#blueprint

402296 messages · Page 696 of 403

arctic ore
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Hi everyone, does anyone know how i can send audio with my video in this blueprint? Im receiving NDI video from another computer.

high ocean
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Does anyone know how to use the built-in turn-based system? So I don't reinvent the wheel if it's there. Can't find anything on the topic :/

burnt canyon
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huh i have never seen that before

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I don't think its the type of turn you might be thinking about, seems to be under the online timebased sub system

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Seems to look like its for pre patch making making stuff, ie each team or player has a turn to vote on a map or something etcetc

high ocean
#

oh... 😐

burnt canyon
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ye

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Its online match making stuff I think

ivory brook
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My apologies if this isn't the correct channel, I can move the post if it's not.

I'm trying to do something with splines and struggling... a lot.

I can make splines and pre-build them before launch my test, but what I'm trying to figure out is this.

If the player presses x, if they are with a certain distance of a specific material, a spline will automatically generate to a point on that materials surface and a particle system or mesh will travel along the spline to the character.

I don't mind if it's a straight line for now, I just can't wrap my head round it and all spline based content is about pre-building pathways, racetracks or pipes before the game is launched.

If anyone has seen anything close to something like this, or can wrap their head around the idea, honestly, any help is appreciated, I've been trying to figure this out for a couple of days now.

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to clarify, it's the spline generation that I can't wrap my head round

high ocean
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@burnt canyon Lol, I searched before posting here, I always do, but that doesn't help much, if at all...

burnt nest
ivory brook
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Ok, that makes sense.

Would the start/end points be set with a specific actor and just hide it in game?

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I've not looked at the spline meshes... ever and can't open the editor right now but I'll have a look later when I'm back home, hopefully it's relatively self explanatory

icy grove
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Good Morning Everyone! Quick question for you, is there a way to cause objects to listen for key inputs. Currently I have an input event (setup inside of the project settings) but after setting a print line I notice that the input is never actually firing. I am assuming that I need to set something else for my object to actually listen for that input but I am not sure what that is. Can anyone give me a lead as to where I should be looking in order to set the object to actually listen for the input event?

steel sequoia
#
  1. is an actor
  2. are static meshes
    Can i get the lighting to render on 1 in the same way it does on 2?
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@icy grove i think you would have to make your object an actor instead of a static mesh

steel sequoia
#

can i see the blueprint?

icy grove
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inputAction SmokeBomb is mapped to the B button on the keyboard in the project settings.

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I guess a work around might to trigger an event inside of the player controller that sends an event to all the objects in the game ( that i setup to listen for that event) I just need to figure out what system in unreal will do that I think it might be the event dispatcher anyone use that for something similiar?

last abyss
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you need to enable input on the specific actor with your controller

icy grove
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Thanks!

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This didn't work sadly on my object 😦

last abyss
icy grove
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I guess there is a node to do exactly that.

heady burrow
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anyone knows why casting a AI controller to the class I selected always fails?

mental thicket
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Quick help please? I was copying over some nodes from another project, and hit this error. I realised that the variable was a custom structure, so I then ported the struct over also. Unfortunately, I still have this persisting error. I tried removing any references to the variable, and still the error persists so I figured, ok I'll delete the variables and recreate them afresh now I have the necessary struct. NOPE, it seems impossible to find the variables in order to delete them. Any ideas?

burnt canyon
burnt canyon
mental thicket
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Indeed, that's what I quickly realised too and have done so

last abyss
# icy grove

you wouldn't really connect anything to the 'in pawn', or rather you would connect self (meaning this current pawn). however, I'm assuming for your use you don't want to possess it, so you would want to get a reference of the specific turret in the world that you want to 'deploy smoke' with and call an event on that turret (or turrets)

untold girder
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Hey fellas, do you guys know if there's a way to spawn a static mesh in the world (making a simple building system, trying to cut down on performance) that isn't classified as a component?

steel sequoia
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@mental thicket are the variables it is referencing also imported? (the ALS_AnimBP)

mental thicket
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if I try to create a new variable with the same name, it tells me the variable name is taken - so the variable is somewhere, just I cannot locate it

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but no worries, I hadn't saved the AnimBP so I can just roll back 10 minutes and start from base again, no problem

steel sequoia
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sweet 🙂

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anyone know about making audio have a fall off range?

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these are the settings

untold girder
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or you could make an actual attenuation asset and plug it in the play sound at location

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but then you gotta do that EEVVERRYY time and it's annoying

steel sequoia
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thats cringe

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do u think this will work?

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i just want it so if ur far away it sounds quieter

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is that attenuation? @untold girder

untold girder
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naaaahhh it's super easy

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make your barrier-break into a cue

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and you can either do this

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or change the settings here

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you can make an attenuation asset, use it for like... literally every sound effect if you're lazy, and then whatever ones you use it in will have distance falloff

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you DO have to plug the location in though, otherwise it'll just play at 0,0,0

steel sequoia
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ok thx man

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appreciate it

untold girder
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no worries, gl. @ me if you can't figure it out

steel sequoia
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this guy?

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nvm found it

untold girder
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in the future you can also just go in here and create a new one this way

steel sequoia
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ok its still playin full volume wherever i stand in the level

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ah thx

untold girder
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click the node and change the settings

steel sequoia
untold girder
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also make sure you edit the attenuation asset, because it'll default to 3600 units of falloff

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which is PRETTY FAR

steel sequoia
untold girder
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yeah slap that baby in there

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might need to check override attenuation as well

steel sequoia
untold girder
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tbh I'd just skip the node and do it in the actual cue settings

steel sequoia
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ok will give it a sec

untold girder
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don't bother with that, just leave the blueprint node blank

steel sequoia
#

like that?

untold girder
steel sequoia
untold girder
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the Attenuation (Volume) section is for if you want to define attenuation settings for each individual sound effect. the Attenuation menu I screenshotted is for you to slot a stock attenuation setting in

steel sequoia
#

ok thx

untold girder
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the top one will override the bottom one, which is what you want, because it makes it quicker overall

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but you gotta go into your barrier_attenuation file and change the settings.

steel sequoia
#

btw for reference how far is the distance?

untold girder
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1 unit = 1cm

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so you've got falloff set at 2m

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gonna want the inner radius to be smaller than the falloff, because it will always play max volume when within the inner radius

steel sequoia
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ah ive figured it out

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thanks man i appreciate it

untold girder
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yeeeeeeeeeee

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No worries dude, gl devin'

steel sequoia
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ok so that has to be smaller than fall off?

broken wadi
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How would I go about adding a background to an object's distance calculated highlight text to indicate an item can be picked up? I already have the object highlight outline and text render working as intended, but it's hard to read sometimes. So I tried using a plane as a background but failed to make it rotate like the text does.

icy grove
last abyss
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unreal got this 👍

autumn plover
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Anyone know why buttons become unresponsive after having 5 or more in the screen when close together

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For menus

steel sequoia
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can i get attached actors from a certain socket?

worthy tendon
worthy tendon
steel sequoia
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tah lad

gentle urchin
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Or use a collision volume to detect

steel sequoia
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im trying to destroy the attached actors to a certain socket is their a way i could re-apply ur code?

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@worthy tendon ?

gaunt fractal
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I have an asset pack that I want to use for an RNG city. Its perfectly grid based and I am not sure where to start. I assume I want to use something similar to a maze generator. Are there any good tutorials out there that can be suggested to help me in the direction I am looking for?

untold girder
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ehheh, in my experience, not really..

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it's kind of dependent on HOW you want your city to be laid out, most people go top down, so like.. create roads, fill in blocks, fill in individual buildings with clutter

gaunt fractal
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Yeah I guess. I suppose then the best way is to just... try. Just not 100% sure where to start

untold girder
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Yeah if you've got knowledge of maze generators it should be pretty straight forward

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im no expert though, and the last time I went looking was 2019, so maybe there's been some new tutorials pushed out

ivory brook
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I thought what Raptor said made sense to me... turns out it does not.

I'm trying to make an ability that, on a specific input, makes a spline between, let's say the players hand and a specific nearby mesh while the game is running.

I have the "add spline mesh component" but I'm struggling to understand how to set the start and end points at custom points.

I'm assuming the end point can somehow be set to the characters hand (or any other part of the skeleton), but how would I go about setting a mesh as the start point for the spline?

I can make a regular spline where you prebuild it but I can't see how you'd get it to effectively build itself, even if it's a straight line going point to point.

I hope this makes sense, and many thanks to anyone willing to help me and my little monkey brain out with this.

worthy tendon
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you need to store the actors that satisfy the condition into an array. then destroy everything in that array. @steel sequoia

broken wadi
untold girder
worthy tendon
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TextRender is limited.

broken wadi
#

but the text is already setup to rotate according to player's view so its a text render

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I can do that with a widget instead?

untold girder
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widgets do that automatically

broken wadi
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ahhhh

untold girder
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just gotta place em in worldspace

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text renders are also super non-customizable so usually end up looking scuffed, and they don't perform well

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like you COULD put a billboard image behind your text render but.... please dont

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ahahha

steel sequoia
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thx @worthy tendon now to struggle to comprehend it xD

runic plinth
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Yet another question but hopefully this is a quick question: why uncrouching ignores collision of the ceiling? The mesh doesn't let me go through unless I crouch, but if I uncrouch after passing I clip through the mesh, any ideas?I also tried a blocking volume and it is the same behavior.

untold girder
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don't feel bad if it's hard to get a grapple on at first.

untold girder
broken wadi
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So I need to right click in my content browser and go "user interface > widget blueprint" is that the correct one?

worthy tendon
ivory brook
broken wadi
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Same as my other menus

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Font blueprint?

golden raptor
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Hi, I'm using MultiLineTraceByChannel to determine if some randomly generated rooms are adjacent to eachother. My thought is that if I raycast from the middle of one room to any other room, if there are exactly two hits, then I can assume that these rooms are semi-adjacent. If there's more than 2 hits, it means there's another room between them. However, no matter what I do I always receive a result of 1 when I test the length of the hits. Is this because it's considering all of the rooms to be "one" object? Is there a way to line trace for all components?

untold girder
runic plinth
untold girder
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yes but they were fun headaches :D

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gets real fun when you start like... looping through each letter and adjusting their position so you can make them do a "wave" animation based on their position in the array

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then all of a sudden you're like "OH, I CAN DO THIS EVERYWHERE!!"

steel sequoia
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@worthy tendon how do i make that "actors to destroy" variable?

gentle urchin
ivory brook
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does "getWorldTransform" allow me to get the location of a specific mesh and/or variable?

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using the target

golden raptor
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I do have them in arrays currently so I'm open to really any other ideas too

untold girder
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unless you're using c++ 😅

worthy tendon
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when you create a variable, choose the type Actor, then select Object Reference for that variable.

steel sequoia
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thx bro

ivory brook
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I'm probably going to be here a lot over the next... forever, just asking stupid questions.

I'm relatively new to this and punching way above my weight because I made a stupid bet, problem is, I refuse to back down from a lot of stuff

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both are solid answers, thank you @worthy tendon @untold girder

untold girder
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there's always a way to do the thing you want to do. You've just got to be stubborn enough to find it

worthy tendon
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and make it an array variable like this @steel sequoia

untold girder
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like the guys that are working on UE5, someone told them "you can't have infinite geometry in a level you idiots" and they were like "YOU WANNA BET?"

burnt canyon
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nanite still as a limit :p

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same with virtual texturing I guess

untold girder
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well, yeah, functionally

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but as long as we're not making forests from 10m tri trees it should be fineeeeeeeeeee

steel sequoia
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thx :0 @worthy tendon just wonderin that

gentle urchin
golden raptor
steel sequoia
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@worthy tendon do i need that special array symbol?

golden raptor
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just wish I could find impact points past that first one :/

untold girder
ivory brook
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just to put this into context. I'm trying to make a spline from the closest mesh of a certain kind to the player, mid-game based on an input. a particle will then travel along the spline and delete it.

I'm assuming I need to get the location of the mesh and hook that up to "Relative Transform"

golden raptor
worthy tendon
steel sequoia
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ok thanks 🙂

untold girder
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works with regular variables too, not just arrays

steel sequoia
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thanks guys 🙂

golden raptor
untold girder
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20 degree doors would be weird anyway

gentle urchin
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Especially on a perfect grid plane :p

untold girder
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you can get the hit angle on a line trace, which would be a good way to limit it

gentle urchin
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You could also start with the simplest way,

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and simply path from room index 0 to 1, 1 to 2 etc etc

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in the exact sequence they're created

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would be a start atleast

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then randomize it from there

golden raptor
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yeah I might just need to go back to the drawing board

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here's what the door stuff is currently doing though

gentle urchin
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cool tho

golden raptor
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trying to not have it go through other rooms

gentle urchin
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but is the rooom picked ok ?

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i mean, there are plenty of good candidates

golden raptor
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if it could just detect that there's 4 walls in that raycast and remove it as a potential neighbor I'd be gold

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I'm building a 'good neighbor array'

gentle urchin
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raycasting isnt safe either

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i mean

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its straight

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so even if it miss, it could mean the path would hit another room

golden raptor
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that's true and I do have some random walking in place on the actual path

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yeah I just gotta rethink this, thanks for the advice guys

summer jetty
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Quick question (hopefully): Where is the best place to store/load game-wide logic such as opening the UI (health bar, etc)? Third person player BP, game instance BP, or somewhere else? I’m using level streaming, so maybe the persistent level BP? Which is best?

golden raptor
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I'm still learning, but from what I understand you'd want your attributes on the pawn bp and the actual logic of opening the UI on the controller

summer jetty
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By ‘pawn’ do you mean the third person character?

gentle urchin
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I usually store widgets in the playercontroller (just recently started using the hud class)

golden raptor
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yeah, and please someone correct me if needed.. but think of your character bp as something that can be controlled by ai or player, then your player controller is for a player to actually control a character.. so things like health would be common to both and would be best served on a your player bp. AI would need health, but wouldn't need to open a menu so you'd put that on your player controller

gentle urchin
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Health is also directly related to your pawn,

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and not your input handler (player controller)

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pawn could die , controller persists

summer jetty
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Ok, I’m even more confused now! 🤣 This is just for the widget to open. My start menu UI is opened via the persistent map (which opens when the game loads). On closing the start menu widget the next map loads. When that map opens, I want the game UI widget to open and stay open the whole time the persistent level remains open. Wouldn’t it make more sense to have the third person player trigger the game UI widget opening (since they will always be visible at the same time)?

gentle urchin
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For the start menu i have a dedicated controller, which spawns the widget ^^

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Same with the persistent UI,

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the actual game-controller spawns and saves this

summer jetty
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Ah ok. I just had a BeginPlay event on the persistent level

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I’ll have to experiment a bit

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Noob question, but where do you open the blueprint for the player controller?

void jewel
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no idea whether to ask here or #epic-online-services or #online-subsystems ; but. Is there some article or info on how to have players send error/crash logs to a mail or server? Can this be combined with steam somehow?

still sigil
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Hey, I'm setting up some stuff for an underwater swimming mechanic. Does anyone know of a good setup for getting your character to move forward by holding down a button? I tried using an interp to setup, cause that seemed to work for other mechanics I made that requires the player to be pushed into a specific direction, but since this is for a button input rather than a direction input, it instead gives me this jittering movement as the character gets moved forward. :/

I didn't show it here, but I'm using a "Set Timer by Function node to fire off the movement function.

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Alright well, adding an extra zero to the timer seemed to iron out the jitteryness. 😛 But testing it inside the water, to see how it behaves with the physics volume, it still feels a bit too fake for my liking. The actual movement is fine, but the stopping is very abrupt, and he doesn't drift along the water like the player pawn normally would if you were to move around in a water volume normally. So I still feel like there's a better way of going about this that I'm not seeing.

gaunt fractal
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In the construction script, I know I cannot have custom events, but is there anything similar just so I can have it looking cleaner? I have a bunch of RNG that will be happening and it would be nice if I can just make it look clean

golden raptor
golden raptor
raven pilot
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hi everyone, does anyone know how to turn a character when u perform an attack? something like this

golden raptor
golden raptor
raven pilot
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lol so it rotates on the z axis as well

golden raptor
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yeah that seems to be pretty good

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break it into a rotator and set z to 0 then make it back into a rotator

raven pilot
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alright, i will try that

golden raptor
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there might also just be some options to do it easier in the player controller settings.. I know there are some pitch/yaw/roll settings relating to camera in there as well, may be worth investigating

quasi frost
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I am having an issue where I am trying to cast to a character which uses an AI controller, however when I use get AIController as the object it says that it does not inherit. Does anyone know what is going on here?

golden raptor
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you might need to get use getPlayer from the controller

quasi frost
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Can you explain that? Why would I need to interact with the player to cast to an AI ?

golden raptor
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are you trying to get a character as the final result?

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and what is your known good data that you're casting from?

quasi frost
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I am working with AI blackboards, in this function I am trying to confirm that the character that is being executed is indeed the one I want it to be.

gentle urchin
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melissaplayerchar , is that an ai controller ?

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if so then confusing naming convention

quasi frost
golden raptor
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if melissaplayer is a player/pawn, you need to get the player from the ai controller, then cast that player to melissaplayer

quasi frost
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It's called playerchar because I plan to let the player posses it at some point, but that code isn't in yet, right now it is attached solely to an AI controller.

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Doesn't work with player controller either just to show that

gentle urchin
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get controller pawn

quasi frost
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What should the target of that be?

gentle urchin
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there should be a pawn alternative...

quasi frost
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Get player pawn?

golden raptor
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yeah

quasi frost
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I mean I don't get an error from that but the cast failss because it isn't the player I assume

golden raptor
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if you know that ai controller is good, use get controlled pawn off of the ai controller

raven pilot
golden raptor
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something like this

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well the end piece anyways, idk if you need to cast it to ai controller

quasi frost
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Okay I am super confused. I have Mellissa set to friendlyaipawn as shown in the screenshot above but it says it doesn't inherit from it... is that normal?

golden raptor
raven pilot
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@golden raptor okay it works now, lol thanks

raven pilot
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i will just try lerp now

golden raptor
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also idk if your initial aicontroller is going to work, do you have the option to pass that variable in with your function?

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plugging 'self' into that input node might do it, but I'm not sure

quasi frost
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Awesome thanks! This cast didn't fail lol. What a weird way to have to do this, never had this issue before.

golden raptor
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you could probably bypass that first cast entirely and just get the controlled pawn directly from the aicontroller too

raven pilot
golden raptor
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lerp from player to camera, and then do your make/break doctoring afterwards

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or just lerp float from Z to Z in between your make/break

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player z to camera z

raven pilot
#

k

still sigil
raven pilot
golden raptor
raven pilot
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ohh

golden raptor
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that break rotator is off your camera? you need to plug in your player's Z rotation in the first slot

still sigil
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Huh... Well the "object" is the player character, so I dunno how wise that would be. 😛

raven pilot
golden raptor
raven pilot
golden raptor
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you're trying to lerp a full rotator (pitch/roll/yaw) into a just a yaw.. you gotta split that rotator out

still sigil
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I mean I'll try it. I'm trying get the same movement that he does above water, regardless of which input I'm using.

golden raptor
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easy way to think of lerp is: where you're starting, where you want to go, and how quickly you're getting there

still sigil
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Which isn't gonna stick in the main game obviously. This is just for testing puroses, so that I can get the movement speed down first, before I implement the underwater stuff for real.

golden raptor
still sigil
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Normal land movement is just the default Third Person Character movement.

golden raptor
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you should be able to tweak that scale value to get what you're looking for

still sigil
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And the same goes for above water movement. But when I move around there, because the character is in a physics volume with the "Is Water" box checked, it also simulates some water movement physics automatically. I'm trying to maintain those physics, but while using a different input.

golden raptor
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if in water, multiply axis value by 0.5 or w/e

still sigil
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https://gyazo.com/1ef41dcb5faab8061c83220569e9eec8

Like look, this is what the above water movement looks like currently, without me messing with anything. I want exactly that to happen, physics and all, but the only thing about it I want to change about it is I want holding down the jump button to move you forward, instead of the left stick/W key.

golden raptor
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yeah you would need to detect if you're in water and then basically cancel out the move forward/right events

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and redirect the space/jump event

still sigil
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There's actually no code for water movement at this time. This is all default Third Person Character stuff.

golden raptor
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they're saying change the code that's there, you gotta add in the water movement stuff

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you're basically gutting the existing stuff out and adding in your stuff

still sigil
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Okay. I understand that. I am asking how to do that. 😛

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I am asking what to put at the end of the chain here. How do you map the forward movement, exactly as you see in the video, to the jump input.

golden raptor
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check out what is currently on event input moveforward and replicate that

burnt nest
heady burrow
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The wording confuses me a bit, how is the "inverse" function doing a global to local operation?.

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Probably my algebra classes are lacking.

still sigil
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Wait, WHAT!? It's THAT easy!?

raven pilot
heady burrow
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I will just accept it and move on

golden raptor
heady burrow
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basically this, Im trying to understand why the transforms

still sigil
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And the one I do have does that.

golden raptor
raven pilot
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lol oh

still sigil
golden raptor
still sigil
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(Scale value's connected to the input off screen.)

raven pilot
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would it work with real time rotator tho

still sigil
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Hmm. Okay hang on. I think I might be starting to get what you guys are saying. Let me try it real quick.

golden raptor
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seems okay at first glance, you may want to tweak your lerp alpha

raven pilot
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yes

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but it only reduce the distance of the rotation

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oh

golden raptor
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How do those work? do they set the current node?

raven pilot
golden raptor
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@trim matrix or just gets over the delta time thing and allows actual decent smoothing?

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ahhh cool, I need to start messing with those

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I've been okay with janky lerps for now haha.. I'm still learning

raven pilot
still sigil
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Didn't work. :/

raven pilot
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am trying rinterp

faint pasture
raven pilot
#

my right mouse button click

golden raptor
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isn't there just a delta time node you can pull?

raven pilot
golden raptor
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get world delta seconds? idk, I haven't used finterpto before

raven pilot
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wow okay, i will try that

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with a normal lerp?

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alright

ivory brook
raven pilot
#

splines?

ivory brook
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I've been trying to figure out how to make one mid game, but raptor is probably right, I'll see what they say and come back to this way if I can get a better result

raven pilot
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ohhh

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@trim matrix heres what i did

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like create a new float variable

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?

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yes true

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i think i have that?

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am not following

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oh i didnt even know

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i have my actor rotation set to A

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i only changed the play to start and update

steel sequoia
#

why on the ue4 marketplace are the material packs so BIG?
i was trying to find one with conrete in and their all like 20 gb

raven pilot
#

oh okay, how do i save it, is it in a variable?

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oh nice

heady burrow
#

blueprints are hard

raven pilot
#

how would i save it in a variable

raven pilot
heady burrow
#

set?

raven pilot
#

yea i will try that

heady burrow
#

create var, set to it

raven pilot
heady burrow
#

That set is not doing anything without the execution lines.

#

if you need to set it before actor rotation, probably use a branch

#

*sequencer

#

might be there other ways, I'm also learning BP.

raven pilot
#

i see

steel sequoia
#

thx @trim matrix

golden raptor
#

think you need to set the player rotation to the lerp output.. replace that blue node with it

raven pilot
#

i put it before timeline

golden raptor
#

eh idk don't listen to me I really don't understand the timelines yet

#

but it does seem weird that you would set the player rotation to the actor rotation

raven pilot
#

am not 100% sure if i did the timeline right

golden raptor
#

I'd say that does look right based on what Lorash was saying, that's a nice linear ramp from 0 to 1 anyways

raven pilot
#

true

#

wasnt sure if like both value/time would be 0 or only value would be 0

golden raptor
#

I've used those for other things, and you should have one at 0 time, 0 value (start) and then 1 time (end) should be 1 as well (full)

raven pilot
#

oh okay

#

thanks, thats good to know

#

its still not working properly, i might just have to bear with the janky rotation for now lol

golden raptor
#

you can adjust the timeof the last keyframe of your time line to be less than 1.0 to make it run faster

#

@raven pilot also need to set use last keyframe it looks like

#

however it looks like it's going to make you rotate faster the further away from that direction that you are cause of how the timelines work.. not sure how to get around that

#

@raven pilot if you make sure shortest path is turned on in the lerp it makes a lot of difference

gaunt fractal
#

Is there a better way to do this?

broken wadi
#

How do I assign a text variable from the actor which contains my widget as the text being used inside of the widget?

#

I added a generic widget inside the BP where the text variable is, and I've assigned the correct widget class, but not sure what's needed to complete the final part of actually linking the two together.

#

I made a custom event with a public text var "incoming_string" to to set the text after the event construct, but can't seem to wire it up on the blueprint where its being used. Can't call my custom event using the widget (with properly assigned widget class).

onyx token
#

is there a way

#

to skip giant ass lines like these without adding a bunch of variables?

#

(in this example i want to only do code, if my inventory is in viewport. So i could duplicate a bunch of nodes, or make a dummy variable boolean - but maybe there's a way to just have an invisible reroute or something)

broken wadi
onyx token
#

hm. So there's not like a neat little "reroute to completely different point" node

golden raptor
#

you could double click the wire and atleast move it around so it's neater

broken wadi
#

Clicking on wires can add dots which you can use to help tidy up your wires

still sigil
#

Hey, sorry, had to step away for a bit there. I just connected the jump input to the movement node that controlled the forward movement. I'm gonna try one other thing that I thought of while I was away, and I'll let you know how it goes.

#

THERE we go! I just created a whole new input with the scale value pin in it. Now it works. 😄

raven pilot
#

@golden raptor pardon the late reply

#

@golden raptor okay so it kinda works, the turns nicely : ) but it likes freezes the animation and sorta bugs out lol 😂

#

let me see if i can screen record

golden raptor
#

are you running other stuff off of that event?

#

the attack itself I guess right?

#

can I see how you have that linked in?

raven pilot
#

yea

golden raptor
#

I think with the way timeline works you'll want to do the attack stuff before the timeilne

golden raptor
#

yeah move everything after set actor to before the timeline

#

setactorrotation*

raven pilot
#

alright

#

will try that

golden raptor
#

for where you have it launching, you might wanna go ahead and give it the forward vector of your camera too

#

that way it doesn't grab something along the way while rotating

zealous moth
#

in the new metroid trailer, they have an interesting perspective:

#

does anyone know how to calculate the FOV used in this?

raven pilot
golden raptor
#

nah instead of the character forward vector, use the camera's forward vector

raven pilot
#

oh okay

open crypt
#

what am i missing here? this array of actors with tag comes back empty -

raven pilot
open crypt
#

Thought it was a level loading order thing, so I added a large delay and I can actually watch the level get loaded

golden raptor
#

@raven pilot you might have to adjust that a bit.. but since you're wanting them to attack in the direction of the camera.. you don't want them launching forward in the direction the character is facing while you're turning towards where you want to go

raven pilot
#

good informations

#

how long have you been programming?

golden raptor
#

I just picked up unreal for the first time maybe a month ago, but I've used other stuff a lot

#

still a lot to learn

raven pilot
#

haha nice i see

golden raptor
#

@open crypt it looks right to me? maybe try printing the length of the array to see what comes back

open crypt
#

It's not deleting the actors

raven pilot
open crypt
#

AH

#

I forgot I was using placeholder blueprints that spawn an random child of a parent BP

golden raptor
#

oh nvm I see

raven pilot
#

and did a delay so it still fully rotates

#

but idk if theres a better way

golden raptor
#

did you set 'use last keyframe' ?

#

in your timeline

raven pilot
golden raptor
#

yeah do that one

raven pilot
#

alright

golden raptor
#

and remove your delay thing, it should work I think

raven pilot
#

lol thanks dude

#

can i tip you?

brazen crater
#

Hello everyone. I want to create a map like in the movie avatar. I'm not talking about the holo effet, but a "table" with 3D visualisation of all actors in my level who can be vizualize on this map, in realtime.

#

The table will be in the same level of my world, so everything is already loaded. Any clue ?

sudden nimbus
brazen crater
#

just a cam

raven pilot
brazen crater
#

I will, I just don't know what looking for

sudden nimbus
# brazen crater just a cam

look at Scene Capture 2D, you can also filter actors out, and then use the result (which is a Render Texture Target) to render onto an object in game

#

however, it has a cost

#

(obviously)

open crypt
#

I would consider playing with the HLOD system and make a giant HLOD of the entire map - normally this is done to reduce drawcalls but it generates these LODactor static meshes, that you can save and move into your content browser @brazen crater

onyx violet
#

is there any way to make an begin overlap event more reliable? Im making a soccer game and having an issue where if the ball is going towards the net at high speed and the goal keeper saves it, it will still sometimes trigger the overlap when it didn't go into the net.

open crypt
#

then you can apply a stylized filter to it

#

and it's literally the cost of a single static mesh

sudden nimbus
#

yeah but i assume they also want dynamic actors to show in it

#

but you could combine these

#

and use the ability for Scene Capture 2D to filter actors in

#

actors that normally are not rendered via the normal camera

#

get the cheaper HLOD view of the static level, and still be able to see dynamic actors like players that move around

open crypt
#

yes that is a good idea too

brazen crater
#

Yeah, that seems exactly what I want

open crypt
#

You could play around with setting tags or using an interface on objects you want to be able to see, then use a get all actors with tag function that would get the position of that actor and then spawn a dummy/stylized one, on top of the HLOD mesh

golden raptor
#

didn't they demo something exactly like this on something recently? with a drone that flew over and made a map out of particles based on what the drone was seeing on a projector area

#

ue team I mean

sudden nimbus
open crypt
sudden nimbus
#

yeah

#

win win

zealous moth
raven pilot
open crypt
#

@brazen crater I've never tried to make an HLOD that big but you can pick Items to do it manually I believe - otherwise you're going to have to play with the HLOD generation settings - though I believe you can actually make a single cluster for the level but that might take awhile to generate the proxy mesh - here is an example of what the static mesh looks like - note you will need to search HLOD in your content browser and then make a copy of it because the engine will delete HLODs from your content browser if you rebuild

#

and that is the wrong picture

still sigil
#

You making an Avatar fangame?

open crypt
#

that's what an HLOD static mesh looks like

onyx violet
open crypt
#

super weird until you realize it's a 3D LOD

brazen crater
#

Ok nice, I will look into that, thank you 🙏

open crypt
#

DM me if you have issues - HLODs are wonderful, magical tools but there is little info that I've found on troubleshooting them

#

you can literally search my name here and HLOD and see my issues over the years

#

I think I have an anniversary sometime in November

#

Yep, sure enough- man where does the time go?

misty gate
#

I need some help. What do I need to do to get a string to update the "Text Object" used by a widget's text component?

#

ToText (object) doesn't do it. I can't find any casting, and I can't find documentation on any sort of 'make vector text' node

onyx violet
#

make the text a variable, get the text in your event graph, drag out from it and type set text

misty gate
#

That's how I got this node.

onyx violet
#

ok yeah but instead of setting it, get it

#

then drag out from the get vector text node

#

then type set text

misty gate
#

Like this? And my apologies but I'm still very new to blueprints. Where am I typing "Set text" ? It didn't show in the right click menu as a node when I tried typing in there.

onyx violet
#

it's ok

misty gate
#

nvm

onyx violet
#

you see that set vector text node you have there?

misty gate
#

I figured out what you meant now

onyx violet
#

get rid of it

#

ok

misty gate
#

This, then? And then don't use the "set" box I had pulled earlier?

onyx violet
#

no you just need to execute that

#

so whenever you want to to set the text just plug in a execution to the set text

misty gate
#

ok perfect. Got that working. Not at all the way I expected to, though. Haha. Thank you very much

onyx violet
#

no problem glad to help

true valve
#

In my FP template, I'm using the Event Hit then break Hit Actor to detect a character. But it won't any idea why not? It prints the landscape, etc.

onyx violet
#

take the other actor from the event hit and cast to whatever actor class you're trying to detect

#

then you can do whatever code you want after and it will only run the code when it hits the specific actor

true valve
#

I have this, but failing to detect the character when this projectile hits it

onyx violet
#

does the character have "Generates hit events" ticked?

#

it's in the details panel under the collision section for whatever is being collided with.

#

if you're using a skeletal mesh, then you will need to also edit the physics assets to generate hit events

onyx violet
#

ok i see generate overlap events

true valve
#

Yes this is a skeleton mesh

onyx violet
#

but does it have generate hit events

#

ok

#

make sure generate hit events is checked above generate overlap events

#

if it's a skeletal mesh

#

you need to open the physics asset

#

and for each collision shape you have (box/sphere/capsule) you need to check generates hit events on the collision for them

elfin inlet
#

shit gets real when execution isnt sequential anymore

onyx violet
#

ye boi

elfin inlet
#

i'll eventually collapse stuff into functions in c++ because there's no way this project runs well when i implement other stuff

true valve
onyx violet
#

nice glad i could help

misty gate
#

@elfin inlet I like how you pipe your nodes. Very a esthetically pleasing.

onyx violet
#

ye looks pretty clean

elfin inlet
#

ty, thats the only way i can remember wth i have done

onyx violet
#

you guys should check out electronic nods if you don't know what those are

#

it's a plugin makes using blueprints way easier

elfin inlet
#

is that the straight connection plugin

onyx violet
#

ye

elfin inlet
#

i've seen it on a few screenshots recently

#

i think its something new?

onyx violet
#

i think it's maybe a few years old pretty new tho

#

makes organizing blueprints a lot easier

elfin inlet
#

wow there's a lot of new features

#

i can't wait until epic implements this OOB and makes this plugin obsolete 😄

onyx violet
#

what's OOB?

elfin inlet
#

out of the box

onyx violet
#

what dat?

elfin inlet
#

something comes with the product

onyx violet
#

oh i see derp didn't know what u meant

#

yeah wouldn't be surprised if they implemented something like it

#

super useful

maiden wadi
#

They won't bother. It's already working and being maintained, and it isn't something the base engine needs. Epic would gain nothing out of it, the engine is already free to use and they would be putting at least a programmer on it for maintaining it. They have to deal with extra bug reports around it, etc. Not worth it.

elfin inlet
maiden wadi
#

It's also worth noting that you can do this sort of thing yourself with some settings, and a little bit of C++, and engine code digging.

onyx violet
#

yes that's true, but you see i have a problem with that, and the problem is that im very dumb

elfin inlet
#

you can always pay 11.99

#

🙂

true valve
#

Do you know if Event AnyDamage works on multiplayer?

#

A projectile apply damage via server RPC. The damaged char has Event AnyDamage, but it won't reach that node.

onyx violet
#

idk i've never used it before. If im guessing maybe have server event call a multicast event

maiden wadi
#

Native Damage functions are just interfaces for the most part.

sudden nimbus
elfin inlet
sudden nimbus
#

yes, in favor of just doing it yourself or using Gameplay Abilities, which are more complex for sure but are a better solution

elfin inlet
#

am i really dumb or this is the only way to do this? i'll add many more struct members later on and this is gonna be unmanageable

sudden nimbus
#

if you want to do a simple damage system, then ideal to just build one yourself which is pretty light in effort

sudden nimbus
#

and then just check that

elfin inlet
#

i feel like setting the struct like this consumes significantly less cpu cycles compared to incrementing 100+ times 😄

sudden nimbus
#

oh wait

#

I misunderstood

#

yes, doing the "let's make a total var" is faster

elfin inlet
#

i just want to add two structs with only int vars

sudden nimbus
#

ohhhh

#

yeah no that's the only way really

elfin inlet
#

oh boy...

#

spaghet time

sudden nimbus
#

I would instead make a map

golden raptor
#

could you make a function in that class that will add two of them together?

sudden nimbus
#

have a map with the key "type of resource" and the value being "the number the character has"

#

then the code doesn't need to change to add more

elfin inlet
#

tbh i should create a c++ function which adds two "Resources" structs

#

because its re-used in several classes

sudden nimbus
#

well you'll still need to modify the c++ func when you add a new type of resource but sure

#

less spaghetti

elfin inlet
#

ah crap true

sudden nimbus
#

just make a map :-)

#

click a variable in the struct, then go to the details, and click the pill button you have now, and set it to Map, then change your key type to Name or String, and set the value type to Integer

#

and then rewrite these bps to use Keys

elfin inlet
#

i can make a map for string-int pair

#

but i cant understand how that's gonna reduce spaghetti

golden raptor
#

you could also turn your resource list into an array

#

and loop through them, then it won't matter when you add more

sudden nimbus
#

sure but it's basically going to emulating a map

#

unless it can have multiple "Stone" values

elfin inlet
#

yeah and i'll have to know which index is which resource

sudden nimbus
#

yeah with an array you would have to loop over and check each key

golden raptor
#

map you can store the name in as the key right?

elfin inlet
#

yes maps are pairs

#

then for loop on the map?

golden raptor
#

yeah that's what I would do

elfin inlet
#

sounds good

#

i'll also put that in a func lib so i dont have to deal with that

misty gate
#

@elfin inlet turn both into arrays, run a for loop, and add by index, then output the new array?

sudden nimbus
elfin inlet
#

i think im stupid

#

it turned out a spaghetti again

#

well i only have to add 3 more pins now i guess?

#

when i add more resource types

misty gate
#

@elfin inlet "For loop" as the node before a single "get"

#

Use the index from "for loop" as the index for the GET node.

#

I'm not at my PC so I can't throw it together to show.

true valve
elfin inlet
#

i use the first array's index to get from the second array then add

#

i write the result into the second array so i don't create another array

misty gate
#

Yup. Use the index in the for loop to get the index for both arrays and add. Along with the index for the output array.

elfin inlet
#

i guess i can't avoid using single get Nth nodes for converting back into struct?

misty gate
#

That I'm unsure.

#

I'm new to blueprints. I'm just familiar with programming in general.

elfin inlet
#

well thank you guys for help

#

atleast now i have only one graph to modify when i make changes

#

and it presumably wont break

sudden nimbus
#

those two things aren't related --- theres the Damage events and RPC/multiplayer/replication

#

you might have to handle replication yourself if you are doing a multiplayer game yes

#

but again, this is not the biggest lift i think

#

and its what epic is doing so

misty gate
#

@elfin inlet you might also be able to connect that structure directly to make array to get direct access to the struct indexes?

elfin inlet
#

let me try

sudden nimbus
#

O_o

elfin inlet
#

if i draw a make array node from a struct pin, it assumes an array of structs

sudden nimbus
#

i dont get how this "direct" thing would work but im super curious

elfin inlet
#

trying directly from a struct pin assumes the struct as the element of an array

#

well they're not compatible in c++ afaik so that wouldn't work in blueprints either 😄

misty gate
#

@sudden nimbus a structure is just a class object with named variables. But depending on how the class is written, the variable names are just index values and the actual data is stored as an array inside the class. So there was a chance that UE4 might do that 😅

misty gate
#

@elfin inlet I was also hoping that failing in the direct connection, UE4 would just be "do you want an array of the items within?" and then auto connect everything to save effort 😅

misty gate
#

Lol did you just c++ the function and call it a day?

elfin inlet
#

i hope some developer sees this

#

no i'm trying to get the citizen AI loops working right now so its in BP for prototyping (bp speed brrr)

#

i'll convert heavier functions to cpp when everything starts working

#

editing cpp is pita 😄

misty gate
#

I have only dabbled a tiny bit into cpp. Luckily the project I'm working on should be lightweight enough that there shouldn't be any noticeable framerate difference between 100% BP or 100% cpp

sudden nimbus
#

this is different in the sense that the system is producing an "index" into memory based on the sizes of the contained values (ie pointers, ints, FString etc)

sudden nimbus
misty gate
#

@sudden nimbus don't get me wrong. I had very low hopes for that connection working straight out of the gate. But it would have been really user friendly and thus a chance it could have been built to support that method.

fossil dagger
#

Anyone here afmiliar with Behavior trees?

sudden nimbus
#

I await your question in #gameplay-ai I'm in there most of the time

faint pasture
sudden nimbus
sudden nimbus
hardy merlin
#

I have a rolling object that I need to travel in a straight line on the ground, possibly up or down slopes. Any ideas on how to do this effectively? If it finds a ledge or wall it should stop.

#

The line can also be in any horizontal direction

sudden nimbus
#

physics?

#

if not physics then splines

hardy merlin
#

Can't use physics for performance reasons, and because I don't want it to bounce. Spline is a good idea.

hoary orchid
#

How does aim offset work for top down character?
like when I am using normal method as third person, and camera is attached to character, it's always aiming at downwards

vast kindle
#

This is so bizarre... One of my arrays (which houses data table rows in it) is not letting me update an integer value for it.

I have a for-each with the table broke (to find the correct record), and pulled out the integer. But for some reason "Set Integer (by ref)" with it as a target (and the new int info as the value) is not saving on the integer value.

I am literally doing the same thing in the same line of logic on a broken open table integer and it is working just fine.

#

Been spinning my wheels on this one for the past hour or two, and just doesn't make any sense to me.

#

The TalentsAcquired is a variable on my player character class (while the other table is a variable on this widget), but seeing as I can reference both without an issue (and in fact in a different branch, I actually add to the TalentsAcquired table just fine). I am not sure what is causing it to have an issue.

sudden nimbus
sudden nimbus
#

what is that edge off the screen my friend

hoary orchid
vast kindle
#

Oh thats just setting a boolean to something different

#

@sudden nimbus - I did an even simpler test and still getting no luck from it

#

Even that is still keeping it at 1 for some reason lol

sudden nimbus
sudden nimbus
vast kindle
#

Hmm, how would I grab that then to modify it

#

Found it, hm

#

That, it seems

river zodiac
#

Ohhhkay
so after a few recommendations I bought the quaternion function library on the marketplace, unfortunately when I try to implement them as I've seen them done before I get the character rolling along the global x axis with yaw input, trying to instead make the quaternion directly causes the camera to rotate in random directions. Is this just the wrong way to use them or is the library messed up?

river zodiac
#

Having tried it none of the rotation methods work, so I'm 110% lost
world rotations just make the camera shake
relative ones have similar issues or are just as gimbal-locked

faint pasture
#

Just 2 rots, one can be ControlRotation (probably aim)

sudden nimbus
#

can't say I'm not grumbling about you saying you bought a library to solve your problem either

#

a library I don't own, and yet I've got no problem :-/

river zodiac
#

Basically this (https://youtu.be/c3rQCp5ddJY) system has a set of issues that come from gimbal-locking, nothing vanilla has worked, I was willing to go into the code and force rotations to be relative to the character but someone in the C++ section said I didn't need to and reccomended I search for a library on the market, so I found one that was literally like $5 and am trying it out because as far as I can tell I don't have another option

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

▶ Play video
river zodiac
#

I'm heading to bed but I'm not gonna ask you to answer it, if someone does happen to have input I'd like to thank them in advance, I've also asked the dev and hopefully they'll have some info

river zodiac
gaunt fractal
#

What would be the best way to check neighboring actors of the same type?

I am taking the first steps into generating a city from an asset pack. So far, each object spawned by the construction grid gets its location added to an array (int vector). Each object spawned checks the array for itself plus 1 grid unit in all 4 cardinal directions and changes itself accordingly. But I am having issues with it and wonder if there is a better way.

#

It is on a grid. I have never done this sort of thing before, not even close. How would I have the array of arrays? Rather, how would I use it?

I am just trying to think how I would get the data I want from them.

I have 2 construction scripts currently. 1 is generating the road. As of this moment, its just a t junction, real RNG comes later. Second one, is each road segment to decide itself, so that way I can just say "Put road here" and the road decides itself what bit to be.

What would each sub array contain? And I am already using an int array to try and get neighbours, but its unreliable and... funky

#

The coords were just me trying to trouble shoot. You can see the road segments failing to spawn correctly

ancient kestrel
#

can some one help me out. when i drag and drop a bp class into the scene it works fine but when i use spawn actor node it does not. gravity doesnt work nor does the jump function what differences are there between dragging and dropping a bp into the scene and spawning one using spawn actor node

sonic pine
#

Hiho someone know why i can read out my datatable?

maiden wadi
#

@ancient kestrelUsually the difference in that is controllers.

sonic pine
#

I have a DataTable there are 107 Rows but i can read out the data of any row. I try to give the data back to different items with same structure of the dataTable so the "variables" in the structure are the same but i cant get the values ...

maiden wadi
#

@sonic pineWhat is the SetMembers for? You should be breaking the struct as the same type that the datatable was made out of.

sonic pine
#

the SetMembers was my first try to get out the data

maiden wadi
#

Open your Datatable. Go to the DataTableDetails tab. The RowStruct specified there is the one you need to break from.

sonic pine
#

i was testing SetMebers, Add to Structure, break,

sonic pine
#

but the Struct out will also get no data out

maiden wadi
#

You just need GetRow, and the Set. SetMembers won't do anything.

#

If you're pulling it as the correct struct type with the correct name from the correct datatable, then your testing is incorrect somehow.

sonic pine
#

which name? I only want to get out all settings for an item in Row 1

ancient kestrel
#

i litterally cannot make a spawned character jump only if i drag and drop it in the scene

sonic pine
#

So i tought i only need the row to read the data table row xy

maiden wadi
#

You do. Sec. Need a non work editor. 😄

#

@sonic pineIf this is my datatable.

#

This is how I access their values.

edgy cove
#

I made this blueprint to keep the the PlayerCharacter (with camera) in the calculated center of all BotCharacter positions.

How can I control the camera zoom level to keep all BotCharacters within view?

maiden wadi
#

@edgy cove You move it away based on the camera's field of view.

#

For instance, if your camera has 90 FOV, you know that the extent of the characters halved can be how far the camera needs to be away.

sonic pine
edgy cove
runic plinth
#

Hopefully its a simple question. Could anyone give me some ideas on why successive teleports port the player out of the map?

maiden wadi
#

Could have been 90 was full length. I did the same thing a while ago. I remember basing it off of 90 FOV, but the idea was that you get the basic length needed to see all players at 90 FOV based on the largest distance, then you can multiply that by other FOVs if you change them or use a different one.

desert briar
#

How to pass a world (level) reference to a custom event in blueprints?

The specific problem is that World doesn't seem to be available as type for the inputs

worthy tendon
#

Hi, can I ask a niagara question here?

worthy tendon
#

right click anywhere on graph and create CastToLevelStreaming node. like this

desert briar
#

Ah cool, thanks a lot for replying so quick 🙂

worthy tendon
#

then get Level from it.

#

then promote it to a variable, you know where this is going 😄

#

then delete extra nodes and drag level pin to custom event. you should see Add Pin to Node tooltip

#

there you have it, also dont forget to delete the variable you just created. @desert briar

elfin brook
#

Hey can someone help me fix this issue? its the character Animations issue i think

#

i am using TPS_Mulitiplayer_pack and PolygonHeist pack

#

i can share screen if you guys want

river zodiac
#

Damn, I'm guessing that's the issue then, I've just started fiddiling with trying to find/make/force an axis, it seems like I'm straight up not getting how an axis is defined for this, there's one thing I think I haven't tried and that would be taking the normal rotation, getting the vector for forwards, and somehow using that to calculate a quat then rotating the input to that quat and adding it as a local rotation.

#

Can do, I've tried to instead make the proper rotator and then rotate it by the character's quat, but I don't think that's the solution

river zodiac
elfin brook
desert briar
#

Super elaborate, thanks a lot @worthy tendon 🌻

river zodiac
#

Alright, then try making sure the mesh has an animation or animation bp running

#

Alright, that makes sense to me, my issue is just that idk how else to add the rotation since I need to find what "right" is to the quat or build some kind of classifier for "right" that is then applied, I've tried to use the axis that come with the library but they never point in the direction they claim they do

#

Sorry if I'm misunderstanding you

edgy cove
river zodiac
#

Ok, then I would scale that axis by the input and convert it into input? Or is there a way to reverse that new magnitude into a quat? Or-
I am a foole that's why all of the conversion systems say "rotation" but take vectors

#

Nope that was not it
I feel like an onion knight
hmmm
Hmmm
hmmmm
I'm guessing this is not it since it does nothing, based on how you explained it I thought maybe this was the way to do it, but this seems to produce no rotation except spontaneous inversions.

faint pasture
#

@river zodiac Aren't rotations quaternions under the hood? I thought they were anyway, and just got converted to Euler when doing element-wise operations or breaking them.

uneven geode
#

somebody knows if it is posible to recieve 360º stream in unreal?

faint pasture
#

@river zodiac What exactly are you trying to do? 6dof flight? That's possible with stock rotation nodes just fine.

river zodiac
# faint pasture <@213280000109969408> Aren't rotations quaternions under the hood? I thought the...

Sometimes maybe, but how I'm using the controller input it's all 3-angle rotators even under the hood, so when the character is flying upside-down relative to world Z their controls are inverted
I'm building an anthem-esque flight system: basically the player is normally in 3rd person all the time, but in some situations the character can press a button to hover and float around then another to take off into a 6dof flight system, and in order for all 3 modes to work properly I need to use the default control rotation input for hover/walk, but this causes that gimbal-locking in flight, which is why I'm trying to substitute default rotation for quats the second flight is entered

faint pasture
#

You can just as easily say that mouse y maps to rotation about local right vector, and mouse X maps to rotation about local up vector, and then you have no gimbal issues

tacit maple
#

Hey guys, does anyone know how expensive Text Renders are? I'm trying to make combat text that will feel like it is 'placed' within the world rather then stuck to a character. Just wanted to see if Text Renders could be the go to. Thanks!

river zodiac
river zodiac
tacit maple
river zodiac
#

Ah, for that I think you can make a particle system with a single particle who's texture is the text you want to display then give it a very slight negative gravity but no velocity. You could also have a simple actor who's only component is a billboard with the text that then floats on the spot before fading out but this might be a bit more intensive, idk

tacit maple
river zodiac
#

Ok! I wish you luck

heady marlin
#

Hello guys sorry if i write over u, i got a problem with auto fire system. All is replicated, and the logic of fire is handle by an actor bp.
So the problem appear when i try to start the fire-go in aim mode(mouse right button pressed)- leave the aim mode(mouse right buttone release)-and stop the fire (with the release of left mouse button). The problem is the fire wouldn't stop.

Just after various check i think i figure the problem, and it's that my variable timer handle. In fact when i use the logic above the timer that i set on autofire is invalid.
This is the blueprint. Thanks

#

Aim BP

#

FireWeapon BP

#

Function on RifleActor

river zodiac
#

How do you have your animation bp set up? If your animation bp can't fulfill the condition needed for exiting the firing animation it wont, so try setting the exit condition to be the NOT of IsFiring

heady marlin
#

So this is the animation set up when use weapon, but after the release of fire, the animation execute the correct pose

#

seems that all the function on the InputActionFireWeapon event on released aren't execute correctly

river zodiac
#

Ok go up to where the overall logic is and show me how the code is supposed to decide when to stop firing, that's what I wanna look at because it sounds like that's always returning false, so the character never stops the firing animation

heady marlin
# heady marlin FireWeapon BP

So the logic decide to stop firing only when u release the left mouse button, when call SRV StopFiring.

This function are on BP_Character and call the function on the dad's actor of weapon.

#

this are the function on Dad's weapon bp

heady marlin
faint pasture
tacit maple
faint pasture
lofty hound
#

Making a turn based combat system. I have 3 actors with float speed stat that determines who goes first. whats the best way to compare the three floats and return the fastest?

faint pasture
#

Ypu can also skip the element 0 setting at first by just setting Fastest = 0 or whatever. The first element checked will by default be faster than that.

white lynx
#

What does this mean, and why is this a warning? Passing the values by Ref

desert juniper
#

Are you sure it's hitting below?

#

looks like the the center of the projectile would be exactly where the cursor is placed

#

you want it to travel in a straight line from the center of the screen? then you can't spawn it off your weapon,

#

the starting point would be the camera world position

zinc wasp
#

There's no hit location so it gonna shoot to 0,0,0.

#

Than get the end of the trace.

#

The crosshair is middle of screen?

desert juniper
#

I feel he's talking about how the projectile is spawning from the weapon, and traveling towards the crosshair

#

as opposed to spawning at center of camera, and traveling towards crosshair

#

like this

#

spawning at red, but what he expects is green

zinc wasp
#

If there's no return value for the trace I normally make a trace from the camera forward vector. As amaze was saying.

#

It'll travel to the crosshair, eventually.

desert juniper
#

^

zinc wasp
#

You still can shoot from the gun. As long as it doesn't hit anything.

#

If it hits anything it'll be way off.

desert juniper
#

ah i understand now

#

that's your problem

#

There we go. better picture

zinc wasp
#

Make two traces. One for if it hits and one for it doesn't hit.

desert juniper
#

my bad, believe blazen had it right. I was just confused

river zodiac
#

This provides no rotation of any kind, even though I know it produces values I at least think I would want if they were normal rotation values

quasi frost
#

Can someone help me understand what is happening. It is saying that the character is NOT mellissa, however it prints the character as mellissa.. I don't understand at all.

faint pasture
#

For aiming, it all depends on what you want to have happen. Battlefield 4 will let you shoot something that you can see, even though your gun muzzle is blocked. Playerunknown's battlegrounds will not. It's a design choice

#

@quasi frost how many instances of that Melissa class exist in the world?

quasi frost
#

One

river zodiac
#

Could be that the display name is defaulted to Melissa so even though it really isn't you're being told it is

quasi frost
#

Where does that happen?

#

It should be mellissa though, as the actor using this AI controller/BB is mellissa in this case

river zodiac
#

Oh, ok, hmm, maybe base it on name then, since I don't expect you'd be using the same name for multiple characters
you could also give them a unique ID instead, that would let you use the same name for multiple characters
then you just match the ID to a string for the bool instead so that it's only true in this case

quasi frost
#

This feels super janky but it works

gaunt fractal
#

I just noticed that my BP with a construction script is making new objects every time I make a change. IS this something I need to be concerned with?

river zodiac
river zodiac
gaunt fractal
#

It never has any more than say, 100-300 actors attached, but the number goes up by how many meshes there are each change

#

And its not working as intended, so there are a lot of changes as I troubleshoot

#

Troubleshooting construction scripts is not fun. No use of printstrings. Is there a way I can split open arrays in the editor to see whats going on?

#

Because I am getting some real bizzar inconsistencies

#

For example, all these numbers are pulling from the exact same source

#

Actually thinking about it, should I be using the CS to generate my map or should I do that in BP?

river zodiac
#

In the bp I think, but if you're using some kind of perlin noise automatic heightmap there's almost certainly a tutorial online that knows a lot more about this than I do

tight schooner
#

So yeah if the construction scripts spawn stuff, they might inadvertently spawn a whole lot of stuff as you drag them around the editor

gaunt fractal
#

So I just learned that my code in the CS didn't work, but in BP worked without issue. I am confused.

#

Should this be an infinite loop? Either I am just failing to work this out entirely or something else is wrong

maiden wadi
#

If the cast fails, that will infinitely loop.

gaunt fractal
#

Ahh...

#

Not sure why the cast should be failing

#

It was working in the CS

#

Any ideas why it might be failing?

maiden wadi
#

Hard to say. The Component may not have had time to create it's child actor.

gaunt fractal
#

If thats the case, would a delay with deltatime resolve?

maiden wadi
#

Dunno. I don't use Child Actor Components. I don't like unnecessary components. If I need an actor attached to another actor, I just spawn the actor and keep a local pointer to reference it.

gaunt fractal
#

Fair. I will poke and test alternatives or causes

royal anvil
#

Hi, I have a question about loading saving. I want to save a weapon class to a save game. When game is starting, load the save file, get the class of the weapon and spawn it.
But References can not be saved. Of course I can make a wrapper function to assign every weapon a ID. Then only save the ID, and when load the save file, then get the class with help of the ID.
Problem in my opinion, every time a new weapon class is coming, you have to edit the wrapper to assign the weapon a ID.
I know of data assets, but I think they not having a benefit when its comes to load/save.
Somebody have a good strategy to save classes to a save file without making a kind of wrapper where you have to to assign a ID to each class manually?

long fulcrum
#

hey so if i wanted to spawn a fireball projectile randomly in the sky of my world how would i do that

maiden wadi
#

@royal anvil Not sure if I'm entirely following. Classes should be savable. Pointers to an actual object cannot be.

worthy carbon
#

Hi! Does someone know how to setup the multiplayer system in ue4 (like the world wide mutliplayer as fortnite)

burnt berry
#

Hello! I have a class with a long name, but its functions have short names. Even so, since in BP it says "Target is ...", all function calls are super lengthy. Can I tell unreal to display something else here?

royal anvil
sand shore
elfin inlet
#

Hello, can someone check my problem in #gameplay-ai ? I think its not BT related but rather BP related after reviewing the graphs

quick lark
#

Hi folks, when I teleport the player to a different tile in World Composition, their pawn gets unloaded. Does anyone know why? I even try loading the level beforehand.

trim matrix
#

Hi guys just wondering why im getting this error even though i have referenced the weapon base class

maiden wadi
#

@trim matrix You have created a pointer variable, but have not told it to point to anything. So when you access it, you are accessing a null pointer.

trim matrix
#

how do i tell it to point?

maiden wadi
#

Create a new object of the type and set that variable to it's return.

trim matrix
#

So where would I do taht in this

#

sorry im really new haha

desert juniper
#

@trim matrix You probably don't set CurrentWeapon to be anything

#

or you're trying to access it before it's set

elfin inlet
#

How are you spawning the weapon?

trim matrix
#

as soon as the game starts

elfin inlet
#

via spawn actor node?

trim matrix
#

yeah

elfin inlet
#

set current weapon to output actor of spawn actor

trim matrix
#

im pretty sure i already did it

elfin inlet
#

i dont see a set node here

trim matrix
#

thats my code to spawn it in

elfin inlet
#

set current weapon = return value from spawn actor

trim matrix
#

directions not compatible

#

sorry yh

#

like this? @elfin inlet

elfin inlet
#

no thats a comparison node

#

drag current weapon from variables and select SET

trim matrix
#

sorry that was my bad

#

thank you so much

#

i fixed it

#

ive been stuck on this for hours

#

hahaha

elfin inlet
#

you should tidy up your blueprints

#

they're spaghetti

trim matrix
#

yh haha

bold shard
#

I've been having this weird bug lately and I am not sure what is causing it. If I try to open a level blueprint, it will get stuck at 100%. I've tried waiting for ~10 minutes max. But, if I launch through Visual Studio, it will open without issue.

#

Well, nvm, I just had to wait 11 minutes instead of 10 🤷‍♂️

icy dragon
zealous chasm
#

hi, does the add node for arrays use KismetArrayLibrary?

vapid ibex
#

Is there any code guidelines on how many enums or structs you can have? It it a good practice on making them for all of specific cases, or its better to try to generalize and optimize their amount? I already have 52 of them, so I'm not sure if that's too large or completely fine.

icy dragon
#

It's going to fail with Nativization, but at this point you could forget about it entirely.

vapid ibex
icy dragon
#

It's not going to make the nativised code human readable by any means.

vapid ibex
#

This really sucks if that's the case, I thought that I could do Nativization at the end of the development so that the blueprints won't hog away processer power on virtual machines.

#

I guess this means that if I will need to optimize the game, it will require hiring a programmer to rewrite the entire game from scratch in C++?

icy dragon
icy dragon
vapid ibex
icy dragon
#

Typically ticking 30 or so BPs are within okay range, just don't go tick fest with 200+ BPs aggresively ticking.

icy dragon
vapid ibex
icy dragon
#

Let me rephrase it.
Real-time interpreter

icy dragon
#

Like, bruh, I've been battle testing with 50 NPCs on screen, and it's fairly okay.

vapid ibex
icy dragon
vapid ibex
#

Then there's things like projectiles, that I think also need to tick, even if to just update their position.

#

I guess I'll need to cut world into levels more aggressively than I thought.

remote belfry
#

And cleaver gating to activate or deactivate things could probably help too... totally pulling that out of my butt 'cus I'm an idiot lool.

icy dragon
vapid ibex
#

No, but 50 BPs is around the amount of NPCs that I planned to have on some levels

icy dragon
#

It's fine.

#

I've been battle testing 50 or so walking NPCs with simple ped logic, in a measly 2 core CPU, in Standalone play - it barely made a dent in Game thread.

vapid ibex
#

I mean, I didn't suspect that the BPs are THAT costly, I thought you can safely have 100s of them on a map before you get performance hits

icy dragon
vapid ibex
#

Since besides player and enemies there's things like logic objects, items, pickups, and all that

icy dragon
#

Items, pickups, and inanimate object don't even need to tick lol

vapid ibex
icy dragon
#

I disabled tick for my items as well. Only enabling player character side collision detection, and some physics if I want to make it rollin'

icy dragon
vapid ibex
#

Oh, then things aren't that bad

remote belfry
#

Does AI require tick? I have no experience with it.

icy dragon
#

Told ya to battle test and measure things on your own as well.

vapid ibex
#

I've been actively moving away from ticks for anything that doesn't need to be updated every frame, so I thing most of my objects won't tick then

vapid ibex
remote belfry
#

I'll have to go learn about it. Bc the way it sounds I would even probably leave tick out and stick to triggering things as I saw fit.

icy dragon
#

Also protip: Make use of that dang Unreal Insights

vapid ibex
#

My experience with the perception was.. not smooth, to say the least, so I haven't touched it since that time my NPCs were detecting the player through walls from another end of the map for literally no reason.

#

No, they were detecting the player sporadically. I almost hunted it down to the bug being triggered when the player's visibility parameter was changing, but it should've been mattering if the pawns weren't seeing the player.

icy dragon
#

I wasn't even really using AI perception lol
Granted, action J-RPG doesn't require that much perception complexity, and stealth was more of a preemptive strike than actually one kill every enemies.

vapid ibex
#

It's there to just not let it tick every frame since it's a custom event that does bunch of comparisons of different actors, but you've right, I should've set up a timer instead.

icy dragon
#

Might as well use Event timers.

vapid ibex
#

Well yeah, I though the delay will allow flow to go further only sometimes instead of every frame. Anyway, changing to timer now.

#

Though, in case when I need the function to run even so often, but when in need a parameter it needs to be updated via tick strictly before it executes - what should I do?

#

Yes, variables.

#

I'm still shaky in the terminology

#

Not that kind of shaky. English is my second language, so "variable" and "parameter" sounds like synonims to me

icy dragon
vapid ibex
#

My question was how to be sure that a variable was updated by tick before the timer fires. Unless Unreal makes it so that ticks always are first in line of execution no matter what

#

Oh, good to know, I guess I should avoid changing things like bools for just one tact, then, thanks.

#

Shame event delegate wires can't be made into a variable or something, and you need to drag them all across your event graph to connect.

icy dragon
#

Reroute nodes can also split up, so that's one point for tidiness.

vapid ibex
vapid ibex
zealous chasm
#

hello, does anyone know why blueprints are able to do things like adding to arrays through KismetArrayLibrary even those these functions do nothing in UE source?

#

alright thanks

dusk dust
#

how can I make a procedural grid mesh rotate with the camera kind of like a particle?

#

hmm okay

#

also i want it to be curved to form a dome or half sphere shape so when it rotates with the camera it will look like a full sphere

sudden nimbus
#

typically this is called "billboarding" but in ue a billboard is not camera locked

sudden nimbus
dusk dust
#

hm

#

how could i set this up in a material?

#

well actually first i need to setup the procedural mesh

brisk dagger
#

Heya, could anyone help me with a list of Scene Components? I want a list of positions on my actor, but I also want to modify them quickly on the viewport. I thought I could do it like Unity and create a list of components but I cannot add any elements to the FoodSlots array. Is there any way to add this sort of functionality?

simple berry
#

hey guys, i have a major problem. im using an array of structures to call all the guns the player has access to, but for some reason, i tried exporting and suddenly it stopped grabbing any values associated with the structure but only if it was an array, im using ue5, any idea how to fix?

simple berry
#

does anyone know what could cause this issue? i didnt change the code at all and it suddenly cant pull whatsoever

heady burrow
#

probably belongs to UE5 channel

simple berry
#

didnt realize one got created, ill move thanks

dusk dust
#

how can i make a procedural ring mesh?

#

a square ring

flat raft
dusk dust
#

i meant calculating it in bp, not converting it from static mesh to proced mesh

azure sparrow
#

Why isnt this override widget getting called?

#

I am creating this widget on another bp and attaching it to the canvas

#

oh wrong place sorry

hazy linden
#

hi guys, is anyone here aware of relative and world transforms?

#

I wanted to set up an ads system for my game

#

i followed this video. the position and rotation seems off for me (i have a weapon spawned on pickup)

vapid ibex
candid nest
#

hey can anybody help me my left hand ik is not working with weapon like it is not holding gun it is near the gun i want my left hand to hold gun properly i uses fabrik and other methods too but didnt work

#

one method i use due to which my player hand ik is corrected when he fire but get normal when he holds both animation are from animstarter pack i also have rifle animset and pro but they are also not working

#

when i uses rifle pro anim then my hand ik and everything is orrected but my player walking animation is wierd

wet surge
#

hi i had too make another project for my test game (the other one got corrupted or something bc it crashes every time i try to run it) and now trying to make again the car its not moving, it rigged the car in the exact same way i did the frist time, but i think movement comp doesnt want to move

crimson swan
#

what's the node to chose which key a mouse event is ?

#

in UI

wet surge
#

you mean how to detect if a key has been pressed?

crimson swan
#

how to detect if say right click has been pressed on a UI element

#

there's the on mouse button down function but how would i specify which key specifically

#

i can't find the node for the life of me

wet surge
#

you can make a branch that goes first into the detect and then another one specifing which key do you want to press, (just guessing)

crimson swan
#

yeah that's what i had in mind but i can't seem to find any nodes granting me access to those haha

#

nvm i think i just got it. Had to reference owning player from UI

wet surge
#

you only have to create a variable that will be something like "RightClickPressed?" and then the branch

crimson swan
#

coming back to unreal after a long break is rustyy lol