#blueprint

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tranquil moon
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so that's why i cant just use GetPlayerCharacter in an Object?

sudden nimbus
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yes

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but go ahead and disable "context" (on the blueprint node dialog thing)

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it should be there

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but it will require a World Context pin

junior nexus
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I'm trying to cast from my tower, which once killed needs to let the spawner know that it's dead so that it stops spawning, and from my understanding the best way to do that is to cast to it and change the bool that keeps the spawning looping.

sudden nimbus
junior nexus
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Unfortunately casting requires an object reference to make sure it's casting to the right thing, and I'm completely unable to figure out what I'm supposed to plug in to that reference.

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Normally you could check with an overlap event or something, or if it was the player you just get the player, but with this, I have no idea.

glossy egret
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i should be leaving but i want to help because i has this problem for so long with casting

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but i cant stay to long.

junior nexus
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Get out of here

sudden nimbus
junior nexus
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Your life beckons my friend.

sudden nimbus
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you need an object reference to cast it, without one what are you casting?

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the object reference

junior nexus
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So you're saying it's not what I'm casting to, but rather what I'm casting?

sudden nimbus
sudden nimbus
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the class is what you are casting to, which in blueprint is set as soon as you place the node

tranquil moon
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wait can I not have arrays of actors etc. in my player character's variables? only some types like bool, int, etc.?

sudden nimbus
tranquil moon
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what would i select in the variable type dropdown in the editor

sudden nimbus
dawn gazelle
tranquil moon
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ahh i see

sudden nimbus
tranquil moon
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i saw a bunch of array types in the dropdown and thought they were the only ones available

junior nexus
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@glossy egret I really like that idea, I'll keep that in mind.

glossy egret
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@junior nexus
you can add a line of code in the tower that spawns the spawner, from there you can save it as a variable to call on later.
when the tower dies. pull that variable and cast to it, it may not require a cast and it will tell you. it doesnt hurt.

you need an event in the spawner that shuts down the act of spawning. and you can call that event from the tower class when you cast to it.

sudden nimbus
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you can also go to the Details panel when the variable is selected for even more container types

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pay no mind to my migratory BP crap here

tranquil moon
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thanks

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I'll try setting this up with actor components first, and if that doesnt pan out I'll just do actors

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Do I actually need to spawn/attach the actor component or can I just access the info stored in the class?

glossy egret
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@junior nexus
also something to look into. if you want to send events to a bunch of classes that might be differnet. and you dont want a bus load of code.
you can look into interfaces. and then you add that interface to all actors that might need to use it.
so like in my health system
i have a interface event for sending damage. and anything that could receive damage has that event followed by how to handle it.

it can save you alot of casting if you have a bunch of differnet actors
but if they all have the same parent. you should add the logic to the parent and just cast to it

tranquil moon
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so how do I add abilities to this array?

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I have a couple of classes that inherit from Ability, which is an Actor Component

dawn gazelle
tranquil moon
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ok, done

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but still the same problem

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it says there are no results and I can't see any way to add references to the classes i want

dawn gazelle
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Compile your blueprint.

tranquil moon
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ahh there it is

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thanks, looks like I have everything I need now

junior nexus
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@glossy egret You are absolutely wonderful, after a bit of fiddling, it's working.

remote meteor
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hi, anyone have a brief idea when do we use soft class reference over hard class reference? Like for example in a data table row structure, should i use soft or hard class reference?

surreal peak
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Generally speaking you want to use soft as much as possible

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Because then you can decide when to load them into the memory

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And load times become a lot faster

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Also helps generally during development.

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Imagine opening the AIController

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Which loads the AiCharacter

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Then the Weapon it has assigned

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Then the mesh, sounds textures etc

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Even though you only wanted the controller

remote meteor
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i see, i can understand that. then probably i need to figure out when shall i load them, because when i need to access from the data table and gets a soft class reference, loading the class synchronously shouldnt be much of a big problem i guess?

surreal peak
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Kinda

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Theoretically you want to async load everything

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Cause sync might or will hitch

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Which is also the biggest hurdle

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A proper setup for async loading all that crap

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UE4 of course has nice functions for it

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On that note you might want to check out DataAssets instead of DataTables

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For everything data that would usually live in Actors

remote meteor
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hmm i actually have not fully understand DataAssets

surreal peak
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E.g data of a weapon

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DataAssets are basically an asset like a Texture, Sound, Material etc but with your custom variables and functions in it

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And UE4 has code to dynamically scan the content of your project for them

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So you can fill item lists for example automatically

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Even patched content or dlcs would later work automatically

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And those dataAssets can of course have soft pointers

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So you can decide what of them you want to load

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E.g. If you have a ui icon and a mesh in it for a weapon but you only need the icon atm

remote meteor
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i shall read more on data assets

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been using data table quite comfortably ๐Ÿ˜…

fleet sinew
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Is there any way to use local variable at another blueprint/gui?

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I'm trying to make a system which shows a tile's information when the tile is clicked but i can't find way how I can pick up a value in local(tile) variable and use it at the gui

gentle urchin
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you can by using whatever trace method you have for finding the correct actor

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then you can cast the hit actor (assuming its an actor), and fetch its data

fleet sinew
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oh okay. Thanks for the help:)

remote belfry
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So I'm using an Interface to pass the "on clicked" event of a widget button and it works fine as an event in the game mode BP, but if I try to use it in another BP that is created by a button pressed in the game mode BP it seems to do nothing. I'm testing both with "print string" node. Also if I use "Event Construct" it will print to the screen just fine.

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Also works with tick.

pseudo pelican
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anyone know why this child actor component isnt the same as the other one in the component section that is attached to the mesh?

dawn gazelle
dawn gazelle
remote belfry
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No. The widget created by the game mode is on begin play for now.

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while I test

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Oh I see the confusion im sorry

turbid valley
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I have been trying to change location where physics handle grabs but this method doesn't seem to work even i followed youtube video by tesla dev. Wheres the problem?

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(still too far away)

remote belfry
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I took the button creating the widget out of the equation.

fleet sinew
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My SetText Function in gui is not working with this setup. How can I make this work?

wise raven
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Is it better to use EventHit or OnComponent hit , for accuracy of hit normals and hit locations?

fallen glade
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What's the best way to implement a plug and play abilities system ?

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Like reading from an asset what to do

chilly jetty
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Hi there

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I have a projectile

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that i have spawned at the start of a line trace

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the line trace has a random angle every time it is created

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how can i make the spawned projectile follow the angle?

pseudo pelican
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how do I stop my character from auto spawning upon play

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e.g spawns in main menu

icy dragon
fallen glade
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Delving into the abilities system, does anyone know why it keeps failing?

prisma dawn
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Hi ! I've been struggling with the implementation of an aoe ground target that is "locked" at maximum skill range, ie : if out of range, the ground target will find the furthest range (intersection of player position and cursor). Easy part is to get hit under cursor but once out of range, getting 2D angle based on atan2 of player location, mouse location doesn't really work (the is an offset). My ground target is an actor that has a decal.
If you have any idea of how i could achieve this, i'd love to read it !

surreal peak
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Direction from player to cursor hit location and then multiply by aoe range?

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(+ additional trace at that location in case the floor isn't flat)

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So basically when distance player to cursor hit loc is less than aoe range you use the cursor hit loc. Otherwise you calculate it with direction and aoe radius

prisma dawn
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Thank you for your help. It's how I'm doing it but the direction I computed is off at certain angles (sides) : how would you get the right direction ?

gentle urchin
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Find look at rotation

prisma dawn
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Might be the way yeah. For now I was doing it like this (just trying things) but again, don't know why angle are off on the side and behind

worthy frost
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not sure PlayerCameraManager is what you should be using

gritty comet
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Hey guys..can any one help me with a decal problem..i'm trying to spawn decal at the hit point of the line trace and the problem is decals only spawn on enemyAI bp and not on any other world objects like walls ground anything

worthy frost
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(and they have not exposed GetViewpoint yet (its coming in 5.0 from my PR finally))

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@gritty comet ensure the hit mesh has decals enabled

green eagle
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Anyone here know how to do "methods" in blueprint? OR how Blueprint goes about Methods?

gritty comet
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it has

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walls ground and everything has recieve decals

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enable

green eagle
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@gritty comet can you show some of the code on where the decal is called to spawn/transition?

gritty comet
green eagle
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@gritty comet do you see a decal spawn at world space 10 10 10 by chance?

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nvm on that inquiry it gets location by what it hit. Im not sure if theres a way to check. But I know some stuff you can see this way...
When you shoot the wall/ground/etc can you check in the WorldOutliner while running if it shows a new obj ref of the new decal anywhere? If so you should be able to double click it and itll take you to it and can get a better idea of what might be going wrong

gritty comet
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it only spawns on a enemyai character i made

green eagle
gritty comet
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i did just now

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nothing spawns

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it spawns on enemy

green eagle
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nice I was gonna say make sure you greatly increase its lifespan cause 5 seconds wouldnt be long enough for me to check lol

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So try this for me. Are you familiar with Break Points? Put a Break Point(hit f9 while selecting a node) on the spawn decal node. Should see a red bubble appear on it when you hit f9

then try shooting a wall again

gritty comet
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when i shoot the wall nothing happens but when i shoot the enemy it takes me to my blueprint

green eagle
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if you arent familiar with break points. It allows you to pick a node to have the system "pause" the runtime once that line/node is fired if it doesnt "break" or pause you out than its not triggering that node.

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OKay so walls and ground and stuff arent triggering that logic

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so heres another test we can do to see if the hit result break is properly identifying staticmeshactors

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put a print string on your "event tick"

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and..

loud cipher
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Hey all i have this issue where this switch on string only works once

gritty comet
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attach it to hit component?

green eagle
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have it print "Hit Actor" you might need to make a variable for it and read out that.

loud cipher
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Because when i place one object, it goes from WoodenPlankPreview to

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WoodenPlankPreview1

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WoodenPlankPreview2

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WoodenPlankPreview3

green eagle
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can you show me the code up here

tawny river
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I would replace switch on string with something else

loud cipher
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Ect. when more are spawned

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What could i use?

tawny river
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an enum inside the actor or something

loud cipher
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Or can i make it ignore the number

tawny river
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string comparison is weird

gritty comet
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ill share screen can u come to hangout?

green eagle
tawny river
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@loud cipher - trying to do any game logic based on the name of the actor instance is generally a pretty bad idea

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it actually looks like you want to cast there, or something

green eagle
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@gritty comet i sent you a DM

loud cipher
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I just want to see what is placed, and if it is a wooden plank and then another wooden plank then snap to the floor

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It works only on the default pin always

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Not the ones i created because each time i spawn the same item the display name adds a number onto it

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Making the string not recognise it

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Or is there any way for it to not keep adding a number when the same item is placed

tawny river
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read about casting

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do not use the string, or try to 'fix' the problem with the string, that way madness lies

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I would actually use an interface for this, or a shared base class, but for now, just use simple casting

loud cipher
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But how could i make it differentiate what has been placed already

tawny river
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by CASTING the hit item to the classes you want to check against

rotund coral
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Does anyone know a Tutorial or can help me on how I can make a physics thrusters space ship? Basically on how I can make a space ship which the player can enter or leave and fly

green eagle
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@rotund coral do you wanna learn cpp? Or you wanting to avoid it as best you can and stick with Blueprint?

rotund coral
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Im kind of new... So I'd rather stay with Blueprints

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I'll show you something real quick... One sec

green eagle
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@rotund coral nice just asking because physic sims are a thing that for a lot of really in depth customization delving into source code and making custom phys handlers can be a much more plausible direction. Blueprint is great too. In both cases there are different tutorials I would suggest. Whether or not you are up for spending money on anything is up to you.

Are you wanting the thrusters to have physics simulation or just want it to "feel/look" like physics are actually being calculated?

rotund coral
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This is what Im working on, I just put the speed higher so people can see better

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I can adjust anything, planet size, rotation, distance, gravity...

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I wanted the planets to be a bit more weirder and interesting so physics maybe won't be that real

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I just want the space ship to feel like you would Imagine it to be

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Doesnt have to be completely realistic, but just feel like you're in space. I hope you know what I mean

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@green eagle

green eagle
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Yeah I got you.

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You just need to use "Get vector"(s) to apply change/force/velocity from the thruster

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What are you using to make the balls move?

rotund coral
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I parented the planets to the sun in the middle, and the moons to the planets

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I used that Video:

green eagle
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1sec

rotund coral
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Oh! And for the gravity I used Ninja Character Plugin, but If theres something better I could use that too

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But I can't figure it out for other planets yet so only one Planet has Gravity, that isnt moving ๐Ÿ˜

green eagle
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Is that the free one in market plac e that comes with a few different like climb and surface transition things?

Neat I watched some of that guys tut nice little trick.

So you have planets moving in rotation around each other and the player can walk free surface along the base planet and now want to create the ability for the player to fly off toward another planet.

rotund coral
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Right!

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And yeah, the Plugin is free

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It doesn't even have to be complicated, just work somehow

green eagle
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So you have to make sure with that plug in a way to disable/enable its system of setting directional gravity. You'd want it so the player "jumps" and when they jump high enough gravity logic is disabled. allowing them to fly around free form TILL! then get within some range of another surface in which it triggers the gravity thing from ninja to reset for that particular surface.

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Does all that make sense?

rotund coral
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Yeah, thats even what I wanted to do

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But I can't figure that out

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There are no Tutorials for that and I dont know anything about gravity in UE4

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I even messaged the creator but he doesn't reply or didn't reply yet

green eagle
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its hard to find a tutorial that is going to give you guidance on exactly what ya want.

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Ill DM ya

rotund coral
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Ok

fleet sinew
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Is SetText function not working in unreal engine 5?

maiden wadi
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@fleet sinew You'll need to be a little more specific. There are at least two dozen, probably more, SetText functions in the native engine. If you're having trouble with UE5 though, the #ue5-general channel will probably be better help. Most people aren't going to touch UE5 for a while. Quite a few people haven't even bothered to update to 4.26

fallen glade
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any way to extract the notifiers from a montage?

open crypt
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What collision channel does the nav mesh system use to draw a nav mesh around an object, or does it use something different?

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I would think static or visibility

fallen glade
candid nest
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hey guys do anybody know the best tutorial for animated fps firearms ironbelly pack which is on marketplace the privous tuotrial was deleted by them

midnight cove
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hey does any one know how i can simulate gravity on a planet

loud badge
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Hey engineers this might sound trivial or maybe its not even possible, but would like to know if it is. Basically I am inside BP_Parent and I would like to get the component bounds of the static mesh which is inside another BP (lets call it BP_TheMesh) before spawning the BP_TheMesh, is that even possible? Thank you so much!

faint bolt
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Hi Guys!
I would like to separate the animations/montage playing by setting them in different slot.
This i was i've done (Other than setting the slot inside each montage)

Some of the montage are really odd when get played, so i would love to separate more part of the bodies, is there a way to do that using only one Blend per bone? or i should connect more than one?

maiden wadi
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@loud badgeNot really sure I'm following, but you have one blueprint that is the parent class of another blueprint, and you want the parent to get the bounds of a component in the child class?

loud badge
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The name parent was not well choose, its just a BP lets call it BP_Main and I want to get the bounds of a static mesh that's inside another BP_Mesh, does that make sense?
I can easily go on BP_Main and spawn BP_Mesh and then from the result get the bounds of the static mesh. But would like to do it before spawn.

maiden wadi
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Maybe if your spawned blueprint has the mesh as a class default property. But in general, that would be C++ territory because you need the CDO to do things like that without using a property. If you're using C++ at all, you could get the CDO and get the component's mesh and get the bounds from it.

loud badge
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ok that makes sense yes, I will go with c++ for this then. Thanks for the input!

maiden wadi
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The mesh property(not the component but the property you set the component to use), has the bounds for that mesh and they should be the same assuming that you're not scaling the component or anything it's attached to.

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@loud badgeA small example. If you have a TSubclassOf of the class, here I'm using Character, but the calls are similar.

TSubclassOf<ACharacter> CharacterClass = ACharacter::StaticClass();
CharacterClass.GetDefaultObject()->GetMesh()->SkeletalMesh->GetBounds();
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Can probably also just use a direct StaticClass too. Either way.

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Keep in mind that your class needs a default mesh set for that component. The above for instance will return null because Character does not have a skeletal mesh set for it's SkeletalMeshComponent if I recall correctly.

loud badge
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Ok i think I got it, thanks a lot!

whole dune
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Hi, Does anyone have an Idea how to make the wheel part follow the spline exactly while the blue base only rotates with it a bit? Like in the video. Help will be greatly appreciated

gentle urchin
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Looks like wheels would just belong to different parts of the spline (distance between wheels would be relative location on spline )

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While body is a product of the center of the wheels

whole dune
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How do you make it the center of the wheels? Iโ€˜m a beginner, sorry

gentle urchin
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Id probably try with look at rotation to get the correct rotation value, from rear wheelbase to front wheelbase

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And offset the body with half the distance between the wheels (assuming body's pivot is at the center)

whole dune
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Ok that makes sense

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Does it also work with bones?

gentle urchin
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Dont think id use bones for anything related to train like behaviour

whole dune
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Ok, thanks a lot

loud badge
# maiden wadi The mesh property(not the component but the property you set the component to us...

Currently looking at this @maiden wadi do you still have a minute?
My class has a property like this TSubclassOf<AItem> ItemToSpawn visible and editable to the editor, so I can choose any child of AItem to be used.
Then I am trying this like you mention: ItemToSpawn->GetDefaultObject()->GetMesh()-> but GetMesh is not a valid method, AItem is basically a class that is child from AActor. Thanks again!

maiden wadi
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You should have a UStaticMeshComponent or USkeletalMeshComponent on the AItem. You need to get that object and call GetMesh on it.

loud badge
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yes I tried that but got an error stating that 'FindComponentByClass': is not a member of 'UObject' maybe I should get the default object hmmm

worthy tendon
loud badge
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working!!

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great that was it ๐Ÿ˜›

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thanks guys!

maiden wadi
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@loud badgeOn a side note, don't forget to ternary that for safety.

TSubclassOf<ACharacter> CharacterClass = ACharacter::StaticClass();
ACharacter* CharacterCDO = CharacterClass ? CharacterClass.GetDefaultObject() : nullptr;
UStaticMeshComponent* FoundMeshComponent = CharacterCDO ? CharacterCDO->FindComponentByClass<UStaticMeshComponent>() : nullptr;
UStaticMesh* StaticMesh = FoundMeshComponent ? FoundMeshComponent->GetStaticMesh() : nullptr;
if (StaticMesh)
{
    StaticMesh->GetBounds();
}
winter burrow
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Im trying to store each thing hit in a spheretrace into an array to make sure that I only hit something once during the active frames of a weapon swing. Im not exactly sure how to do this after the sphere trace...can anyone give me some insight?

loud badge
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yes yes always nullptr safe check, gotcha ๐Ÿ™‚

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thanks

lost pecan
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ive made an overlap volume that i use to play music, but though its working fine when walking into it, it fails to react when i spawn inside it

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any ideas

maiden wadi
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@lost pecan There's a setting somewhere. I can't remember which. But it forces overlaps to update at spawn. Alternatively, just check the overlap volumes at beginplay or somewhere for their overlapping actors.

lost pecan
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in pawn?

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(the setting)

maiden wadi
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Uncertain. I can check in a few.

lost pecan
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ahh, overlap during level streaming stuff i presume

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thanks, ill give it a try

trim matrix
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Hi, so i have an MasterActor, then i have instanced it two times to test, i want to be able to target a specific instance, not in actual game but just the actual class, i want to have a drop down menu where all the MasterActor instances will pop up to choose

ripe rose
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been trying to fix a bug and finally discovered that if i print every relevant value, the bug goes away. if i delete the print node, the bug returns. does anyone know why this could happen? from what i can tell, one of the values is going to 0/undefined if i don't print it
edit: figured out why the print is relevant: it reduces the FPS. not sure why that matters in my case but at least it's something to go off of

wispy fiber
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Has anyone run into this? When i get the forward vector of my camera on a spring arm, it's overshooting where it actually is

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inside the character's on tick

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any idea why the camera's forward vector would be different from what I'm actually seeing for a couple frames?

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(notice how the debug visualization of this line trace extends farther to the right for a couple frames after I look rapidly to the right)

gentle urchin
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local prediction ?

wispy fiber
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what do you mean?

gentle urchin
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Hm nah .. but it seem to be affected by velocity

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so its like it expects it to move further,

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and then is corrected...

wispy fiber
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it happens in both offline and with a dedicated server

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I've also turned off camera log on the arm completely

gentle urchin
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Does the same happen if you use the pawns forward vector ?

wispy fiber
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nope

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that works properly

gentle urchin
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so either its the cameraboom itself, or its sockets in general

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i guess there's little to no difference between the two options tho

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since a boom is just a socket

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with some math

wispy fiber
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using the camera boom's direction also works properly

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it's just the forward vector of the camera itself on the boom

faint pasture
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@wispy fiber Any lag turned on in camera boom?

wispy fiber
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I have lag turned off

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and even with camera collision turned off

gentle urchin
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ill do some local tests

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to see if i can reproduce

wispy fiber
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thanks

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i'm on 4.26 if it makes a difference

faint pasture
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@wispy fiber What tick group is the pawn?

wispy fiber
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it's on pre physics

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hmm having it tick post physics makes it work it seems

gentle urchin
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not able to reproduce

wispy fiber
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try having the pawn tick on/before physics @gentle urchin ?

gentle urchin
wispy fiber
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huh

gentle urchin
wispy fiber
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whats the tick group of your boom and camera?

gentle urchin
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boom

wispy fiber
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I just changed my boom and camera to also be in the pre physics tick group and that also seems to make it work

gentle urchin
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camera

wispy fiber
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huh

gentle urchin
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Actor (pre) -> Boom (post) -> Camera (during)

wispy fiber
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yeah mine doesn't work with those settings

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odd

gentle urchin
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tried as client just for kicks, no difference

wispy fiber
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oh well, if everything's pre physics its working for me

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so I guess I won't question it for now

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weird tho

gentle urchin
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i got a feeling its related to the character class tho

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isnt there some built in prediction there

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since ur rotating it while im not

wispy fiber
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yeah thats true

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I'm using the 'use desired rotation' thing

gentle urchin
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ill try that

loud badge
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hello again, i am facing a weird behavior here, i am scaling a BP which is inherited from a c++ class and its behaving in a weird way. While I am scaling its fine, then I drop the mouse from scaling and it turns out to be a way larger, what the hell? is this normal?

loud badge
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nevermind ๐Ÿคฆ my construction script is the culprit

cursive path
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How to use tap and double tap and hold on same buttom??

old cradle
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I'm in need of some assistance. I followed this Ryan Laley tutorial on level travelling and everything was working fine until I got to override the Player Start function. I'm looking to have the map open and place the player at a specific point by using the player start override but it seems to just either pick a player start at random or only choose the player start at the 0 index. Any help or advice on how to do it better would be much appreciated. After hours of googling and trying other things I've yet to find an answer ๐Ÿ˜ฎโ€๐Ÿ’จ https://www.youtube.com/watch?v=4fGuPd6Hkzs

Learn how to travel to and open levels and choose where you are spawned. For example when entering different buildings. This video was voted for by my supporters on Patreon and YouTube Memberships. Join them and support me and cast your vote into the next poll!

Support me on Patreon and get access to videos early, join our developer community o...

โ–ถ Play video
winter burrow
#

Anyone know what object reference an animnotify state needs?

#

Im trying to clear a variable on a second anim notify and I need to cast to the first to get the variable

#

wait no im dumb again

#

I can just call it on the end

#

of the initial one

#

duh

#

yep that worked

#

facepalm

sonic pine
#

Hiho it me again ๐Ÿ˜›
I have a little Question or maybe two little Questions.

  1. Its better to setup all skills in one big SkillBP or better create a parentSkill and Childs to to change the Setups?
    If Parent->Child sould i have different parents fรผr Meele, Range, Magic or offensive, Passive, Buff?

  2. Is there a way to Chnage Skills by Character Class or maybe it should be better to Change the complete Widget imput?

#

What i mean:
Hier I have a default Window (Login) if im starting the Game i will always see the LoginPanel but i can change to register and back to login. Should i use something like that for my different skilltrees?
CharacterClass = worrior show worriro_SkillTree
CharacterClass = mage show mage_SkillTree and so on

or should i change every single skill for more individuality?

nova flume
#

How can I update a specific player's widget as opposed to all the widgets like what happens here.

faint pasture
cursive path
#

@faint pasture no i dont own

zealous moth
#

@nova flume when you cast to that character get its owner and then send the update

#

You would be better off using an interface

nova flume
#

I tried doing the interface and calling the function on the player controller but it didnt work.

#

Using Get Owner seems to have worked @zealous moth Thanks!

dreamy river
#

I have a problem with loop. I use For Each Loop to get data from all my weapons and print them to the screen. Then in another Widget I use the same variables to show data of currently selected weapon.
I've got variable which is Enum Array and the problem is that instead of printing info only about selected gun, its adding them to the list, like this:
I select Weapon #1 - it shows 2 enums from that gun, which is fine. But When I click on the second weapon, it adds enums to those from weapon 1 and so on.

dawn gazelle
zealous moth
#

Always reset if you continuously use same loops at runtime

dreamy river
#

@zealous mothHow? You mean, to use Gate?

zealous moth
#

Reset your variables

tight schooner
#

Anyone know offhand if having an array element in a struct (that I intend to use in an array variable) will cause problems for me down the road?

junior yarrow
#

does anyone know any good tutorials where i can learn to make a racing game with checkpionts, pitstops, ai drivers, live leaderboard etc...?

icy dragon
candid blade
#

https://www.youtube.com/watch?v=NpsI7B8jQzI has anyone done this inventory tutorial by Cronza? unfortunately it seems like he stopped midway, I've been trying to figure it out solo and it's getting pretty tough. I got a few issues going but if anyone did this and expanded from what he made i would really appreciate if you could message me!!!!

So far we've been setting up our inventory to show and display what is added to it, but the act of acquiring that data doesn't look very pretty! Let's set up a flexible pickup blueprint that will lay the foundation for many of our future features; The Pickup

Asset Packs:
Advanced Village Pack - https://www.unrealengine.com/marketplace/en-US/pro...

โ–ถ Play video
faint pasture
sonic pine
#

Hiho is there a way to include functions from a function_Libary?
I try to descripe my question ^^

In the function Libary i have 12 functions, now i have to do somthing like:
Take function Warrior_Skill01, Warrior_Skill02 and Warrior_Skill03 if Character Class is Warrior
Take function Mage_Skill01, Mage_Skill02 and Mage_Skill03 if Character Class is Mage
Take function Hunter_Skill01, Hunter_Skill02 and Hunter_Skill03 if Character Class is Hunter

Is there a way like an array or a List?

faint pasture
sonic pine
#

My problem is i have a skilltree and i have to change the skilltree skills for each character

#

Mage and warrior dosnt have the same skills ^^

sonic pine
zealous moth
zealous moth
#

this way it is not only dynamic but not hard coded

#

and you can change things on the fly

candid blade
sonic pine
#

Like that

#

So i dont have to create one of this skilltrees for each char and say:
CharClass = warrior post this skill tree to CanvasPanel

faint pasture
candid blade
#

this is how its being made at begin play, I was wondering what was a better way to go about this including the open/close options

true valve
#

There was an option to optimize rendering animation something like render when in viewport or something?

trim matrix
#

I can't figure out the animation blueprint for my life. I've been stuck on this for hours

candid blade
#

anyone know why this isn't working? trying to set a new string from an item BP to a widget

#

text won't change

candid nest
#

hey i make a sprinting function for my fps character i want my character to sprint with animation like when he is not equipping gun play diffrent animation and when equipping play diffrent my sprint system is working fine but i amconfused how to put these animation

#

i know i have to use the variable is equpiing gun but i didnt make that variable yet my character spawn with gun in hand but i want my character to pick the gun from floor if anybody can help me it will be apriciated

gentle urchin
gentle urchin
gentle urchin
surreal peak
#

The Skills should also not be a Function Library function :P

#

Which creates the problem in the first place

#

You usually make each of them a UObject and have values and functions etc in them. Then you can make an array of uobject classes in the character and ref the uobject Blueprints

#

Or whatever similar approach works for you

gentle urchin
#

I would also think that people make individual skilltrees per class instead of dynamically populating them , most of the time

#

Seeing how the later option can be quite the extra work for little to no gain imo

#

Obtaining a skill is probably just some class fed into an array or something alike anyways

fallen glade
#

Is it possible to extract notifiers from a montage using blueprint?

finite maple
#

Somewhere in one of my blueprints I have an event that executes when I press the [ UP ] key on my keyboard. How can I search to find where this is happening? It isn't in the Project Settings > Input list.

fallen glade
#

just search for UP

finite maple
opaque blade
#

Key Up

#

if you mean the Key "Up" if you named an input action, a way would be to rename it ๐Ÿ™‚

#

or "Input Action Up" obviously (not sure if they are actually spaced)

fallen glade
#

yeah using in input name is the best choice, you should be able to narrow it down by disabling things one by one

opaque blade
#

Did you define an input action with Up ?

#

or used the key directly ?

finite maple
#

Something similar to this

opaque blade
#

yeah "bad luck" thought they were prefixed by "Key [Name]" so only option is looking for "Down"

finite maple
#

I just found it by chance. Thanks for the help.

opaque blade
#

but there are only some places you could use that and it would have effect

a) whereever you used "Enable Input"
b) PC, Characters / Pawns

#

but just as Tip, use InputActions / Axis - they are soo easy to set up and literally have no drawback. Only place i use regular key events is for "Any Key"

gentle urchin
#

If you want custom functionality during some notify, i think you should check out the notify state class

fallen glade
#

dynamically

gentle urchin
#

Ah

fallen glade
#

I always seem to be wanting to achieve the most obscure things, no results on google or in here

gentle urchin
#

xD

#

Well, it is possible

#

but probably through c++

fallen glade
#

don't say C++

#

damn it

gentle urchin
#

since ue4 manages to fetch them

fallen glade
#

I wish Blueprints got way more powerful

gentle urchin
#

whats the usecase here tho ,

#

as you say, it sounds pretty obscure x)

#

you could always make your own without c++, but it would take some work-around with notifystates

#

atleast thats one way i can think of

fallen glade
# gentle urchin as you say, it sounds pretty obscure x)

It's nothing fancy, here I'm triggering a montage as part of an ability system I just started. Whenever there is a notify "Damage" I play a little animation on my character portraits (It's a CRPG) to showcase damage. At the end of that animation I make the next turn begin, it works....but... aometimes I have longer damaging actions that would go beyond the end of the montage that I would need to listen to etc

#

sorry it's long I don't really expect you to read it haha

gentle urchin
#

using a notify state to update a value with the specified number of notifies

#

hardcoded tho

#

in each montage

fallen glade
#

that's actually pretty simple haha, thanks !

gentle urchin
#

you can then just save the notify state into the char , and have the char read out the variable from there .. or something alike ๐Ÿ˜›

fallen glade
#

yeah I guess I can send a lot of info that way, nice

gentle urchin
#

I just recently learned about them. They seem amazingly usefull so its weird i never knew about them

#

walked through some of the stuff that was set up in the ActionRPG template from Epic

fallen glade
#

I'll download that and have a look

coral walrus
#

Can anyone help me with my animation problem?

fallen glade
candid blade
#

i really don't understand what i'm doing wrong here, i'm trying to set text on a widget to show item name by its database, i'm referencing the widget directly and using its txt for settext, i'm setting a new string for it aswell and it shows fine when simulating, however it NEVER reaches the widget and I have no clue how to fix it

#

any clues on how to get widget text to change based on the information i send to it from a different blueprint?

fallen glade
#

try to see if the widget is valid

candid blade
#

would i check that on construct?

fallen glade
#

no at the point you're trying to set it and you work your way backwards to see if it's not valid

candid blade
#

wait its not valid straight from begin play on my other BP

#

how come?

fallen glade
#

you didn't set it up properly is my guess, UMG has a different execution direction

candid blade
#

god this is difficult

fallen glade
#

it's not it just takes some time to learn all the kinks

#

good luck ๐Ÿ™‚

lost pecan
#

i have a static, parameterless function in a bp function library that i wanna call, but its only ever showing up if i disable Context Sensitive

#

is there some tag i can add to have it show up either way

earnest tangle
#

Does it actually work if you call it from that context?

#

I'm fairly sure they should show up if it's valid in that context ๐Ÿค”

lost pecan
#

it's running quite nicely yeah... its true for some of the builtin kismet functions too, like

UFUNCTION(BlueprintPure, Category="Utilities|Platform")
static FString GetPlatformUserName();
#

and

UFUNCTION(BlueprintPure, Category="Utilities|Time", meta=(WorldContext="WorldContextObject") )
static float GetGameTimeInSeconds(const UObject* WorldContextObject);
sudden nimbus
#

what does the function look like

lost pecan
#

well its several functions, and they're declared identically to the two i pasted above... some with worldcontext, others without, but otherwise no parameter inputs

fallen glade
#

stupid question, how do I expose parent variables in the child here?

sudden nimbus
fallen glade
#

I see thanks

opaque acorn
#

Hello there, i have a custom sky atmosphere where it gets lighting from the node "light direction" vector which is world ordinate, ie. It has x y z value, when i type y 1 light comes from y axis, i want that to match qith direction light rotation , can someone tell me how i couls do that??

sudden nimbus
#

I assume you mean in the material editor, that's not blueprint that's #graphics

opaque acorn
#

No

#

Its right there inside blue print

#

Let me shw u

sudden nimbus
#

screenshot?

#

ye

opaque acorn
#

A sec

sudden nimbus
#

if this is a totally custom blueprint and not something based on the built-in stuff then just get Forward Vector from your directional light and plug that in

opaque acorn
sudden nimbus
#

omg, are you familiar with print screen

last siren
#

Win-Shift-S is even better

sudden nimbus
#

yeah this looks like something custom, maybe store or something? see my message above

opaque acorn
#

Sorry im on mobile for discord

#

Pls bear with that

sudden nimbus
#

I use Lightshot

#

it's great

opaque acorn
#

Ill remove it wait

opaque acorn
#

Im removing them if its not allowed for channel

sudden nimbus
#

huh no screenshots are allowed

#

just usually people take screenshots not pictures with their phone but I get the gist

opaque acorn
#

Why im not able to remove it

sudden nimbus
#

lol you don't have to

opaque acorn
#

Ok

sudden nimbus
opaque acorn
#

Can u tell me what kind of node is this?

#

All i want it to match with direction light rotation

sudden nimbus
#

have you considered using the built in sky atmosphere system instead of this blueprint that I presume you got off the store

opaque acorn
#

No it cant be used more than one

sudden nimbus
#

what do you mean?

opaque acorn
#

Only one built in atm can be used

sudden nimbus
#

only one sky atmosphere actor? yeah thats true

#

but why would you want more than one?

#

or do you mean that it wont handle multiple directional lights (it can handle 2 actually)

opaque acorn
#

It is a space game

sudden nimbus
#

ahhhhhhh

opaque acorn
#

I think the node i show u is pretty old one

sudden nimbus
opaque acorn
sudden nimbus
#

ahmmm you mean the builtin sky atmosphere? that sounds about right but

opaque acorn
#

Ok thanks

sudden nimbus
#

thats not what im pointing out

#

Forward Vector

opaque acorn
#

Yes yes i get it which text u meant

#

Im pretty new to bps and logics cna u explain me a bit?

#

I do animation and textring in mari, learning cpp n bps atm

#

We could have pm/dp abt only this prblm of mine, it would make this channel less messy

sudden nimbus
#

nah i dont do DMs

#

the idea here is: You have a blueprint that wants a vector to define where the "sun" is shining

#

You probably have a directional light that defines where the sun is shining

#

you want to hook these up

#

so you need to get a hold of the directional light that defines the sun from within this sky atmosphere (or have it passed in, that is common, and tbh if you got this from someone else it probably already has a slot for you to connect them together)

#

and then use that reference to the directional light to fill the vector on the atmosphere blueprint you have

opaque acorn
#

Unfortunately the person has poor customer suppt

sudden nimbus
#

if it isnt built into the blueprint (which i honestly seriously doubt) then you can make it so the atmosphere accepts a reference to a directional light actor, and then have it update its LIght Direction vector based on the rotation of the directional light

opaque acorn
#

Otherwise i don't bother or annoy people in this discord

sudden nimbus
#

The easiest way to get a vector of this format from a directional light is to get its Forward Vector, which will be a vector relative to the actor location (respecting its rotation)

opaque acorn
#

Yes you are right , that feature to rotate the light direction with direction light has not built in

sudden nimbus
#

honestly surprising, which asset did you get

opaque acorn
#

Im giving u link just wiat

#

Thia asset has really very beautiful atmosphere effect

sudden nimbus
#

can i just point out that i think this is very thoughtful of the author of this content?

opaque acorn
#

Pls

#

I would use in built if i could put multiple

sudden nimbus
#

you could always turn them on and off

opaque acorn
#

Same issue

#

Both devs used same light direction without the feature to match it with direction light

sudden nimbus
#

this one is less thoughtful

#

completely not mentioning that there is excellent atmosphere rendering in engine and charging some premo fee for it

#

if the planet rendering is part of it i suppose it might be worth it but

#

i dunno

opaque acorn
#

I know but it lacks only this feature which i think is possible if i get the right nodes

sudden nimbus
#

its absolutely possible

#

you just need to get a reference to your directional light actor from within the instance of the atmosphere blueprint

trim matrix
#

Hi, i know you can create an Curve Float, and edit it in the editor, then create a Curve Float reference in a blueprint, but is it possible to get a window where you can edit the Curve Float in actual blueprint just like you can set the value of every other variable?

#

Like you have a float variable, you just click on it and change the value, but with curve float you have to open up the editor and reference it and everything

opaque acorn
#

I made. A variable jist like how its in built in sky-sphere bp then brought it inside to plug forward vector but its not connecting

sudden nimbus
#

when editing an instance of this guy in level, i can pick the reference to another actor in the level

#

once i do that, then i could do a timer or an On Tick or any number of ways to synchronize the Directional Light Actor's rotation with that Light Direction vector

opaque acorn
#

I will try to take part from thay sky sphere bp and replicate it

sudden nimbus
#

you could just edit the sky sphere bp

#

no need to copy it into your own blueprint, the one youve got is your own ๐Ÿ™‚

opaque acorn
#

Ok i will try it but i must use it with the atm which i bought

sudden nimbus
#

the moment when you realize a poster online is using "atm" to mean anything other than "at the moment"

#

I also could have accepted a machine they gives you money out of your bank account

earnest tangle
#

what else would it even mean ๐Ÿค”

#

the minecraft modpack All The Mods? alex

sudden nimbus
#

that would be my #3

icy dragon
#

Forget atm
True chad uses atmo ChihaDeal

sudden nimbus
#

gigachad

sudden nimbus
#

ahhh is it pure/unpure? or interface vs no interface?

#

or.... wtf is that comic sans

#

oh hoodie

#

sigh

#

surely

#

convenient

#

could've gone with a Garamond or a segoe UI or a Roboto Sans but here we are

#

pretty sure comic sans increases fps

icy dragon
sudden nimbus
#

lol

cursive path
#

How to setup one button to do tap and double tap and hold

woeful pelican
#

@cursive path didn't I and someone else show you before?

#

Basically you want logic that controls a boolean, and this boolean will tell your game if there has been a tap very recently

#

And you can work out hold logic by comparing that boolean and if the key hasn't been released

wise raven
#

Why does the hit event not fire on skeletal meshes? I have simulation generates hit events enabled on the skel mesh, and in all the physics bodies as well

cursive path
#

@woeful pelican i dont look for this man

lost pecan
#

can i prevent a blueprintcallable const function from automatically becoming pure?

earnest tangle
#

Any particular reason why? I don't think there's an opposite of BlueprintPure ๐Ÿค”

opaque acorn
#

once i do that, then i could do a timer or an On Tick or any number of ways to synchronize the Directional Light Actor's rotation with that Light Direction vector
@sudden nimbus
Update: its working but i still can't mkae it work with real time

#

I have implemented the part from skysphere blueprint which tells the direction of light to the skysphere , then i copied and constructed the function called updatesundirection

earnest tangle
opaque acorn
#

Now, i made. Event tick and put it with uodatesun position yet it is not working

earnest tangle
opaque acorn
#

๐Ÿ˜•

lost pecan
#

ahh yeah i could circumvent it like that, thanks!

wise raven
opaque acorn
#

Is there any other way to make a function keep working in real time without event tick?

earnest tangle
#

A timer with a short duration would probably do it

opaque acorn
#

I am very new to bp n cpp for unreal

#

But im learning thing fast and also from help of thia discrd channels

#

Can u explain me a bit

earnest tangle
#

Ohh interesting, I have never seen that syntax anywhere

#

I wonder if it overrides it from const though ๐Ÿค”

#

since you don't need to define BlueprintPure if the function is already const

willow phoenix
#

i get spawns in the same place. how? does remove do nothing? i even shuffled it :<

earnest tangle
#

That should work, what are the values in your Spawn Locations array?

willow phoenix
#

just random locations i created with a forloop. works "most of the time" but sometimes i get spawns stacked over each other.

#

i checked like 200 times with a print node, there are no "doubles"

#

jesus im so dumb

#

i called this more than once, so i created every position multiple times

#

trying to fix this for 3h lol

loud cipher
#

Anyone know how to fix the issue of holding down an input while a ui pops up?

#

When i hold lmb i shoot, but if i hold it down and open a ui it continues to fire even if i let go

woeful pelican
cursive path
#

@woeful pelican i know how to do tap and hold or double tap and hold but i cant make one buttom to do three of the one tap and double tap and hold hope you understand

woeful pelican
#

Are you doing a combo system?

woeful pelican
lofty hound
#

Why does everyone use float for stats like health instead of int? surely int is better to get rid of the decimal places

willow phoenix
last abyss
olive ingot
#

Does anyone have a good insight on how to make Water Movement in Character Movement Component work similarly to Half Life water movement? I'm trying to adjust the variables, but I can't get a desired result. Particularity when stepping out of water and moving upwards onto ground.

wanton sun
#

anyone know what's causing this or how the heck do i go about to fix it? it happens when i pressed a buttn to open a hud

#

it doesnt open either

last abyss
#

accessed none means the variable you're giving as input isn't set or is set to something that doesn't exist (anymore)

wanton sun
#

oh oh thanks

wraith comet
loud cipher
#

Hmm, that works but then i can still move about my player

trim matrix
#

How to select certain value depending on string input?

#

For example "Hello" = 3, "Hi" = 5, "Bye" = 9. Everything in one node and not 900 branches, Thanks

last abyss
#

switch on string

trim matrix
#

Will try now with that

#

But i doesn't output variable it outputs a exec

heady burrow
#

When debugging, is there a better way than to hook up prints to nodes results?, can I somehow see the values of the nodes overtime in a more interactive way

trim matrix
#

so i would still need 100 million nodes

livid cloud
#

Hi I am an artist and beginner at unreal so I have a dumb question

#

I want to view class defaults but I can't

last abyss
#

pretty much, you could use a map aswell

livid cloud
#

I think this BP child has class defaults but I can't view them. How do you view hidden class defaults?

last abyss
heady burrow
livid cloud
#

I'm just trying to change the character in an asset pack

#

so I can show my art

#

I have googled but I can't find out how to do it

last abyss
livid cloud
#

@last abyss Thank you for replying! I will try ๐Ÿ™‚

#

the eye icon isn't there

last abyss
#

can you show a screenshot of your bp

livid cloud
#

It is pretty much blank

last abyss
#

in the top, click on window and you can select windows to show

trim matrix
#

How do you deal with values that are so big? What does ue4 do with them? does it stop counting after a certain point?

glossy bane
#

Could someone give some advise on how I am able to track all currently spawned actors (that get spawned and destroyed all the time as the game goes on), then based on a different condition disable the collision between the player character and only the mesh of the spawned actors? Simply disabling the collision on the character mesh side works but also comes with unintended behavior like not triggering item pick-ups during the no-collision event that I still want to happen

livid cloud
#

which windows should I show to view class defaults?

#

or my blueprints?

jade frost
# livid cloud

you should check your GraphEditorToolbar, then inside that there is a window called "toolbar". Right now you are looking at the LevelEditorToolbar.

#

Usually, if you open an other blueprint that does not have those windows available that toolbar doesn't get updated, try to close and open the blueprint that you want its toolbar to appear

#

then open again the window tab at the GraphEditorToolbar toolbar

opaque acorn
#

I am hittinf my head to table. . . I tired everything from using forward vector to creating event and using event tick.
Is there really any way to match the " light direction" of the custom blueprint to light to direction of direction light?? All i want is just like how in case of atmosphere fog/ sky atmosphere rotation direction light also changes atmosphere

#

I can repost the pic of blue print if anyone kind enough to help

#

I did

#

Yes it made it only work to the direction but it's not working when i changing /rotating the direction light after placing

#

Yea yes

#

Indid all of these

#

I did All of these . I also removed those section which was relat with sun height, horIon color which was obly for sky sphere blueprint

#

Now it's failing on the tick part

#

I am also unbale to find a video on this tick event related with sky sphere. This is also told in this post
https://forums.unrealengine.com/t/trying-to-rotate-my-sun/3239/5

Now i must be doing some weird fault in the event tick part

wanton sun
#

Anyone know how to get camera world location, rotation and camera boom while using the Advanced locomotion System, the camera system is so confusing to me tbh

maiden wadi
#

@wanton sunNot inherently sure about the spring arm it's on, but you can always get the viewport's camera location and rotation from the local player controller's CameraManager.

left carbon
#

Guys, is there any way to render frame to a texture, but withour SceneCapture or HighResScreenshot command??

modern pond
#

My first blueprint! I learnt my first steps with blueprints this morning, and feel like this is my first blueprint with some non-trivial functionality.

I feel like my layout isn't the best? How do people layout their code for the best readability, and it not looking a nightmare to read?

desert juniper
#

everything is WAY too far away from each other

#

you have to zoom out, pan, then scroll back in just to see what the various inputs/outputs are

faint pasture
#

It makes it much more readable

modern pond
desert juniper
#

that's what I do

#

I can't stand having one node drag onto the other side of the BP.

faint pasture
#

I also condense big chunks of code into subgraphs or functions if it makes sense. And I also group all my events like input, rpc, etc together and comment them

faint pasture
#

Just press C with a bunch of notes selected or right click them and hit comment

modern pond
#

ok!

faint pasture
#

Also use the math expression node for any math that's not just super trivial.

modern pond
#

all my math in here is <, == and + rn ๐Ÿ™‚

hazy igloo
#

You can use Nodes and Macros, you should use functions (the OO way)

modern pond
faint pasture
# modern pond is that a bit better?

Yeah that looks fine. I usually try to stack my nose up beneath the execution no but that's just personal preference. What you have there is perfectly readable

modern pond
#

yeah, I feel like wires should be basically left to write, like how we read a book - it makes it clear how it goes

#

i also tried to avoid wires crossing each other at all

desert juniper
modern pond
candid blade
last abyss
candid blade
#

Iโ€™m referencing the widgetโ€™s text component as target and applying a new string for it with set text, when I do that while simulating the text on the widget does not change

#

Itโ€™s blank because I assume set text isnโ€™t going through for some reason

last abyss
candid blade
#

It isn't

#

Now it is

last abyss
#

that doesn't mean its valid, that's just saying that the class of the variable you're putting into the cast object is already the same class as what you're casting to

worthy frost
#

WidgetRef is also likely null

#

where do you set Widget Ref?

candid blade
#

without the cast, settext won't work properly because widget ref is accessed to none, with the cast i don't get that error

worthy frost
#

creating a variable does not automatically set it

candid blade
#

even though widget ref looks like this

worthy frost
#

you need to set it to something

candid blade
#

setting the variable type like that is not enough?

worthy frost
#

that is just a variable

#

and by default its null

#

you need to set it to something.

#

if its a widget on a Widget Component

#

then get your widgetcomponent variable, get its User Object, cast to WG E Interact, then set the WidgetRef to it

last abyss
#

where you are spawning this blueprint, the spawn node should have the widget pin connected to it and you need to connect a valid widget ref of that class to it.

worthy frost
#

@last abyss not if it a widgetcomponent

candid blade
#

excuse me for being a complete noob but what is the difference between a widget to a widgetcomponent here?

worthy frost
#

WidgetComponent is a component added to an actor that holds a widget

formal dagger
#

Hey guys, i have a little prob with the savings. So, in my game some actors will pop and others will depop. I've tried with just one spawned actor and when i load the saving the actor isn't there. Do i have to make it spawn again at the loading BP ?

worthy frost
#

where do you create this "Widget"

candid blade
#

this is being created on begin overlap

worthy frost
#

but you are accessing it on begin play

#

it would not be valid there

candid blade
#

lol

#

i'm such an idiot

#

that was the issue

#

finally got it to work thanks to you, thanks y'all so much for the help

trim matrix
#

what is the best way to blend Blueprints of 2 projects into 1, say using Horror Engine interactions with Unreal First Person Shooter template

raw orbit
gritty elm
faint pasture
shut escarp
#

hi guys i have a function in my player character that i want to use in some of my ai characters, should i just copy paste or is there another method? like a blueprintinterface or what? not sure xd

faint pasture
#

Or you can just have the player character and AI characters be the same class, just with or without the player controller. There's a million ways to do it, depending on how diverse your characters need to be

fossil osprey
#

hey i am trying to make something like an arrow component that's pointing at other actors, but idk if its a ui that i need or a static mesh, or something else, i tried to google it but i dont want the arrow component, i want a custom arrow style to point to another actor, any idea or suggestions where to look at?

real garnet
#

hello everyone i am trying to make if my ai character is falling stop the "Move To"

#

can anyone help me pls

maiden wadi
#

@fossil ospreyReally depends on the style you want. But usually you might use an image for 2D ui or a static mesh with 3D stuff. Either way it's just a little bit of vector math to find the pointing direction. Particles are also a possibility, but may be overkill. Depends on how many arrows you might need.

fossil osprey
loud badge
#

Hello engineers, this may be a bit tricky but would like to ask for hints, basically I am procedurally spawning meshes inside a random point of a volume. However sometimes because of the size of the mesh itself, it can be out of the volume. Basically the math involved here is calculate all bound points of the mesh and check if any point is outside the volume, if any point is out then subtract the amount in excess in that specific coordinate? is there any quickier way? or some approach that could be easier? maybe mine is even a bad approach

glossy bane
#

Wondering if someone can help with this. I have a basic mesh which when the character jumps on top of, animates a spring-like effect trough a basic on component hit event -> timeline -> set relative location. Problem with it is if I try jump from 1 of these meshes to another and then instantly try to jump off again, I would only get around 50% of the intended jump strength, but if I wait for the animation to finish and then jump, I'll be back at the intended jump strength. Same issue arises if I try to repeatedly jump on the same mesh, I would be getting only 50% of my jump strength unless I wait for it to finish animating. Anyone that has experienced this before?

deep radish
#

Need some help - using blueprints, I am rotating an actor based upon mouse movement using SetActorRotation. However, it rotates about the actor's axis (axis position changes as it rotates). I need to rotate around the world axis in the same way you might rotate an object in the UE editor itself. Cannot find any guide for this on Google for the life of me... any advice welcome!!

slender idol
#

Hey, is there any way to find an object reference in an array by the class type? I've got an ability class reference and an array filled with instanced abilities and I want to find the instanced ability that matches the provided class type.

half crypt
#

@deep radish try using relative rotation instead of actor rotation, or try addworldlocation
Just a guess though

#

@slender idol loop through each item in the array and use the getclass node, then compare it with the abilityclass

slender idol
half crypt
#

@slender idol I'm not sure to be honest, I'm even doubting your idea would work but if it does, you can use that idea

south merlin
#

I want to know what the player is looking at so you can interact with objects, pick them up and such. I know how to do it, but is it ok to just be firing of a line trace basically every tick? Is that no big deal to performance?

sweet otter
#

could just fire the line trace when you push the interact button

half crypt
#

@south merlin that's a lot of performance, i dont think its a good idea to be firing a line trace every tick

south merlin
#

I"ve never put anything on event tick, so that's a big reason I'm asking.

half crypt
#

@sweet otter great idea

south merlin
#

@sweet otter I would but I need to show the prompt that you can pick up it up and what it is. Think a UI that says "Pick up box" when looking at the box.

sweet otter
#

to show the prompt, i'd use a trigger area on the player itself, instead of each object, then use a line trace to only interact with the one you're viewing

half crypt
#

@south merlin use a collision box

south merlin
#

@half crypt Imagine like 20 items on a desk.

#

so you have to be able to look at all the different objects

#

to figure which to pick up

#

I could use a set timer by function name, and make a little fucntion to fire a ray and report back what item it is.

#

set that to a decent value. say .25

#

for larger objects I use collison boxes

#

I also allow the player to pickup and put down objects anywhere

half crypt
#

Set timer by function is not a terrible idea but I do feel like there is a better way to do that without that much performance, still tryna think about it

south merlin
#

Yeah I agree.

half crypt
#

Are they physics object?

south merlin
#

yes

half crypt
#

I'm not sure if it fits into your project but there's a component above physics thruster, I've forgotten its name but try using that instead

#

Under component type physics, it should be between physics constraint and physics thruster

south merlin
#

I'm checking it out now

half crypt
#

The component basically helps you grab and drop physics objects

lime karma
#

so I'm trying to figure out a way to damage an enemy by throwing a physics object at it and I'm not sure how to do that

half crypt
#

@lime karma on hit you can apply a point or radial damage

#

Then call the interface on the enemy blueprint

lime karma
#

well so what I mean is, is there a way to do it without coding it into the object itself that is being picked up?

#

cause I wanna be able to do this with whatever random object the player decides to pick up

south merlin
lime karma
#

so would I need to put code on every object that can be picked up, or is there some way to make it only temporarily have the code when it's picked up by the player

formal dagger
south merlin
#

Blaze, you could assign a single damage value for all objects that just lives in the player

formal dagger
#

btw i'm stuck myself : i have a little prob with the savings. So, in my game some actors will pop and others will depop. I've tried with just one spawned actor and when i load the saving the actor isn't there. Do i have to make it spawn again at the loading BP ?

lime karma
#

yeah I can store the damage value somewhere else but how do I call the function to deal damage to the enemy, from the player, when the object being thrown hits them

half crypt
#

@lime karma using blueprint interface is you best option

south merlin
#

@lime karma use EventAnyDamage on your enemy

lime karma
#

I guess I need to learn what a blueprint interface is

half crypt
#

@lime karma you can set diffrent damage value depending on which actor u want

formal dagger
half crypt
#

@lime karma I'll suggest you look into blueprint communication in general

lime karma
#

so from what I'm understanding from a cursory google, a blueprint interface would let me add a function to an existing object at runtime?

#

that sounds like the thing I need

#

so when I throw the object, I can add the interface with the damage function to the object itself so that it can hurt the enemy when it hits them, then remove the interface afterwards for cleanup once the object settles

#

right?

formal dagger
# lime karma right?

not necessarily the object i think, if u aim the ennemy you can just do "throw" with the ennemy on target and call the event on the ennemy with the damage float i think

#

i'm not an expert, i'm still learning but if you already have the damage float on ur character, the object itself might be secondary

lime karma
#

I mean I guess all that I really need is to be able to detect when the thrown object makes a collision with something and then I can have the damage function be elsewhere

#

I just need to be able to remotely detect another object's collsion

formal dagger
#

depends if u want the collision or not

#

i mean, u can just "throw" -> play animation throwing, cast event on ennemy ->play animation receive throwing -> damage

south merlin
#

When the object is thrown and it collides with an enemy it should call ApplyDamage

#

and you tell it what it hit

#

then the enemy has an EventAnyDamage that picks up on the damage and delivers it

lime karma
#

I know how to deal damage to things

south merlin
#

right

#

so then why not use that?

lime karma
#

because the point is that the player is supposed to be able to pick up any random physics object in the environment and I don't want to have to put a damage function on literally every object in the game

south merlin
#

ah

#

you could have it all run on the enemy then

#

or even just live in the player

lime karma
#

well yeah the ideal would be for the code to be in the thing picking up the objects and then all I need is to know when the object hit something

south merlin
#

I mean I think you want your objects to be dumb, so really you want the enemy to know it was hit by an object.

#

so the enemy is checking to see if he got hit by an object and then applys the damage if so

lime karma
#

yeah that might be the better solution

half crypt
#

@lime karma if you dont want to put the damage function in every object. All you have to do is create a parent class for the object and expose the damage value then all you have to do is set the damage value in every single one of the child

south merlin
#

yeah that too

half crypt
#

And if you dont want any damage in any all u have to do is set the damage value to 0

south merlin
#

or you assign a "Weight" to all objects, and then you can have damage be calculated based on the weight and velocity and such, get get really nit picky.

#

add more tags for like wood vs metal, that apply more or less damage based on the material.

half crypt
#

@south merlin using a physics material I think

south merlin
#

yeah

#

not tags

lime karma
#

yeah there's stuff for that but I'm more concerned about the basics for now and then I can flesh out the mechanic later with that kinda stuff

#

so those might work but I'm still curious if there's any reasonable way to detect collision between two objects, from a third object not part of the collision

half crypt
#

@lime karma do a little bit of research on blueprint communication

south merlin
#

Yeah there's a few ways to do it. Best to read up and maybe watch a tutorial

#

espcially for what will work for your setup

sly forge
#

Hello, opening level from gameinstance does not work?

#

I have a custom event in gameinstance to open a level but it doesnt fully work, i have a print msg in the level blueprint i want to open, it somehow prints(print node on being player in the level i want to open) but doesnt open that level

icy dragon
#

I would treat GameInstance as the game's memory of things and not much else, due to it persists throughout the game's executable life.

peak crater
#

can i add an interface to a player start child class?

#

or just have to cast every time

#

how does this work?

#

I want to add a teamID

#

i guess it's only one variable

bright dirge
sage magnet
#

Hey fellas, I need help with my loop logic.
I have an array of items that have a bool inside. I made a local copy of array and than getting a random item from local copy. If bool is true, I exit the loop, if it's false I remove the item from local copy and repeat it again until I find an item with "true" bool statement.

The problem is, that somehow this causes recursion and crash. Any suggestion on how to improve or rework this?

#

I know how to do this with for loop, but I need a random element.

maiden wadi
#

@sage magnet First note is that even if you do find one that is true, you may return something else entirely different. You're using a BlueprintPure function for the GetAvailability and Return. So GetAvailability runs it once. Lets say you have 5 things in the array. It gets index 3. Says true, goes to the return node. Random can run again and return anything from index 0-4.

sage magnet
#

Hm, true

maiden wadi
#

Passing that. What I would do is just iterate over the array, pull out all of the trues, random on that, and call it a day.

sage magnet
#

just a sec

#

I'll try that

mortal wharf
#

What i meant is that the character doesn't turn when the camera turns.

maiden wadi
#

Looks like control rotation is disabled in the Pawn/Character

mortal wharf
#

Wait hang on

#

Sorry

#

I was wrong

#

I was looking at the rotation on the camera instead of the mesh

#

Thanks!

peak crater
bright dirge
peak crater
#

Yeah right now I have a base and two child classes

#

One for each team

#

Trying to keep things modular so if I add functionality it applies to all

charred orbit
#

is it possible to use a select node to choose a material instance, where one sets the opacity then use this to spawn decal at location?

#

sets the opacity dynamically* like iterating through a loop to multiply it or something

bright dirge
#

and then you cast them once as your interface and store them in an array

#

but if the only difference you plan to have is the team id you don't really need two playerStart classes (in my opinion)

peak crater
#

Yeah Iโ€™m kind of building out things as I go at this point so Iโ€™m just future-proofing in case things get more complex

mortal wharf
trim matrix
#

Hello, I'm trying to implement snake like mechanic into my game where if the player is holding a button they emit a trail of collisions and if another player were to touch or be circled inside of it they would take damage?

#

I got some theories on how I could achieve this but given my experience their could less convoluted ways?

edgy stone
#

Does anyone have a good Tut on Blueprints i just started and came across a path blueprint that i want to use and have no clue where to start or how they work

icy saddle
#

Is there a way of opening the Level BP of a map without having to first open the map and the click on Blueprints > level BP?

craggy zodiac
#

hello, im not sure if this is the right section but, i need some assistance with a rotation for the pawn using the VR motion controllers (i have the Quest 1). How would you handle rotating a pawn only when a controller is moving and then stopping when the controller is still?

gentle urchin
#

Use controller velocity to rotate pawn?

craggy zodiac
#

no velocity the location of one controller controls the rotation of the pawn, say if the controller starts at the 3 o clock position, when you rotate the pawn toward to 12 oclock or 9 oclock the pawn will rotate in that direction, if the controller stops moving the pawn stops rotating

#

...maybe angluar velocity, but i can not change the hands into physic based hands

gentle urchin
#

but.... im not seeing how it wouldnt stop if the controller is held steady if the actor rotation is replicating the controller rotation ...

#

stopping one would stop the other

craggy zodiac
#

i tried applying the controller rotation to the pawn, its too much, basically if you were to think of two hands on shoulder length bar left as a pivot and when you move the right controller along the x-axis the pawn would rotate on its yaw, but the pawn only rotates based on the location of the right controller

#

left is a pivot and right is the driver

#

if the controller stops as you was describing it, the pawn will still jitter due to the input coming in from the controller

gentle urchin
#

sounds like you need a filter on it then

#

never player with motion controllers, so no clue how sensitive they actually are

craggy zodiac
#

i created a filter to where you can control with axis input you wanted to use, but even if i trucate the float the pawn will always jitter.
Use Controller Input, physics based , find the arc length of the controller.

tried it, the moment the movement is initiated it doesnt stop despite the controller no longer moving

#

@gentle urchin thank you for your input though, i appreciate it

gentle urchin
#

did you filter with a truncate ?

#

or did i misunderstand you ^^

craggy zodiac
#

both

#

float and trucate, I collasped it into a function to make it easier to handle

gentle urchin
#

I think you'd need to filter with a "diff must be > x"

#

So if the rot change is sub .2 or smth, then ignore it

#

keep tracking it tho

craggy zodiac
#

i have try that too, the change is so fast, i feel like a ragdoll in the vr

#

i havent tried that

#

hmm

gentle urchin
#

otherwise there's also the option of using a buttonpress to allow rotation

craggy zodiac
#

sub .2 ...

gentle urchin
#

sub .2 was just a random value

#

it depends on the jitter values

craggy zodiac
#

i am limited on the the input.

gentle urchin
#

you could try and measure the jitter

#

max jitter (or 80-90th percentile) should be a reasonable value for the filter

craggy zodiac
#

the jitter values goes into the hundredths

gentle urchin
#

sounds insanely high ?

#

oh, nvm

#

but yeah

#

Give it a shot^^

craggy zodiac
#

๐Ÿ˜„ thank you awesome person!!

gentle urchin
#

Curious if it worked tho ๐Ÿ˜„

copper slate
#

If I get good at ue C++ do I automatically get good with blueprints ?

craggy zodiac
#

im testing it out @gentle urchin it worked in one direction, now i need to figure out what the condition needs to be for checking the negative direction and checking when the same controller moves on a different axis....

olive ingot
#

Does anyone know how to change the pivot of when my character is above/underwater?

gentle urchin
craggy zodiac
#

absolute!!! thank you, i wasnt even thinking about that , but then my original condition needs to check for the negative only and the other can be absolute

gentle urchin
#

the filter doesnt care if the value is 0.02 or -0.02, it just wants to block it if its to low ๐Ÿ˜›

gentle urchin
olive ingot
#

I have played around with a lot of the variables but none of them seem to fix my problem.

gentle urchin
olive ingot
gentle urchin
#

Haven't played with water stuff yet, so not sure what the values even do,

#

there's stuff like JumpOutOfWaterPitch, OutofwaterZ (which just sets velcity.z at some point) but not obvious to me what would change the pivot

olive ingot
gentle urchin
#

Sounds like linetrace is an easy fix then ๐Ÿ˜›

runic plinth
#

Morning folks, quick question could anyone remind me where do I activate that little pop up msg that asks me if I want to import new changes? Is it here? Because it is not firing any warning.

nocturne lagoon
#

Hi dear people.
TLDR: Anyone knows how to remove everything what construction script did when I press play ?
Long: Basically I want to let designers to have a preview of some automatic mesh instance placement in the editor, but when the game is played I want to remove everything construction script added to the level and re-add those instances on the begin play event (so I can adjust the number of instances used per platform). Please help.

nova flume
#

How would I go about creating a custom behavior tree? For quests, dialogues, etc.

icy dragon
# nova flume How would I go about creating a custom behavior tree? For quests, dialogues, etc...

Use C++ to make custom asset type and custom graphs.

Though there is a much better solution that didn't take Behaviour Tree flow:
https://github.com/MothCocoon/FlowGraph

GitHub

Design-agnostic node system for scripting gameโ€™s flow in Unreal Engine - GitHub - MothCocoon/FlowGraph: Design-agnostic node system for scripting gameโ€™s flow in Unreal Engine

random quail
burnt saffron
#

why size of rect is incorrect?

#

i am try create selection rect

random quail
burnt saffron
burnt saffron
#

left top position is correct

#

but down right pos is incorrect

lament trail
#

Hi all, I want to do something which I assume is simple... but im stuck! I want to attach a static mesh plane to a camera. I can make a new camera actor with the plane as a child but this doesn't work because a new main camera is always spawned at start up. I'm thinking i need to get the plane at runtime and attach it to the camera. Im looking at functions like Get Player Camera Manager and AttachComponentToComponent. If anyone has any guidance i would be most grateful ๐Ÿ™‚

#

Or another option is to make my manually created camera actor the main camera at runtime...

random quail
lament trail
#

this was my initial attempt

#

sorry this is better:

#

At runtime i end up with another camera in the scene. I believe this is generated automatically by the player camera manager

random quail
#

camera manager picks a camera component of posessed actor

#

unless you trying to switch between different actors with camera components

lament trail
#

im not trying to switch actors

#

to put it in context - I have a media player texture on the plane. The plane is showing images from my usb webcam. Im essentially making a poor mans AR for my VR headset...

random quail
#

maybe you looking for controller's SetViewTargetWithBlend so you can change view target to your actor

lament trail
#

I will try SetViewTargetWithBlend

faint pasture
#

@lament trail Presumably you have a pawn with a camera. Attach the plane there.

#

What is your pawn?

lament trail
#

My pawn is added to the scene at runtime by the game mode. ive realised ive just missed that big important part of the puzzle

#

im now looking at that because i realised ive missed out that important part of the puzzle in my thinking...

#

thanks the comments here too! basically reminding me to think of my main actor!

real garnet
#

hello guys how can i say projectile is behind my character or not

#

can anyone help pls

half crypt
#

@real garnet type the question again pls, I'm confused

real garnet
#

how can i know enemy projectile path behind my character

#

that projectile

#

too far ahead of my character

half crypt
#

@real garnet so basically u want to be able to know if the enemy projectile is behind u?

real garnet
#

yes

#

if behind me, I will reduce the power of the projectile and make it hit the character

#

or i will reset with projectile

real garnet
#

I couldn't make up the logic

half crypt
#

@real garnet all you have to do is compare the players forward vector and the projectile's. If they are both in the same direction then the projectile is behind the player

#

Within a range of the direction

real garnet
#

i will return

faint pasture
#

@real garnet You're asking 2 separate questions here but the dot product of character forward vector and projectile position - character position will be negative if behind

#

Dot(character.forward, projectile.location - character.location)

#

Or you can inverse transform the projectile world position by the character transform and check sign of X component

dense citrus
#

i'm making a physics based controller, that applys the force on the xy, and i'm wondering if anyone knows how i can use the surface normal/impact normal before i spend like 14 hours trying to brute force this myself heh

reef needle
#

Hi
Is there any way to make default crouch a bit smoother instead of remaking the whole function from scratch?

#

For a first person character

real garnet
#

@faint pasture @half crypt thanks guys for helping

real garnet
#

yours method is good

half crypt
#

@real garnet no problem

#

@reef needle is it the character animation that isnt smooth or the camera movement

upbeat aurora
#

I'm trying to access a localplayersubsystem during BeginPlay from a Blueprint, but it seems the reference is null at that point. I have not found any documentation yet on when my subsystem should be available - does anybody know?

faint pasture
reef needle
half crypt
#

@reef needle use a timeline to animate the movement

reef needle
#

ok, thx

onyx token
#

So i have an "Item" Actor component
Of which i make a bunch of children, like "Bread" or "Water Bottle", etc. - that the player can pick up.

Is there anything the LineTraceByChannel spits out, that i can use as a mask so my "interact" action only works on those specific items? rooThink1

sand shore
#

Yeah you can make a custom object type or a custom collision channel and then only trace against that channel

faint pasture
onyx token
#

hmm... making a new object channel seems so... destructive tho rescBlank
Like, feels like in the end when i wanna mask a bunch of stuff, i'll end up with a bunch of custom object channels...

#

well i can get the class out of the Out Hit Hit Actor...

#

But that just returns the child class

#

not the parent class, which is "Item"

faint pasture
onyx token
#

lemme try that

faint pasture
#

Filtering traces by class is a bad idea anyways unless you want ppl to be able to grab items through walls. Trace by channel and cast to base class is the approach. I would think of the trace channel as the "layers". For example you'd never want grass to block anything most likely. In our project we have channels for bullets, vision, movement, etc

sacred minnow
#

heeey is anyone online to help me?
im trying to make text appear on the screen when the player steps on my trigger box.

just a simple text, no audio, i just wanna tell the player hes able to save his progress

onyx token
faint pasture
onyx token
#

and then just add the widget

faint pasture
#

Step on box, get actor, get controller, cast to PlayerController, fire event or so whatever other logic.

onyx token
#

hmm, so if i cast to the item, get the class and print it

#

it still doesn't return "Item"

faint pasture
#

@onyx token Get class might return last class

onyx token
faint pasture
#

In fact I'm sure it does or else anything would return actor. That reference should be of type item, it should work just fine

sand shore
#

But hey, you could also do everything as a "multi" trace and filter your results from that array

onyx token
#

that.... is true.
My brain went to "oh no now i'll need a channel for items, for chests, for NPCs, for doors, etc. etc. etc."

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i was derp

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using just "interact" is way smarter lol

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so how do i get the channel out of the LineTraceByChannel node? rooThink1