so far no luck, need to dig more πŸ˜›

gentle urchin
#

online game huh ^^

high ocean
#

@quasi frostWhy do u even need the indices of actors? Why not just throw everything inside the struct and use setmembers in struct to modify whatever u need, when u need it? But idk the design.

#

@gentle urchinNah, just a quiz for those that wanna play the game - before & after they've played it. Educational research πŸ€“

gentle urchin
#

Ah , clever

high ocean
#

20 questions before, 20 after, for 8+ hrs of (some would say) boring game time. I think it's fair. No monetization, everything else comes free...

#

lots of reading involved tho - and that seems to hurt ppl like hell 😐

#

can't post the game link here cos it isn't allowed but u can still check it out if u want w/o quiz (hence the work I'm doing now) πŸ˜„

#

probably not ur type tho πŸ˜› or anyone's for that fact 🀣

dawn gazelle
high ocean
#

@dawn gazelleI'll check it out, thank you! πŸ™‚

gentle urchin
#

Sounds like there would be a catch to that

#

no meals for free, right ?

dawn gazelle
#

You probably want to ask in #packaging. What you're asking doesn't relate with blueprints.

dawn gazelle
# gentle urchin Sounds like there would be a catch to that

They have free tiers so you can do testing and development with their services. The free tier stuff usually has limits that wouldn't work for a released application utilizing them, so then you end up paying for the service once you've breached those limits.

topaz horizon
#

I'm making an enemy character and I want him to follow the ThirdPersonCharacter where ever he goes. But no matter what I do, the enemy just stays in the idle animation. Here is the screenshot. pls help.

gentle urchin
maiden wadi
#

@topaz horizonFirst, set the timer to loop. And also check that your level has a navmesh, and also check that you're correctly spawning the AI as an AI and not just an actor without an AI controller.

waxen path
#

Can someone tell me what do I need to know to create a local multiplayer split-screen game that has a team-deathmatch gamemode? thanks

civic spruce
#

Hey. There is someway to do the "Block Volume" block only the player and not the other characters ?

broken wadi
waxen path
broken wadi
#

Two players = multiplayer.

waxen path
#

even if its offline?

broken wadi
#

Oh so its a single instance game, with two people playing it?

waxen path
#

yes

#

basically, i got a variable which determines how many players should be in the game, i put 2, so me and enemy team

broken wadi
ancient torrent
#

How do i get a components relative transform to the actors root? πŸ€”

remote belfry
#

So I'm getting....

#

Blueprint Runtime Error: "Attempted to access index 0 from array DLGChoices of length 0!". Blueprint: DialogueWidget Function: Execute Ubergraph Dialogue Widget Graph: Choice 1 text Node: Branch

#

Which I understand

#

is the product of trying to read an array that is empty

#

Which is exactly what I want it to do. Its an array that feeds dialogue choices and this is the state for if there should be none.

#

My question is what can I do to stop the error, and/or am I just doing it all wrong. lol

waxen path
#

try this

remote belfry
waxen path
#

oh, so did you managed to fix the error or is the error still there?

remote belfry
#

I'm actually working on it right now. I usually go through a couple results before I start implementing things. but since you confirmed it I'm giving it a shot now. It makes sense I think it will work. Should have thought of it myself but I think the caffeine is wearing off.

waxen path
#

oh lol :d

trim matrix
#

Hi, i need to get a child actor components parent actor, which i have succeded with, but it doesn't stop there, i need to check if it's actor of an certain class so i can extract some variables...

#

How do i do this?

remote belfry
frozen otter
#

If I were to have some event in my AI Controller class that forgets everything that entered it's perception, how would I lets say get a level instance or some non related BP class - such as a door BP - to use that event?

#

I thought about casting but there's nothing to refer to as an obj since both are so different

#

then I thought about maybe getting the class defaults but it only supports regular variables and not class components tmk so i'm not sure what the best route is xD

waxen path
#

i am not sure but I think Interfaces

#

good for blueprint communication

#

event dispatchers are good for blueprint communication waiting for something to happen and executed

sudden nimbus
#

You might use an Event Dispatcher on the door, but you're likely to have many doors and you probably dont want your AIs being required to find all the doors in the level- I would probably put a dispatcher on the Game Mode or a "manager" actor whose job it is to coordinate between the doors and the characters

#

i would have the door itself trigger the event, and the characters subscribe to it-- you could do it the other way, i think it makes a little more sense though

waxen path
#

yh Managers are good to organise multiple stuff into one I think

sudden nimbus
#

yeah

faint pasture
#

@frozen otter so let me get this straight, you want to have a door make your AI character forget everything it knows? What exactly are you trying to do here

sudden nimbus
#

I surmise the goal is to make the AIs in a room forget about the player when the player goes through a door

frozen otter
#

I'm just looking for a good method to access another class ig

sudden nimbus
#

yeah I don't think that clarifies much

frozen otter
#

hmm let me pull a good example of what exactly I want to do

#

I'm confusing myself anyway LOL

#

So specifically, I'm looking for a way to make the AI Perception forget about everything from another class. I know there's a "Forget All" that tmk does the trick, but I need to do this outside of the AI_Controller BP class, so lets say when the player dies from the AI Enemy. What it does right now on player death is clear the player tags which is great; however, the AI perception still won't leave the player's sights regardless of a tag a player has or doesn't have unless the player leaves the perception of it or I think if the perception updates (right?). So anyway, what I want to do is somehow access the AI_Controller class from a completely separate BP, lets say going through a door - e.g a door's collision box - would tell the AI Controller Perception component to forget, or, something else I want to do is find a way to do the same thing but on player death within the regular Player character BP. But yeah, letting the AI forget everything it knew about what was in the perception. I'm probably overcomplicating everything either way though lol.

#

There's probably so many better ways to do this but my mind isn't really gathering much rn

sudden nimbus
#

if it's about having the AIs forget the player on death then make them forget the player on death. If the player died btw that actor is destroyed unless you are doing something uncommon, so you actually need to clean up that reference

#

if you keep a reference in blackboard to a destroyed actor you are liable to get a crash in AIModule

frozen otter
#

ouch lol

sudden nimbus
#

yeah it's annoying

frozen otter
#

thanks for the heads up. hm okay lemme see

sudden nimbus
#

you could have a BTTask or decorator that checks if the targeted player (in a blackboard variable) is dead and clear it for instance

frozen otter
#

ah ok. however about that ^

#

I originally was doing that but I had an issue with getting a reference to the blackboard in the player character class. on the death event, I'm pretty sure I tried setting the blackboard var value as a boolean (true) for example, so the Behavior tree could run through and be like oh okay he's dead so let's not run the other tasks, but it always returned nothing tmk and threw an error. I can prob reconstruct that and grab the exact issue tho if it helps

sudden nimbus
#

a reference to the AI's blackboard from player character?

#

If so, the player character shouldnt know about the AIs in the game directly, you should use Event Dispatchers if you want to drive the "cleanup" process from the death event of the player character

#

but here, i think the missing link is that Decorators can solve this

frozen otter
#

gotcha

sudden nimbus
#

you can write a custom decorator that takes a blackboard key so that you can get the actor in that blackboard key and check if its dead

#

that decorator can read the blackboard key, get the actor, cast it to the appropriate actor class, check if its dead, and if it is, then clear that same blackboard key

#

This is only really ideal if you have only the simple use case of clearing the blackboard key thoug h

#

if you want to layer more complex logic in, then use Event Dispatchers

frozen otter
#

ah okay

sudden nimbus
#

A good way to do it might be to have a common character class that has a dispatcher of "HasDied" or something, and then have the AIController cast the perceived actor to that, and if it casts successfully, subscribe to the HasDied dispatcher from the AIController

#

that way the AI, who has seen the player, is responsible for asking for events on when that character has died

frozen otter
#

Worked great, thanks @sudden nimbus!

icy saddle
#

Why does this render as negative zero?

faint pasture
icy saddle
sand shore
#

it technically isn't a precision issue AFAIR

icy saddle
#

alright thanks both of you

proud sable
#

How would I get a true/false value for whether or not a character is visible to the player? I have a health bar widget that I'd like to hide when the enemy is occluded by a wall/floor but I'm not sure how to check for that in a relatively performant way.

#

I should probably mention my game has a ton of enemies onscreen at once, I know I could do a line trace on tick for each widget but I'd imagine that would tank performance pretty badly

icy dragon
trim matrix
#

Heya, how do I make it so a static mesh bp object plays noise upon pressing "e"?

proud sable
faint pasture
#

are we talking a kilometer and thousands of enemies, or a few dozen meters and 20-30 enemies?

proud sable
faint pasture
#

3rd person view? how big is the field of view around the character at any given time?

proud sable
#

3rd/1st with "scoping", FOV is pretty wide. The camera is quite far behind the characters

#

I was thinking of attaching a large collision capsule* to the camera, getting all actors within that and then doing a trace to see if they're actually visible but I'm not sure how practical that is

faint pasture
#

I would set a large sphere such that the edge of it touches the camera

#

get overlapping actors, and batch line trace them if it gets too heavy

#

you'll have to do this in C++ though

#

but I can do like 1200 traces per frame no problem in my project

#

I would have a custom channel for these traces and only have geometry that should be blocking it block it

proud sable
#

Oh that's good to know actually, thank you

faint pasture
#

Who cares if it takes a frame or 2 to "see" an actor as long as it happens soon

proud sable
#

I have the enemies set up with a custom "enemy" trace channel, the main concern I had was that tracing only returns the first blocking actor though - if an actor was occluded by another would I still be able to check their vis with tracing?

faint pasture
#

You'll have fun cramming 250 hp bars into that horizon though, unless you have flying bois

proud sable
#

Hah yeah, I was thinking of doing some math based on distance+number of visible health bars to fade out the distant ones if there are too many onscreen

faint pasture
proud sable
#

Ooh that looks slick. Going back to the trace channel, how do you stop traces being blocked by the closest enemies? From what I understand traces only return one result, won't the nearest ones block traces to the furthest?

#

Ahh, seems like MultiLineTraceForObjects is what I'm looking for? I wasn't aware of this πŸ˜… (Actually wait those wouldn't be blocked by walls as far as I can tell, nvm)

faint pasture
faint pasture
#

just trace vs geometry that you can't "see through"

proud sable
#

Ahh, yeah that makes sense. Thank you!

faint pasture
#

In my project we basically have 3 channels for gameplay. Vision, Bullets, Walking

#

Can shoot through a fence but can't see through it

#

can shoot and see through glass but not walk through, etc

#

so fence blocks vision and walking but not bullet, and glass blocks walking but not vision or bullet

sudden nimbus
#

well, ok, if the goal is to hide health bars, do a single trace for visibility+enemy originating from the camera/player and see if the hit is visibility instead of enemy* no?

faint pasture
#

just see if you can make it to pawn location. Use Time

#

or just use the bool

#

if no hit, can see enemy

sudden nimbus
#

you could also use character perception for this-- if the character can see the player, show health bar, if not, hide it

#

sorry if all this is covered already

faint pasture
sudden nimbus
#

yeah

proud sable
#

Thank you both, this gives me plenty to work with. I definitely came at this with an overcomplicated approach in mind

vast kindle
#

Hello - Does anyone know if it is possible (in blueprints) to add a horizontal box to a existing wrap box within a widget?

I am working on a talent point tiering system, and have a condition to see if I have values in my array for that tier. If I do have values, I want to create a horizontal box in my talent wrap box, and then I was planning on adding in a custom widget I already put together for each talent being loaded in that tier.

Is something like that possible?

gentle urchin
#

Wouldnt one usually just hide the box untill conditions are met?

candid nest
#

hey does anybody knows how to convert a y phasing weapon to x phasing

gentle urchin
#

If i got your question correctly, you wanna dynamically add a horizontal box ?

vast kindle
#

Correct

gentle urchin
#

And if that were the case i believe you must make a new WBP for the horizontal box alone

vast kindle
#

And depending on the talent category I am selecting it could be 2 tiers or 6 tiers

#

Ahh, so a standalone widget that is just my configured horizontal box then?

gentle urchin
#

yeah

vast kindle
#

Alrighty, makes sense. I had done it for my categories already, so I guess Ill put together that then - thanks πŸ™‚

faint pasture
#

facing?

trim matrix
#

has anyone used the AutoSettings plugin? I have a HorizontalRadioSelect for player inputs, I know how to switch to preset inputs, but when selecting other option of the HorizontalRadioSelect, I don't know how to switch to custom/saved inputs when clicking a different option of the RadioSelect

candid nest
#

yes i was talking about facing only

faint pasture
candid nest
#

yes i have done that only

#

i want to know that it dont create any problem if i m using line trace

#

bcz in past one time happend this with me i dont know properly is this is only the reaon or other

faint pasture
#

At what level is it built wrong? Does the mesh itself face Y, or the actor you built with it, or what?

candid nest
#

mesh itself

faint pasture
#

Just fix it at the source, I think you can set a default rotation on a mesh

candid nest
#

okay i will try thanks man

proud sable
#

Got the previous health bar widget visibility issue set up in blueprints, I am running into a clarity issue as expected though.

Right now I have it so that health bars far from the camera fade away which helps a ton with depth perception, but I'd like to have the bars offset on the z-axis when there are a lot of them onscreen at once so there's less overlap.

What I'm doing is getting the distance between the camera and the enemy, then mapping that to a relative z location between 100 and X (500 currently).

Then I'm trying to ✨ math ✨ that in a way that takes into account how many enemies are onscreen (Array>Length node). This works, sort of, but it linearly raises all the health bars up too aggressively when there are a lot of enemies onscreen. Ideally nearby ones would have a Z Loc value close to 100 regardless of how many enemies are onscreen, is there a simple equation I could apply here for that?

#

I have no idea if this makes any sense outside of my own head so apologies if this is confusing

civic spruce
#

Hi, I have a question. There is some way to block only the player character and not all the characters with a blocking volume?

#

I've found a solution, thanks!

proud sable
fierce current
#

Hello, I have created an empty project, how can I prevent it from moving in a scene?

#

on my stage I can move even though I don't have a character

#

how to prevent this ?

green eagle
#

How do you get a reference to an "Actor" within another "Actor"?

#

without using any overlap events

trim matrix
#

forward it by "expose on spawn" if you can and hold it there would be one solution

#

if you tell us the use case, we might come up with a better solution since its quite dependant

green eagle
#

I have a "door" that controls the logic for a "puzzle interaction" upon the puzzle being solved correctly(player interacts with door to run the win check) the door opens after it finishes opening it "sends a message/cast" to a separate actor which is a animated walkway I was going to try using casting for once but cant seem to figure out needing the object input without using some overlap event

trim matrix
#

ah yes i remember, gimme a sec

#

so i see at least 2 options for that:
A) the door has a variable of the walkway actor which you can then set in the level editor. This way the door knows which actor to call
B) If there is only 1 door/walkway in the level (which i think is not, but anyway) you can try the node "get all actors xxx" where is xxx is the method to get them: by class/by interface/by tag etc

#

is the level design static or do you work with procedural generation?

#

btw casting is not "getting something", it is always rather "coverting the view onto that actor reference" (u have a animal reference, but since you know it is a cat, you can cast to a cat reference)

green eagle
#

Very insightful!
What about using a parameter in the construct graph that sets a variable to "actor object ref" and then in the interface message plug in the actor reference that way? Would that recognize instancing and such? im kinda all over the place trying to find "best practice" solutions

trim matrix
#

i think i dont fully understand what you are trying to say. in the construct graph are you trying to fill a reference with a valid object or are you creating one?

worthy carbon
#

how to shoot projectile when weapon is attached in ue4?

#

When the player picks up the weapon*

trim matrix
worthy carbon
#

The launching of the projectile

trim matrix
#

have you created an actor class for the projectile (including projectile movement component)?

worthy carbon
#

Yes

trim matrix
#

then you can usually go with the node "spawn actor from class"

trim matrix
worthy carbon
#

i used the node spawn actor from class but when the player picks up the weapon and he shoots then no projectiles spawn...

trim matrix
#

are there any checks that he spawns only projectiles when a weapon is equipped etc., maybe the projectile class which should be spawned changes depending on the active weapon?

worthy carbon
#

I did this first in the blueprint of the weapon but that didn’t work

coarse flicker
#

Hi, Im sort of new to Unreal so forgive the simplicity.

I'm trying to move a character along the wall only (corner transition is not needed) But the character should only be allowed to move along the wall.
Is there a better approach than using splines for this scenario?

trim matrix
# worthy carbon

that looks more or less okay, have you debugged it yet? do you reach the node at all?

worthy carbon
#

Yes

#

But it doesn’t work

#

i want when the player picks up the weapon and he shoots it then spawn the projectiles

trim matrix
#

another thing you could check if the projectile movement is "auto-activated" (i think it is by default).
Just to make sure the bullet isnt spawned and just not moving.

Also, since it is taking the scale from the socket in account aswell, this can be a problem too.

#

it is not easy since there are many factors where this can be wrong

worthy carbon
trim matrix
#

try to split the transform pin and only pass the location and rotation

worthy carbon
#

Wich transform? Make, Break or Socket

trim matrix
#

ah nvm, you already do that

worthy carbon
#

Is there another solution to fix it

mint sonnet
#

hellow!

#

is there a way to fire projectile toward the direction of the mouse control?

#

like toward a crosshair from the character

#

i am having a bow and arrow esque gameplay

gentle urchin
#

Yes

#

theres a deproject mouse to world location that can be used

#

or trace under cursor

mint sonnet
#

so I have an arrow that is attach to the bow

#

but the orientation of the bow will change based on the movement of the character

#

the arrow has a projectile comp on it when it exit the bow and will travel in the direction of the bow orientation

#

did you get that πŸ˜†

#

is there a way to move the arrow to the mouse position

#

or the crosshair

trim matrix
surreal peak
#

Or Character, but I think it was on the CharacterMovementComp

#

Not sure if that instantly works, but it would help keeping it along the wall

last abyss
# mint sonnet hellow!

what does your projectile do? does it work when you don't have the weapon equipped? if you print hello on beginplay of the projectile, does it print when you shoot?

#

whoops tagged the wrong person sorry πŸ˜…

#

@worthy carbon

lost solstice
#

anyone know how i might get the top sphere to stay in place on a hit like that and not fall over and do... whatever that was? The two sphere both simulate physics and are connected by a physics constraint.

trim matrix
#

maybe write more about the kind of development which needs to be done. Blueprint in general is such a big topic πŸ˜‰ also weekly hours and payment are a good start to advertise. Or one of the channels under Job Board πŸ™‚

icy dragon
#

Can't trust someone who wrote job listings in all caps for non-stylised branding word.

gritty elm
coarse flicker
coarse flicker
olive ingot
#

I can't seem to have more than one Dynamic Material Instance to add to my First Person Camera. Does anyone know another way?
I'm trying to have these screen effects and I need to be able to apply more than one at the same time.

surreal peak
#

You mean PostProcess Materials?