#blueprint

402296 messages ยท Page 701 of 403

ocean pollen
#

i forgot, i had deleted a previous command

#

mmmmh welp, thats one thing though! still useful to reduce the incredible size length

ivory brook
#

you want size? give me a sec

#

I need to go back to troubleshooting this at some point

ocean pollen
#

lmaoo

#

well, if you could compact neatly, thatd save you time xD

ivory brook
#

I bet someone comes along now and dwarfes that with one of their own

#

problem is, it sometimes works... sometimes

#

but I'm going to go back to that once I've learnt a lot of other stuff, splines do my head in when trying to make them during runtime

ocean pollen
#

ahah, im not into splines yet so ill see how bad it is

#

ive started learning 3 days ago approx. I've watched tutorials and copied what they did, tried to remix it by myself, and then running back learning how things work

ivory brook
#

making them pre-runtime is... "easy enough", but to make a dynamic one mid game is a horrible experience

white lynx
ivory brook
#

^our current reigning champion.

Who dares step up to the podium to challenge the one and only @elfin inlet with a total of 46 nodes?

ocean pollen
#

By trial, ive figured it out: i had to delete my actor after the cast item, so now i just gotta time it with animations XD when actor is destroyed, it inputs the score

ocean pollen
elfin inlet
#

i had even worse stuff

#

This is currently getting refactored, haha

ocean pollen
#

it looks quite more neat tho xD

ivory brook
#

what even is that

elfin inlet
#

It looks neat but it was a point of failure and PITA, because you can't iterate through a struct of integers

#

It's supposed to calculate the missing resources for a construction, then fill up the citizen's "bag" struct

#

But the way I did it was unmanageable

#

If i decided to add a new resource type....

faint thicket
#

I've made a scene to test image sequence and animation sync.
It's a traditional clock which is animated and a digital clock with an image sequence as a texture.
In the Level Blueprint I use 'Set Global Time Dilation' for the animation and 'Set Rate' for the image sequence, bound to keys.
I will lose sync over time, is there a better method to keep this sync and interactivity tight?

faint pasture
#

@elfin inletYou're going with the Map type right?

elfin inlet
#

Yes, I'm converting the containers and functions to work with map

#

so far its working

#

i'm also working around using heavy nodes on ticking stuff

#

most objects register themselfs into an array on creation

#

and unregister on destruction

#

so i can avoid stuff like get all actors of class

faint pasture
#

Ya there's no reason an inventory system s hould ever need anything to tick

fleet cedar
#

trying to get this chain to follow the character when he animates, using a Physics constraint actor... I specified the bones, any ideas?

swift jay
#

Hey folks, got a question to ask. How do you select all the spline points of the actor in BP?

Context, I've made walls with them and a dynamic material instance of it, but so far only the 1st point gets affected by a scalar parameter, every other point doesn't follow the scalar parameter that's set in the BP.

faint spire
#

Hey so I have a box collision in a bp that triggers a 2D sound when the character overlaps it. When the character overlaps it a second time, the audio turns off (which is what i want it to do). When I try to use two of them, like having one at the start of a hallway and then the end so that it turns on when you enter and turns off when you leave, it doesnt work. Any ideas how to fix this?

royal rain
#

hey how do i edit the twin stick shooter so that instead of it stopping on a dime it drifts a bit, or is there a tutorial where theres a way to make a better one

#

the one i found from unreal is 1 or two hours long

faint pasture
royal rain
#

ok one sec

#

where would that be

copper slate
#

Does people uses both cpp and blueprints in one unreal engine project ?

dawn gazelle
#

Yep

royal rain
#

this is in the template

copper slate
#

I've done bit and pieces of blueprints in unreal engine

#

So I got project that's like half way done can I do the rest in cpp ?

dawn gazelle
#

You may need to refactor some code from blueprint to C++. Like you can't access functions and classes that were made in blueprint in C++

#

but otherwise, yes

royal rain
#

@faint pasture cant really find it

copper slate
#

Well I'm not up to scratch with bp myself but will I understand things better as continue learning that.

royal rain
#

yeah i need to get the ship to drift a bit when moved in whatever direction

#

it is for a project for school

copper slate
royal rain
#

no

#

community collage

#

its just a summer class

copper slate
#

Are you at a high school age studying this during the summer or you are doing this after graduation

#

from hs

royal rain
#

and yes technically there was a specialty course and a special highschool where game dev and cooking counts for highschool classes

#

no im 20 just kinda graduated

copper slate
#

The high school I go to teaches fucking scratch

#

And makes a big deal out of that

#

Like you made the next greatest game

royal rain
#

idk i just kinda need to get the twin stick to not stop on a dime

copper slate
#

Well I know it's scripting like blueprints

royal rain
#

or just get a good video which i cant find

copper slate
#

Good luck with your assignment and I'm going to join a proper game dev college myself. When I finish HS but still gonna warm myself up. To have a head start with the other students when that time comes.

autumn grove
#

I have a silly question. Say I have a Bejeweled style game where u can gain energy by getting combos but it's also a tower defense where u spawn units to defend Ur base. Is it possible to make and A.I the enemy with ue4 blueprints?

#

U spawn units via collected energy

royal rain
#

i need help just getting the game to drift like it would in asteroids

faint pasture
royal rain
#

nvm sorry i found a solution i think we will have to see

#

handed it to the partner

ocean pollen
#

Okay I need help with 2 Blueprints:

  1. Basically, I've made a "score" system which changes the blend weight of my post process, but when the changes are made, the change is too abrupt, i want the post process change to go smoothly like a slider, if anyone knows a way for me

  2. When in the Collision sphere of the items to pick up, when i interact and get out of the sphere, the item doesnt get picked up and creates error, what can i do so the character can move out of the collision and the item still does its tasks

#

Here's the blueprint for the score/delete actor

pulsar path
#

then just adjust timing/increments until its what you want

ocean pollen
pulsar path
#

you loop a tiny delay (say, 0.1 sec) and increment the blend weight by a small value until the blend weight is at the value you want it to be at

#

instead of directly going to the value you want, it takes a bunch of tiny steps

ocean pollen
#

okay, so the blend weight starts at 1 (so its grey/white) and throughout the game, you gotta pick each items for a value of -0.1 What I mean is, its like the color is slapped on there. I want it like a fade

pulsar path
#

im afraid youve completely lost me

ocean pollen
#

What you suggest is to put a looping delay which would slowly bring color 0.1 by 0.1 up to a full 1.0

dawn gazelle
#

Just use tick & finterpto

ocean pollen
#

No no i know what fintopto is

#

its gonna switch the whole thing in an instant

#

thats not what i want

dawn gazelle
#

If you use it correctly, no it wont.

#

It'll blend from one value to the other.

ocean pollen
#

I've done it like you showed me last time and it still did it last time

#

sorry, wrong person

#

i had that, but it would change it to the fullest

dawn gazelle
#

That's the way I was about to suggest. Did you try adjusting the interp speed?

ocean pollen
#

it would simply bring it back to the fullest

#

but ill try again, i know i had a math issue last time

#

lemme check

#

Kinda weird, it doesnt lemme target it

#

yeah uh

#

its weird, i cant target?

ocean pollen
dawn gazelle
ocean pollen
#

omg im stupid Facepalm

#

thanks

#

im too used to the float just give one nod sided

#

what would be a good interp speed?

dawn gazelle
#

You've got to try it out yourself and find a value you like. 0 is instant, but 1 isn't 1 second from what I've seen.

ocean pollen
#

riiight gotcha

pulsar path
#

set actor relative location was bein funky for me so i decided to do the big brain move and just calculate the relative position and plug it into set location wesmart
works like a charm in <10min and i feel like i just wasted a ton of time trying to get relative location to work

ocean pollen
#

yet i dont think ive made any mistake

#

eh, oh well, ill forget about it, anyway the items are each .1, its not a major change i guess

dawn gazelle
#

It looks right, and that scale (1000) I think is super slow

#

or super fast... one of the two @_@

ocean pollen
#

lmao

#

ill try like 50

#

oh damn it do work now

#

nice ๐Ÿ˜„

#

Would you have an idea of how i could fix my 2nd problem?

dawn gazelle
#

What does the error say, and can you show the code for the overlap start/end?

ocean pollen
#

the overlap basically is for seeing a text pop up saying "press e to interact"

#

thats the end overlap

dawn gazelle
#

Ok and what about your interact input from the player?

ocean pollen
#

the interact input?

ocean pollen
#

ill make it easier to see

dawn gazelle
#

yeah that one... gimme a sec

ocean pollen
dawn gazelle
#

Right click on both of the "Interactable Object" references and convert them to validated gets.

ocean pollen
#

yup?

dawn gazelle
#

Hook it up so only if they're valid does it continue with the remainder of the code. So should be InputActionInteract > ValidatedGet > Cast, then the Delay one - Delay > Validated Get > Destroy Actor

ocean pollen
#

like so?

#

woop wrong

#

one

dawn gazelle
#

Yep

#

That way you're not trying to do something to an invalid reference.

ocean pollen
#

so now it forces the character to stay put

#

ah ahhhhhhhh iseeeee

#

well

#

erm

#

might be a bit contradictory

#

if i wanted to add a line where the player is stuck after interacting

#

what would i need to add?

#

"Disable input"?

fleet sinew
#

totally same setup to set reference doesn't work on some blueprint. Why is this happening?

#

So the blueprint below is the thing that is not working right now

#

and while this is working without notvalid errors

dusky harness
#

How can i make widget blueprint ignore time dilation? I mean the delays in it

azure sparrow
#

Hey guys

#

How do i check for if any mouse button is down?

#

like any key for keyboard?

#

Shouldnt there be a way for the mouse also?

true valve
#

Is it possible to do a root motion jump without using the fly animation mode?

maiden wadi
#

@azure sparrowYou can check if any key is down by getting the local player controller and calling IsInputKeyDown

viscid python
#

Hello, hope you're all well ๐Ÿ˜Š I want to create a small prototype where my enemies will be translucent and harmless unless I point a flashlight at them for some time, which will make them visible and aggressive. Any advice on how to do this efficiently with blueprints? Thanks!

gentle urchin
#

Some trace method for the lightsource , incrementing a value on the hit target

#

Maybe a cone trace is appropriate

#

Using distance and coverage to define value of the light or something

ocean pollen
gentle urchin
#

Yes exactly^^ I regard the actual light as just a visual thing so didn't consider it for a proposed solution here, but you're definitely right.

ocean pollen
gentle urchin
sonic frost
sonic frost
#

@gentle urchin, Thank you! I've been working on this for an hour or two trying to figure out what the heck was going on

gentle urchin
#

I notice this was for the "NavWalking" mode, but i assume the same is true for regular walk movement

ocean pollen
tired latch
#

Hey all, I have this SplineMeshComponent tool that creates the points procedurally. Sometimes I get these twists. How can I maintain a more straight approach between the points? To clarify, it's ok for the mesh to bend in a curve manner like in the upper points but I just want to avoid these twists.

surreal peak
#

Ah, the good old Up vector Twist

#

Not sure how that was fixable sadly, but it's a problem with the UpVector of the spline at that point

tired latch
#

Thanks, I'll do some googling now that I have a keyword ๐Ÿ™‚

zealous moth
#

is there a way to set the default value of a variable? so that the yellow arrow disappears?

tired latch
#

As for the spline twist, one can do this and feed it the component.

#

Fixed 90 percent of errors

viscid python
#

Thanks to @gentle urchin and @ocean pollen I'll experiment with that ๐Ÿ˜

novel robin
#

ok hopefully someone can lend a hand please

My BP lighting - a candelabra - was working just fine,

i went to upgrade the lighting on it to make it photo real, and all the sudden it seems the BP is broken and I am unsure why

the sceneroot shows up, but the mesh is somewhere completely off from zerod-center

and the widget gets thrown entirely different spot without the ability to adjust the mesh

after a few times, i am now finally getting an error call

surreal peak
#

Is that UE4 or UE5?

rustic hill
#

anyone know why a variable in the GameInstance would return wrong information? I'm trying to store the games current version in there so it can be pulled/checked in various places in other blueprints but it sometimes returns the correct current value and sometimes returns old values that it used to be. When i open the GameInstance and look at the variable its set to correct version but still get old version about half the time.

novel robin
surreal peak
#

BP or C++ parent?

surreal peak
#

Probably a bug in your code

#

At which point no one can help until you post the relevant code snippets/screenshots

novel robin
#

I rebuild the BP from scratch.
it was unsalvagable

#

it is functioning now

rustic hill
# surreal peak If it's singleplayer, then not sure.

This is the variable set in the game instance along with a function created to return it (because i was experiencing this issue just accessing the raw variable
https://gyazo.com/8bb7018a6213957b431bd4e2beed23fd

Ive tried both accessing the variable directly
https://gyazo.com/3cf37c0dfd72e318e725d7396a2c407a

And accessing it through the function
https://gyazo.com/005773871fdf74708d9f01af001e37ee

In both cases, it sometimes properly returns 1.0.03 and sometimes returns the old value of 1.0.02

surreal peak
#

Is that a Multiplayer Project?

#

And are you adjusting that value runtime?

rustic hill
#

an no its not being adjusted at runtime, the only time it gets adjusted is when i make a new build, then i update the value in the GI so the client can easily check the version number

surreal peak
#

Then either your packaging has a problem or you are using old data

#

There should be no other reason

#

Never heard of the GI reporting old values cause of engine bugs

rustic hill
#

this happens in the editor both running as pie and standalone not just in packaged product. its baffling me

surreal peak
#

Hm, you aren't using C++ and hot reload?

rustic hill
#

its so simple and straight forward i cant even imagine why its reporting wrong, there is literally a variable in the GI that only gets set inside the bp never at runtime, and it is only accessed to either show the version on the ui, or check version against server version.

#

its a mix c++ and bp project, i will check if hot reload

surreal peak
#

UE4 has a build in thing for Client vs Server version

#

Or it should at least

#

uint32 FNetworkVersion::GetLocalNetworkVersion( bool AllowOverrideDelegate /*=true*/ )
{
    if ( bHasCachedNetworkChecksum )
    {
        return CachedNetworkChecksum;
    }

    if ( AllowOverrideDelegate && GetLocalNetworkVersionOverride.IsBound() )
    {
        CachedNetworkChecksum = GetLocalNetworkVersionOverride.Execute();

        UE_LOG( LogNetVersion, Log, TEXT( "Checksum from delegate: %u" ), CachedNetworkChecksum );

        bHasCachedNetworkChecksum = true;

        return CachedNetworkChecksum;
    }

    FString VersionString = FString::Printf(TEXT("%s %s, NetCL: %d, EngineNetVer: %d, GameNetVer: %d"),
        FApp::GetProjectName(),
        *FNetworkVersion::GetProjectVersion(),
        GetNetworkCompatibleChangelist(),
        FNetworkVersion::GetEngineNetworkProtocolVersion(),
        FNetworkVersion::GetGameNetworkProtocolVersion());

    CachedNetworkChecksum = FCrc::StrCrc32(*VersionString.ToLower());

    UE_LOG(LogNetVersion, Log, TEXT("%s (Checksum: %u)"), *VersionString, CachedNetworkChecksum);

    bHasCachedNetworkChecksum = true;

    return CachedNetworkChecksum;
}
#

The second if is the thing that allows you to provide your own value

#

Just in case you are doing custom stuff

#

The default stuff should already take care of things though

rustic hill
#

ya it handles outdated clients trying to connect fine, im using it to notify the players that they need to check Steam for an update if they try to start a game with an outdated client. When I put a new server build up I set a title variable (in playfab which im using for the servers and data backend) that has the current build version. The client simply pulls that value from playfab when it logs in, and compares it to the client version stored in the game instance so it can notify the player an update was pushed if they are out of date. and all of this happens in the main menu before any multiplayer code is run

tawdry pawn
#

guys how i can do a game time

#

like this

#

UI : {Day} : {Hour}:{Minutes}:{Seconds}

#

any idea?

#

i using UMG function that will be change the sky color depend the time

surreal peak
#

"FormatText" node can do that

#

I turns the {} things into input pins

tawdry pawn
#

but once i doing this thing the mintues incrase by 10 and not by 1

#

you want to see the function?

surreal peak
#

Well, this is just displaying it

#

Sure

tawdry pawn
rustic hill
tawdry pawn
#

ok i will check it thanks

surreal peak
#

Why so complex

#

You can just turn your seconds into a Timespan

#

And break the struct

#

That gives you all info

#

And when you convert the parts of the timer to text you can, in the convert node, just say it should have at least 2 digits

#

Which causes it to have the leading 0

trim matrix
#

Hello, i've got a problem with camera spring arm, when i'm enabling camera lag with car camera its starts to flicker and its not looks smooth

surreal peak
#

@rustic hill @tawdry pawn

surreal peak
trim matrix
#

Nah, its not. I saw that people was reporting about this on forum

#

Saw about 4 popular posts

rustic hill
trim matrix
#

Someone reported it at version 4.8 and its still not fixed

#

The only way is to make own camera system with Vinterp? Right?

surreal peak
#

Would probably give you more control, yeah

#

You can look into the PlayerCameraManager

#

custom class to handle the camera

#

can be set on the PlayerController

#

That allows specifying the location and rotation of the camera

#

by hand

trim matrix
#

Easier to make the script on cpp

surreal peak
#

100% :P but you posted to #blueprint so I couldn't know

blissful hazel
#

Is it useful to use soft object reference inside data asset?

surreal peak
#

Yeah

#

That way you can load only the parts you need

#

If the data holds 3D and 2D stuff, e.g. Mesh, Texture, UI Text, UI Icon etc.

#

But you only need UI Text and Icon, there is no need to load the Mesh and Texture into memory

#

You should also look into these packages you can define

#

I forgot the exact name

#

But you can group the together

blissful hazel
#

Ok, I understand, but could we not just use bundle inside data asset to load the necessary stuff without having to use soft object reference?

surreal peak
#

Bundle was the thing I meant

#

Couldn't come up with the name

#

But yeah, you can, but SoftObject allows full control of course

#

In case you ever need a single asset or so

blissful hazel
#

Ok thank you!

trim matrix
#

I am trying to add tail-lights to my car, I know you could use spotlights but these doesn't seem decent so I have implemented material with layer parameters. Layer parameters have a layer with Layer Asset in which you could pick an asset that enables you to see lights on and off.

The question is: How can I change Layer Asset in blueprint/C++ so that I can switch between on and off tail-lights?

burnt nest
faint pasture
#

@trim matrix tail lights should be emissive, and you can drive it by a parameter. You could also add actual lights if you need to, depends on if you need the light to actually be cast into the scene or not.

gusty shuttle
#

For using a controller in a widget, do I need to run SetKeyboardFocus on a tick? It seems like I am trying to set a button to be focused but it's not keeping focus

slender idol
#

Hello not sure where to post this but I've got an 2D Sprite attached to a springarm with camera lag enabled and everything is nice and fine however whenever I have OBS running in the background the 2d sprite jitters around and doesn't move smoothly, is there any reason this is happening? I just have to have obs running in the background its not actually recording anything

gusty shuttle
#

@slender idol Sounds like you're a bit low on RAM?

white field
#

is there a way to translate a quaternion rotation from a given forward vector to an arbitrary forward vector?

gusty shuttle
#

@white field As in, going from relative to world rotation? or vice versa?

slender idol
#

@gusty shuttle still got plenty going

#

this is with 2 editors open and a packaged game open

#

and obs

unique hollow
#

I'm making a Pawn from scratch for a game

#

I can't get it to move

#

camera moves just fine

#

but the pawn doesn't

white field
#

@gusty shuttle yeah kinda.. I get some weird behavior with my setup and I think I want to get a forward vector from a child component, rotate around the axis there, but applying it to a parent component that has a different orientation

#

so translating the relative rotation from one forward vector to another but keeping the original orientation, if that makes sense

#

I have some euler to quat conversions in place so I could maybe so some of it with eulers, not really sure though

gusty shuttle
#

@white field That makes sense. So your child comp will have a relative rot while your parent actor has world rot. Then you want to take the child rot and transfer it to the actors world rot.

white field
#

think so

gusty shuttle
#

So you would need to record the child's relative rot (make new rot variable), and then when you need, SetWorldRotation to the parent actor as a target (self) and in the rot pin, hook up the childs relative rot

#

Oh, but then you'd have to somehow convert the relative rot to the real world rot. I see

white field
#

yeah

#

there must be a way but I'm not really sure how to express it

gusty shuttle
#

Perhaps using InverseTransformRotation

white field
#

hmm

#

looks interesting, thanks

gusty shuttle
#

np

zealous moth
#

is there an easy way to add an array to another?

white field
#

that node might get it about halfway

sudden tusk
#

hi guys - would you be able to help me with an issue using projectile movmement component along with a static mesh?

#

i am spawning my projectile - and then trying to fire it off after another event, but it just stays in place and does not move.

#

if enable physics on the static mesh (arrow mesh) then it fires it off in random direction, and thats not what i want - is there a way to make this work?

unkempt musk
#

Does your projectile have a projectile component added to it?

sudden tusk
#

yes

#

trying to fire it off with this

faint pasture
sudden tusk
#

i solved that through the actor - to set the transform

faint pasture
sudden tusk
#

yes i saw that error when i did google search - so physics is off for the component

#

but what i am trying to achieve is to load the arrow mesh into the char's hand - a socket, .. wait for an animation event to fire off (bow draw effect) and then fire it off

faint pasture
sudden tusk
#

for test purposes, i disabled collision fully on char.. its not on now

white field
#

using quats to avoid gimbal lock

faint pasture
white field
#

I dunno about that

sudden tusk
#

i could think of another way of solving my particular issue, - which is to not add projectile component till the last part (firing trigger), and add it to the mesh, and hope it fires it off.. is that a good way of solving this issue?

white field
#

you can add it later, just specify the velocity at that time

heady burrow
#

I created a blueprint, added movement to it, then a particle system from Niagara, but the particle part doesnt move

#

is there a setting or something I have to add to my blueprint actor in order to move?

#

(if instead I put a cube, it moves just fine)

sudden tusk
#

i tried to create projectile movement component for the fire trigger.. still same issue, it just do not want to move

heady burrow
#

yes, I also use projectileMovement

#

maybe there is a system setting in Niagara that Im missing

sudden tusk
#

lol not very easy to use for sure

heady burrow
#

its just a matter of finding it ๐Ÿ™‚

#

or, someone here knowing what to check

unkempt musk
#

Have you checked if the ShootArrow function is firing?

heady burrow
#

what function?

unkempt musk
#

Sorry, I meant that one for Paladin

gusty shuttle
#

OKay, I've been bashing my head on this for an hour.
I construct a widget, and I can press the button correctly IF I press play without mouse clicking inside the game window.
If I click inside the game window, then I can't press any of my widget buttons that should have keyboard focus. What gives man

#

I tried SetInputModeGameAndUI to

drowsy anvil
#

Hello, how do I group multiple white wires from different outputs to one input node in blueprints?

sudden tusk
#

@unkempt musk it is firing - it was an interface call - moved it as a local variable now the update is it firing - but just falling to the ground

unkempt musk
#

@sudden tusk If it's moving now, up the velocity. 50 isn't a lot for an arrow

sudden tusk
#

Playing around with velocity - now i can see it is falling off - even setting gravity off is not having an effect ๐Ÿ‘€

unkempt musk
#

Have you tried testing a new projectile blueprint with stock settings?

heady burrow
#

Yes

#

Fresh blueprint, added a Niagara component, put a ProjectileMovement component, set initial speed -> doesnt move.

#

the Niagara system is just a reused one from the templates ones

sudden tusk
#

Thanks everyone for your inputs - I think I need to keep playing around with this component to make it work

fluid rover
#

Is there a way to ignore specific actors for a line trace? My teleport functionality currently views one of my widgets as a linetrace object and enables some unfortunate OOB situations.

unkempt musk
#

@sudden tusk Does the static mesh of your arrow have physics enabled? That would override your velocity and gravity.

sudden tusk
#

No - i have turned it off..

#

i guess now i have 2 more issues solve - it is falling off - and it keeps falling off into same direction, a transform may be required

fossil crystal
#

is there a console commmand i can add in my startup blueprint to force window mode

gusty shuttle
#

@fossil crystal Yes, there is, just have to look up console commands for it. I don't remember off the top of my head, but you can

#

Anyone know why my mouse cursor keeps showing up EVEN though I tell it to hide?

faint pasture
# white field I dunno about that

I made a 6dof flight model just fine by compositing rotations. Just don't try to actually break into Euler angles. They aren't Euler angles under the hood I don't think.

unkempt musk
#

@fluid rover The line trace has an Actors to ignore pin, you can drag off to make an array, and add anything you want to ignore. However I would set your widget to no collision if possible.

faint pasture
#

@gusty shuttle Is it the game cursor or OS cursor?

gusty shuttle
#

It's hard to tell @faint pasture I tell the game cursor to stop showing, clearly, but it seems to always show reguardless

fluid rover
gusty shuttle
#

Even if I click inside the game, it still shows

unkempt musk
#

@fluid rover I haven't gone down the VR rabbit hole yet. Are you line tracing with channel, objects or profile?

open crypt
#

**How to determine if they are entering or leaving street? **Trying to determine whether the pedestrian is leaving the street or coming in, I need to know this so I can tell the ones trying to go in that they can't if the light is red - I could use a Sphere on each side of the intersection to do a DOT Product check, but shouldn't I be just use a sphere in the middle, even if they aren't close to 1 or -1, shouldn't their direction as they face away be consistent?

fluid rover
#

@unkempt musk By channel

faint pasture
#

@open crypt How are you representing your street logically? Are they splines?

open crypt
#

Most are meshes

#

But the traffic lights themselves are just BP actors

#

I've prefer not to overhaul the entire system

#

and because it will be modular this way I think

faint pasture
#

How are the pathfinding, does pathfinding just work on the sidewalk?

open crypt
#

Nav meshes, the cross walk is the only real cheap way to do it

#

they navigate fine in terms of that, so they never wander into the middle of the street

faint pasture
#

Just put an obstacle in the way when not allowed to walk

#

Or otherwise disallow the crosswalk

open crypt
#

what about ones that are leaving the cross walk

faint pasture
#

Hm

#

Try seeing what happens if you remove nav mesh out from under an agent

open crypt
#

I've spent a considerable amount of time thinking about about this but I can't think of a better way to do it that is both flexible for the AI (for example, one can still walk in the street if the OTHER crosswalk's light is free)

unkempt musk
#

@fluid rover I find by Objects more reliable. Just trace for statics and/or pawns.

faint pasture
#

I don't know a whole ton about navigation but if there's such a thing as a one-way portal, that's how I would do it. You can always leave the crosswalk, but you can't enter it unless light is green

open crypt
#

What is that called?

fluid rover
#

@unkempt musk I'll look into that one, thanks!

faint pasture
#

However you do it, you will want your crosswalk to interface on the navigation level. That'll make things very organic and elegant.

open crypt
#

They do, sorta - I draw nav modifiers in the streets that make the cost higher, but I don't draw them in the cross walks

#

but to my original question, I don't think i can compare to a sphere in the center, because someone walking left across the street and leaving the street, vs someone walking RIGHT from the street and leaving, would have different directions relative to the sphere, but I'm not good enough with spatial/vector stuff to be sure

faint pasture
#

@open crypt just set the cost high on the crosswalk when closed. They won't enter, but they will still exit

fluid rover
#

@unkempt musk In any of the Line Traces, can you identify the object being traced to?

open crypt
#

how would I do that as a blueprint actor though, I want this to be modular but can't figure out how to draw nav modifiers on this actor - if I do, every volume becomes a modifier on it (and I'm using them for other collision events like traffic control )

faint pasture
#

Later on if your game has AI complex enough to handle it, one might decide to jaywalk in an extreme circumstance, which could be hilarious. Imagine some little Sim about to s*** his pants deciding to play frogger to get to the bathroom

open crypt
faint pasture
open crypt
#

If had a nav modifier component to a blueprint actor, currently it will turn EVERYTHING on that bluepritn (everything that is a box collision volume) into that nav modifier's class)

#

only thing I haven't tried to just making a collision box act as a placeholder, and then spawning a nav modifier to the same location/size and doing it that way

faint pasture
#

@open crypt it looks like nav modifier is pretty crap to use in Blueprint. If you're comfy in c++, it looks like it can do what you want

#

You could probably hack around by making the Crossing strip its own actor.

#

And just give a stoplight intersection four crossing strip child actors

#

I'd start with that TBH

open crypt
#

I'm doing something like this (standby sketching)

faint pasture
#

ACrossingStrip would have a decal, size variables, and nav modifier, and Boolean bCanCross

#

Event UpdatebCanCross would set the bool then update cost based on bool.

gusty shuttle
#

Why....Can't...I...Get....Keyboard focus on my bloody button? The issue is when the widget pops up, I can press the button fine, but my mouse cursor is on screen (which is not what I want). However, if I click on the screen, then I can't press the button (bad) and my mouse cursor goes away (good)

  1. This is the first and only widget that is in viewport
  2. I tried SetInputModeGameAndUI and SetInputModeUI, still nothing
  3. If I hook up the button to the tick to get focus, my mouse cursor always shows (even though I tell it not to show via player controller AND Widget children)
  4. If I disconnect the button from the tick, it never get's focus thus is not able to be "clicked" or "pressed".
    I'm pulling my hair out over this focus BS and I have tried a bunch of variations. Any assistance would be lovely
#

The most basic code set up

#

I tried unplugging InWidgetToFocus to the button, self and none...still nothing

unkempt musk
open crypt
#

Right now the system knows when they are in the street or not (I call a variable that based on when they step into the street (it changes their animation so they hurry a bit, like people usually do when in an intersection)

#

Look at this, I may not need those spheres/DOT if I already have an InStreet boolean but I seem to remember having problems with just using that bool itself

unkempt musk
gusty shuttle
#

@unkempt musk The fuck.....it actually worked

#

lol

#

Man, like 2-3 hours of my life

#

haha

unkempt musk
fluid rover
gusty shuttle
#

@unkempt musk I wanted focus on a button so I can "press play" and cont to the next widget. For some reason it was not working. I don't know why, I made buttons before and every tutorial and their grandma says to use UI only or GameAndUI so I never imagined just Game was enough

unkempt musk
#

I slap in every option like a maniac and then work with what I have left.

gusty shuttle
#

lol for sure. Dude I was getting physically ill from the frustration of this. I looked online, watched videos and tried (almost) every combination out there before you mentioned it haha.

faint pasture
#

@open crypt if you're using navigation cost modifiers to keep the pedestrians out of the road to begin with, I would keep that same language and use cost modifiers to keep them out of the crosswalk. No need to have a bunch of disparate systems all sort of doing the same thing, keep it consistent.

fluid rover
#

What's the best way to "wait until the end" of a playing video via a Media Player? Is there a duration I can pull somehow?

trim matrix
#

how do I turn off the construction script while editing a bp? I cant do shit like that lol

#

hey i have a question

#

i am trying to do a game but i am not that good at unreal engine so might someone could help or support me while doing the game?

#

i am not able to pay but you'll get lots of credits

#

@please

faint pasture
jagged spade
#

Hi!

#

does someone know why my render target does not capture the BP_SkySphere ?

maiden wadi
#

@trim matrixPretty much what Adriel said. Also that the discord here is large, but it's worth reading the channels. There's an #volunteer-projects channel for things like that. If you want help learning something more specific or with problems you're having, then ask in the content creation or programming channels.

high ocean
#

Is there any safe way of letting the gameinstance know that my world exists, level has been loaded and it can spawn a certain actor? So far, I've tested with frame delays on "isvalid" on the PlayerController, did the same with seding a bool from the player controller to the GI on spawn, but it breaks, doesn't report any errors, but the spawned blueprint doesn't work properly. I threw a 1 sec delay before spawning it and all problems went away. Any ideas?

maiden wadi
#

Controllers can be created pretty early. Chances are you should probably let whatever is doing the level loading do the game instance call.

high ocean
#

@maiden wadiI'm just opening levels "OpenLevel", only from the GI. Problem is, after I open the level, I want to spawn a procedural enemy spawner. Sounds pretty easy, but since it needs correct vars from the GI, I see now way of properly managing this:

  1. If I call on the PC (or idk, something else - GM/PP?!) to spawn it, I might not yet have it valid. For some reason delay+validated get can misfire ๐Ÿคทโ€โ™‚๏ธ
  2. If I call on the GI from the PC/GM/PP, it spawns too early, before GM runs prepares/changes the vars according to mechanics ๐Ÿ˜
#

tried both methods before asking here so idk...

maiden wadi
#

Is this multiplayer?

high ocean
#

no

maiden wadi
#

Then just call it after whatever is running in your game mode that's setting the variables.

high ocean
#

GM is empty ๐Ÿ˜‚ Most general/management code is ran by the GI, because of a "live-save" system I've implemented & because with every battle, I'm loading battle maps then world maps back.

maiden wadi
#

But you just said the issue was that your code runs before the GameMode changes variables.

zealous moth
#

You should consider loading the battle map onto your permanent map and swap cobttollers and cameras

#

Controllers**

high ocean
#

@maiden wadiawwww crap! yes, sorry, I misspelled that ๐Ÿ˜ญ it's GI not GM.

#

Uhm...stream? Never used multi-level in one world. What about music+sound+lighting? I would have to re-write 1/2 of the game system I think

zealous moth
#

Well if you level stream it not really but you would cut down a lot on loading levels

high ocean
#

they load instantly since all the game is virtually dumped in memory since it's referenced in the GI. ~2gb of ram, so far it's ok.

maiden wadi
#

Where do your variables come from that your game instance requires for the spawner?

high ocean
#

Something like this:

  1. World level, overlap encounter (enemy) > Load Battle Level & PC etc
  2. After battle, the battle ***PC reports all data back to GI
  3. GI loads world map while keeping the data changed in the previous battle.
#

reloads, keeps track of changes, respawns everything, destroys marked pickups and defeated encounters etc

#

Now, the problem is that I have a mechanic that is supposed to spawn X encounters in the world map. After each victory, I mark defeated enemies for destruction, load the world map AND (here is the problem) I need the spawner to spawn again, so it can spawn the remaining encounters. Here is where I fail to spawn it properly, without hardcoding some arbitrary delay to make sure everything exists & is loaded.

maiden wadi
#

Right. But some code has to run that is spawning this other stuff that you require. So you should be able to run your spawner code after it. At worst you'll have to write a checker function for multiple calls, and only run the spawner code once that check succeeds.

high ocean
#

The world map is static, everything is placed at design-time ๐Ÿคฆโ€โ™‚๏ธ Only the dungeons+encounters are procedural... But I could try and check for...something that has to be there - a widget maybe? I can control the widget creation accurately. Would that be safe? check against the existance of a widget in viewport and spawn "after" it?

maiden wadi
#

But you already have your code line. You said you're marking things for destruction, and then after that you need the spawner to spawn. Can't you just run that after whatever code is running that destroys the defeated enemies?

high ocean
#

Victory Widget - Click on "Confirm", calls a function in the GI to register GUID of actor. The GI holds them in arrays. When each of them spawn in the world, they check their GUID against the array in the GI. They suicide basically if they are registered in the GI, so that won't do...๐Ÿ˜† Jesus I messed up the entrails of this game

#

Basically, all I need is to find a way to replace the delay:

maiden wadi
#

Why is it messing up currently? What does the delay solve? What happens if you spawn that directly after calling RemoveCurrentAssualtEncounter?

high ocean
#

If I remove the delay, the actor will not spawn at all. If the delay is just 0.1, then it will spawn, but not work properly (will not spawn as many enemies as it should). Nothing is reported in the output log as being wrong. My only guess was that it's too early and the level isn't fully loaded by then.

#

With this delay it works as intended, that's how I know the assault spawner was malfunctioning

maiden wadi
#

@high ocean Personally. I would restructure this a little. You should always consider OpenLevel as a hard break. Check if the UnderAssault is true, if so call the GameInstance function, then after that call OpenLevel. Perhaps have a property in your GameInstance that holds the RemovedAssaultEncounter thing, and at level load after your stuff is set up correctly, then call an event in GameInstance that'll spawn the spawner.

high ocean
#

@maiden wadiThe code I've SSed is in the gameinstance.

maiden wadi
#

Same idea though. It should set some values locally and then call Open Level. Something in the new level should make a GI call to set the spawner back up when the level is ready. That would solve your delay issue.

high ocean
#

@maiden wadiBad practice aside, say I left it with the delay like it is now. Is it possible on various machines/different circumstances to have the game break/bug out because of it? I assume so, but I have no idea really.

maiden wadi
#

If they load slow. Have a hitch. Person alt tabs at the right moment and causes too many frame delays, sure.

#

You should always program in mind that stuff will break. You can be running your program on the next generation super computer, or a shitty 333. Framerates are not promised, which means the time between timer checks aren't promised. Load times Can be anything from a few milliseconds to a second for even simple gamemaps depending on machine and the user and what they likely have running in the background.

#

Which is why I'm saying to put a callback to the game instance after the level is setup after openlevel to conclude the spawner code. You stuff should be valid by then after the rest of the stuff is created, destroyed, affected etc.

#

Also one thing as well. I hope your game instance is also storing the data in savegames. If it's only saving it locally, you're going to have some crash related data loss that'll really harm player progression.

#

Despite how a lot of people use it, GameInstance is not really a good place for progression data.

high ocean
#

Given my level jumps every 3-10 seconds, it was the only place i could store data in, except for save containers before every load. But yes, it does autosave before loads and works well.

#

I'll try to see a check-back to GI from some actor, maybe even try spawning a dummy actor, or just timestamp shit to figure out when exactly things get spawned/become active. Thanks alot for ur time, it took awhile. Thank you @maiden wadi ๐Ÿ™‚

minor merlin
#

Hello everyone, I use the spawn transform rotation to spawn my character looking the direction I want, but when a client possess it it just reset his angle to 0. Any solution?

fleet cedar
#

Is it bad to call this repeatedly?

#

Will it just override the previous one?

maiden wadi
#

@minor merlinSet the controller's Control Rotation.

#

@fleet cedarDepends on your use. Don't recreate the same material, just set it's parameters different. If you're actually changing actual materials, then fine. But might still be best to cache and check between creates and reuse same materials depending on how often you're creating them.

fleet cedar
#

I'm just changing it back and forth I guess

#

Once it's changed back, will it exist in memory I guess?

maiden wadi
#

Most of the time you'll use that node to create a dynamic version of a material instance, so that you can affect that one instance's properties. Like, create a material instance of an armor's material, so that you can set primary and seconary colors in it.

fleet cedar
#

Oh I see

#

So would I just do Set Material?

maiden wadi
#

Depends on what the end goal is visually.

fleet cedar
#

Just want an all out material change, not parameters

maiden wadi
#

Don't create a whole new material instance then. Yeah, probably just SetMaterial.

minor merlin
maiden wadi
#

Yeah, if your pawn is set to use Controller's Control rotation, and rotation you do on the pawn will be instantly overwritten with it's controller's control rotation.

fleet cedar
#

that worked a treat, thanks @maiden wadi

#

It's your fault too, Authaer

pseudo narwhal
#

Hello, I cant figure this out! I have my skeletal mesh blueprint, it is a character. I also have my widget and I need to cast that SM Blueprint from there. What do I have to put in the Object? I tried player controller, pawn.. but none of them are working

zealous moth
#

Get player character

#

Assuming it is your character

pseudo narwhal
#

Its not my character, its a npc. Im not controlling him

#

get player character gives that warning message

zealous moth
#

Lets go back a notch. What are you trying to do?
Casting on tick isnt a very usual thing to do.

pseudo narwhal
#

Im getting a health bar on that npc, so Im using an event tick node for everytime he gets hit

zealous moth
#

Ok. I see.

  1. Dont put it on tick. Make it a custom event you call.
  2. The widget can be set to the npc character and referenced there. If done so you can use get owner in the widget
#
  1. I would use a bp interface and send the message to the widget but thats just me
pseudo narwhal
#

https://www.youtube.com/watch?v=vg5v4sDipnI I was following that tutorial, but instead of my character Im doing it on my npc. It makes sense doing it inside the npc's bp

Hello beautiful people!

In this video I'm going to show you how to create smooth color changing health bar with full control over the colors!


Follow me on Twitter go get notified when new video drops out!
https://twitter.com/StupidGameDev


All Downloadable Content
https:...

โ–ถ Play video
#

But in any case, for future references, is there any easy way for casting that kind of skeletal meshes? I always have to try different ways for doing that

#

This kinda works, but Im not sure about it. It doesnt give any warnings though

#

Get parent actor + get player controller

ivory brook
#

if it's on an NPC, does it need a get player controller?

pseudo narwhal
#

yes, that one

pseudo narwhal
#

Thanks for the tips

#

In theory its not that hard to understand, but somehow it always give me headaches

fleet cedar
#

Is casting the same terminology in other programming languages?

zealous moth
#

No....

#

You get and set but you specify the instance.

#

Hah i never heard people cast in c#

maiden wadi
#

Biggest problem with understanding casting for coding beginners is that they don't understand how class inheritance works and you need to grasp that before you can understand casting. Biggest problem for people who understand class inheritance but not casting is that too many people use the phrase "Cast to this to get this other thing", and it gives people new to C++ or Unreal the impression that they can use a cast like a static function.

zealous moth
#

Usually they create instances and save their references and then call it. Again never heard of casting

#

Then again im a friggin microbiologist. The heck do i know

#

You got me

ocean pollen
ocean pollen
ocean pollen
faint pasture
#

@pseudo narwhalWTF is that. Presumably this widget is spawned by the owning character/NPC/whatever. Set the reference to whatever it needs to get the HP value from after spawning.

#

Why would the parent actor of the player controller have anything to do with it?

#

Also the NPC should update its health bar when hp changes, rather than the bar constantly fetching health from the NPC unless HP is something that's constantly changing.

zealous moth
#

Yup did the test. After 35 of those you lose 20 fps in cpu

pine trellis
#

does anyone here have a work around to the C++ parent movement bug? basically I had my character parent as a C++ character but then when I reparemt it to a character the movement component gets bugged and cant crouch and other things, so the only way I know is to parent it to a pawn and then back to a character and it can then crouch and such but it ruins all the character stuff and everything it all over the place and even if I put it back it wont work the same

astral ravine
#

Hello, can anyone help me with a blueprint question?

#

I have a 60 foot bus in my simulator that I want to "bend" in the middle when turning.

pure marsh
#

how do i spawn an AI and immediately make a reference to it?

gentle urchin
#

The output pin from the spawn node is your immediate reference.

trim matrix
#

How can I change a parameter in layered material?
I've created dynamic material instance already (I want to change parameter in runtime). These are my layers:

#

When I pick for example this layer asset. I can see a blueprint for it.

#

And In blueprint of this layer asset I have a parameter:

#

But when I try to access this dynamic material and set this scalar parameter I get. If I could access this parameter I could turn on and off my car lights.

gentle urchin
#

You must create and assign a material instance to the car lights

trim matrix
#

I thought I've assigned it in my construction script

gentle urchin
#

Construction scripts can get invalidated

#

Safer to do it at beginplay

#

But yes, that should seem to work

#

Its often safest to get the node by draggin from the variable type

#

That way you always get a contextual node

maiden wadi
#

Just realized I've been using Unreal for almost two years now and I don't think I've had to turn off the context sensitive option once.

trim matrix
#

@gentle urchin So I have copied the code to the BeginPlay, and have dragged the variable from here, I still get the error.

#

With mesh it seems to work with blueprint, but doesn't reflect in the game.

gentle urchin
gentle urchin
trim matrix
gentle urchin
#

Keep in mind also, that you must assign it after creating it

worthy kernel
#

This is probably a dumb question, but is it possible to have an exec output go to multiple inputs?

For example, I'm basically trying to make a delayed loop. The goal is to turn the gun in the first person example into a fully automatic gun. Though, I don't want the gun to fire infinite times per second with a while loop. I want there to be a delay.

This is basically what I have so far, but I can't drag "true" to both "Fire" and the input on Delay.

gentle urchin
#

sequence

worthy kernel
#

I did try that, but it only fired twice. Unless I need to ad 30+ (up to 100 or more) pins?

#

This is what I had for sequence

gentle urchin
#

you want the delay to retrigger the sequence

worthy kernel
#

Yeah

gentle urchin
#

thats not what you're doing

worthy kernel
#

LOL, thanks. I'm dumb KEKW

gentle urchin
worthy kernel
#

yeah

gentle urchin
#

Hd paint skills

worthy kernel
#

For some reason I had it in my head that the sequence iterated on input, and not running all at once on input.

gentle urchin
#

even if it did, it would only fire twice

worthy kernel
#

Yeah

surreal peak
#

Isn't that an endless loop?

#

One with a delay, but still :D

gentle urchin
#

Yepp ๐Ÿ˜› So it wont be picked up by the editor/thread

#

got external stop atleast

#

post sequence tho, so the sequence loop will still be there ..

#

Sequence should be after the branch

#

and delay plugged into the branch again

#

breaking the loop

astral ravine
#

do I need to spawn two viechles or is there a trick to have them spawn as one but the rear act as a trailer?

gentle urchin
#

sounds like something you could use a spline for, if the bus was made by sections

astral ravine
#

the model is one continuous car

gentle urchin
#

alternatively it would need bones i think

#

possibly some nifty material expert could make something with vertex offsets aswell

astral ravine
#

hmm

#

so its like rigging wheels?

gentle urchin
#

Not familiar to how wheels are rigged

astral ravine
#

ah

#

anyone else have an idea?

surreal peak
gentle urchin
#

^ Surely that'd be a cleaner way to handle it

tepid cipher
# astral ravine ah

You have a few options at your disposal:
1: Export the FBX and add a bone is the 'correct way'.
2: On your material you could create a transparency of half the bus, and spawn another one in but that is creating a 2nd bus that is problematic with physics.
3: Find out if there's a perspective warping with render targets you could do.
4: Fiddle with virtual bones.

Why do you need to bend the bus?

tepid cipher
gentle urchin
#

Setting it up with a looping Timer , with a regular event instead? Should be as easily callable as an event i would imagine

tepid cipher
#

wait another solution would be to create a custom cooldown for the gun/item, and update that through event tick, but it's still updating through event tick, not sure what would be more clean though, loads of delays are problematic

gentle urchin
#

Event timer is what eXi suggested, and surely thats a good way of doing it

tepid cipher
#

use event ticks VS delay halts

#

or compare through time since last cast, but you're comparing which is math, which might be bad

#

it's hard to say what's worse, lol

earnest tangle
#

those kinds of comparison are cheap

#

unless you have tons and tons of them it's not going to be a problem

gentle urchin
#

quick and dirty, but shows the gist of it

tepid cipher
#

I'm bad, I don't use events

#

never found a real use for them

gentle urchin
#

This is a good use of it ๐Ÿ˜›

earnest tangle
#

Yeah they are handy for organizing flow control when you have latent actions

tepid cipher
#

my brain would find cooldowns easier

#

custom event trigger for action then do that action

gentle urchin
#

this also allows you to trigger the fire event if a gun were to not use autofire aswell. reusable logic, love it

tepid cipher
#

I just use a bool

#

cause i'm bad DogeSmile

earnest tangle
#

it depends on the implementation

#

some of my gun logic uses a bool to keep track of "is firing" and does logic for it on tick

tepid cipher
#

I use gun stats and customization

gentle urchin
#

delays dont give you an option to quit early or anything

tepid cipher
#

yeah

gentle urchin
#

so i try to avoid them

#

some times they make sense tho

tepid cipher
#

I don't like them either

#

i'll manually code things in

#

same as event ticks, or bind events

earnest tangle
#

delays make sense for actions you don't ever want to cancel but I think that's mostly it

tepid cipher
#

i avoid all of them like the plague

gentle urchin
#

Yeah exactly

vernal oar
#

Hey guys, I just encountered one incredibly weird issue.

I have a parent actor class (PaintingActor) written in C++. A blueprint class (BP_Painting) from that actor class. If I change any of the values on the blueprint instance in the world (for example, change the static mesh), all of my changes get reverted to the default values when I play it as a standalone or launch it.Same happens if I exit the project and re-enter it, the blueprint instance values get reset to default. In the editor, the data persists, and if I play it in the editor, everything looks nice and dandy. Has anyone dealt with this issue? I read some forum posts about people losing their instance values and some unsolved bug that was causing it, but that was from 2016. Has anyone dealt with this sort of issue?

tepid cipher
#

I know i've had to do that when making stuff that's in editor controls

tight schooner
#

I could maybe see the values getting reset if you have construction scripts doing stuff / dynamically spawning things. That's all that comes to mind (though my knowledge doesn't extend beyond BP).

turbid thicket
#

Hey everyone. I need to change the lightsource angle of my directional light via blueprint but you can only get it not change it. Since I am not a programmer but I really need that feature what should I do now?

tight schooner
turbid thicket
#

The name light source angle is a bit confusing. But this value is not the orientation of the light source. It actually controls the shadow softness

tight schooner
#

I'm looking at it in my own current project, and the parameter is grayed out because it's a lightmass setting (I have lightmass disabled). So maybe it can't be modified at runtime by design? Sorry, I don't have a good answer. If nobody else gives you one, you could try #graphics

tepid cipher
turbid thicket
#

Thanks for answering! I am working with dynamic lighting only. It should still work. I already know that it's not possible. But maybe there are tutorials or custom nodes available to enhance blueprints. I am trying to change the source angle in my direct light via blueprint widget.

#

"Set Sun "source angle" from widget BP - Development Discussion / Blueprint Visual Scripting - Unreal Engine Forums" https://forums.unrealengine.com/t/set-sun-source-angle-from-widget-bp/125988

tight schooner
#

It pains me to even suggest this last-resort hackish workaround, but you could maybe have a series of directional light components with different settings and have a BP script that controls which one of the series is active, lol

#

if there truly isn't a Better Way, then...

turbid thicket
#

That's a bad bad place we don't wanna go there :D but yes that was also the last idea i have fitting my skills

tight schooner
#

Is this a raytracing thing? I wonder if Epic never thought that Source Angle would be used outside of lightmass and thus locked BP out of modifying it

turbid thicket
#

Virtual shadow maps and normal cascaded shadows (to a limited amount) can be adjusted this way. You can change the value and shadow softness changes in realtime. So yeah. Makes no sense to me as well.

#

There is another source angle parameter in the lightsource controlling the raytraced shadows. Pretty sure cou can't access this one as well.

trim matrix
#

How do i turn a Structure into array? Without having to plug in all the members manually into a array? Why isn't there a node to just hook up to the Structure that outputs the structure as array?

trim matrix
#

Okay what about DataTable then?

olive sedge
#

Hey everyone!
I'm wondering right now when I should use a function and when to just collapse nodes. Any guidelines on this?

tight schooner
#

yeah, a function can be called from another BP or overridden by a child class

#

or otherwise reused throughout the BP; have timers set on them, etc.

#

they can also use local variables

trim matrix
#

can I turn of the construction script while editing a bp? every time I change sometime the script starts and messes everything up lol

gentle urchin
#

most stuff can be stuffed into functions even if its not reused, to chop up the code and make it easier to read and maintain

gentle urchin
trim matrix
#

yea I just disconnected it but it seems such a crude annoying way

heady marlin
#

Hello guys, sorry but i got a problem.

On my widget i call the gameinstance function that store and saved my variable.

This variable are on SaveGame class.

The problem is then when i start the PIE, on load, my GameMode load this variable but they are not set. Seems that nothing can change it. But on my project when i change this variable i used a print debug and effectively they assume the correct value that i want.

celest steppe
#

Hey all, if I return a struct in a function, is it automatically a reference?

What I want is, return the struct and then be able to set members of that struct

#

yeah, but can I make it diamond shaped myself?

gentle urchin
#

Pass by Reference does that

celest steppe
#

because now it seems like I have to create an object just to hold the data, and return that object, so the caller can change some values of it

celest steppe
gentle urchin
celest steppe
#

hm..., well than, thanks

gentle urchin
#

drag input to return node

#

keeps it a reference

celest steppe
#

that works?

gentle urchin
#

hmm, not 100% sure

celest steppe
#

it looks like that, at least...

gentle urchin
#

on the inside it looks like it

#

but

#

why would you return a reference?

#

I would think a function with a reference input is a generic one, suited for a specific type of object, doing some generic stuff to it?

celest steppe
#

yeah, I see it

celest steppe
# gentle urchin why would you return a reference?

in this case I want to return a structure and the caller should then be able to change one or two values inside that struct. This works with "set members", but without references I have to pass it back to a function

gentle urchin
#

Ah so you use the function to return a struct, which you then want to modify ?

celest steppe
#

yeap

#

I could encapsulate it in an object and change it directly there, but hm.....

gentle urchin
#

sounds like extra ๐Ÿ˜›

celest steppe
#

I think for now I'll just make the variable itself visible and modify it directly. It's not really clean and what I like, but it's just for a demo

#

later in the game we won't use this system at all

gentle urchin
#

Tested my method by dragging pin btw; didnt work.

celest steppe
#

yeah, I also tested it to some point.

gentle urchin
#

when i copy the function itself it suggests that it works (pasting it in notepad with the properties)

#

but when i copied the instanced function , it was set to "false" on "isReference"

tepid cipher
#

You might need to actually get/set a local varible

#

because return nodes should be confirmed but may not always be returned if you don't have one

olive sedge
tight schooner
olive sedge
#

Cause right now I would like to keep it as a set of collapsed nodes but I need local variables. I've used local vars in collapsed nodes before but that turned out pretty buggy

tight schooner
#

You can also make it a function but set it to "protected" or "private" so that it doesn't show up in searches, override-able functions, etc.

#

if you want it to be as collapsed-graph-like as possible

olive sedge
#

oh, ok

#

yea, that makes sense

#

thanks!

tight schooner
olive sedge
#

@tight schooner ok.. last question: is it considered bad to collapse nodes inside a function?

#

Cause I get issues with local vars if I do that

heady marlin
tight schooner
#

@olive sedge idk. Weird that that happens though

olive sedge
gentle urchin
#

dont think thats inteded use of collapse

#

also, one could say that the function is to big and can be parted if it's subjectable to a collapse

olive sedge
#

yes, parted into collapsed graphs ;P

gentle urchin
#

parted into several functions ๐Ÿ˜›

olive sedge
#

nah.. I mean: it's no big deal, I just won't collapse function nodes

#

While I'm here: is there a good way to switch on a Material? I don't want to have a series of branches out of GetMaterialFromCollisionFaceIndex

#

and casting to string is ugly

gentle urchin
#

think you can switch on surface type if that helps

#

well.. if its physical material i suppose

tepid cipher
#

Good luck using physical material on auto landscapes DogeSmile

gentle urchin
tepid cipher
#

i was going to post this too

tepid cipher
# olive sedge https://i.imgur.com/MyvWzf1.png

you're trying to collapse a local variable, from what I can see collapse nodes must be in a new function/node and local variables are specific to that function, which you're still operating in that function but it's in limbo land.

olive sedge
#

yea, well.. The issue is that the collapsed nodes don't recognize that the local variable is not in the collapsed context but in the function context

#

Appearently the collapse has its own context with own local variables

#

so it can't properly access parent context local variables

tight schooner
#

If you gotta then maybe have inputs "by ref" on the collapsed graphs and maybe you'd be able to set them by ref

#

But otherwise my gut reaction to collapsed graphs in functions is the function might be getting too complicated

#

Im a big fan of collapsed graphs in general though. Makes the overall flow more discernable when they're used right

olive sedge
#

Well, yes.. set X (by ref) works

#

yes, same @tight schooner it makes everything just a bit more tidy if you use it right

hushed pewter
#

Is there a way too bind the software cursor too a variable?

#

Im making a point and click and need the software cursor too change but the hardware cursor selection is too small for what im trying to do

#

The only idea that comes too mind if changing the brush of the widget

tepid cipher
#

why not just do a bigger hitbox?

#

@hushed pewter

hushed pewter
#

Then it just dosent feel as good

#

Just need too swap between these

tepid cipher
#

i've never attempted to deal with custom cursors

hushed pewter
#

Gak, but you guys are supposed to be all knowing

trim matrix
#

hi

#

i am new

#

to unreal

#

engine

tepid cipher
#

but I imagine you could have a list of textures to swap around

trim matrix
#

how to make game

#

in unreal

hushed pewter
#

Yeh but then Id need too make alot of blank space too matchup with the . whatever that * is called

trim matrix
#

engine

hushed pewter
#

Start a premade project

#

And try too make something off oneof those

trim matrix
#

ya i do

hushed pewter
#

Just

trim matrix
#

i made

hushed pewter
#

Think of something cool you could add

#

Then add them

trim matrix
#

prject

#

fps

hushed pewter
#

Until your confident with working from blank

trim matrix
#

game

hushed pewter
#

Try making a platformer

trim matrix
#

ok

#

how to add things

hushed pewter
#

Innit

tepid cipher
#

@trim matrix wrong chat and you're spamming

hushed pewter
#

Now my problem is losttoo the void

#

Ik you can swap hardware cursors in bp

#

but thatd mean setting the Click to a right

#

Drag to left

#

Its confusing and im not sure theres enough

#

Like

#

Im going off old point and clicks

#

Hovering over a spot you can move into cahnges the sprite of the cursor into a โฌ…๏ธ or a โžก๏ธ

#

Ik for the inventory I can just use brush swaps one another

#

But it seems messy too tie the arrows too hardware

tepid cipher
hushed pewter
#

Need too change software cursor

#

Or an alterntative

#

So i want the cursor too change too an arrow asset when it hovers over something

#

But the point of the refrence * thing dosent work if it just changes the image

#

I need to be able too swap between these

#

Widgets

#

But i can tchange software curosr in blueprint

#

Yeh in UI ive set a software cursor

#

*cantq

#

I have the cursor working

#

But need an idea for how too change it into โฌ…๏ธ

#

When hitting this left box

tepid cipher
#

is it because the hit detection is too good?

hushed pewter
#

Im gonna use on mouse over

#

๐Ÿ˜”

#

Im not explaining myself right

#

Basicalyl I need too turn the mouse cursor into a left arrow

#

Ive set it up as a software cursor

#

But need too know how too change it other than cahnging the widget image with brush

tepid cipher
#

@hushed pewter

#

just make the cursor a widget

#

and change the widget to what you need

#

that way you can tie in how accurate you want to click detection

hushed pewter
#

So

#

Dont use software cursor at all

#

Just use a widget thats attache dtoo invisible mouse

#

wait

#

Fuck

#

Can I change the enum attached too set widget?

#

*set cursor

tepid cipher
#

someone just had a eureka moment DogeSmile

hushed pewter
#

Im like

#

1/4 a eureka

tepid cipher
#

you'll get there

#

he doesn't like things cause they appear to be horrible, well, welcome to widgets

gentle urchin
#

Parent/child setup with a "add effect" event is what id be doing

#

Parent just holds the event, while all the child classes do the coded stuff

tepid cipher
#

Parent blueprint with child actors, your parent should hold your common stats

gentle urchin
#

Stats and events*^

tepid cipher
#

or have special ammo that has the stats for it

gentle urchin
#

Parent have the common functionality in it (calling the generic add effect event at the appropriate time etc)

tepid cipher
#

Parent = Damage, Effects, Mesh

gentle urchin
#

If you have guns and swords then those probably fit in two different parentclasses, but still derived from a master weapon class

#

Parent would have the effect event, but likely no code in it

#

So the child would override this

#

If several children should share the same effect, i'd consider having another "parent" class for those

#

Master weapon -> master slowing weapon -> specific slowing weapon

hushed pewter
#

Thanks for your help

#

I just hit a 150% eureka

gentle urchin
#

Np ๐Ÿ˜‚

hushed pewter
#

putting everything in one widget and changing there visibility

#

@tepid cipher Chad

gentle urchin
#

Yepp

#

So master weapon would have the "attack" event

#

But for the child master sword(no pun intended) it would mean playing a montage with a sword swing

#

While for the child weapon it would be spawning a bullet etc (i just realized they can both just do a montage, where the montage handles the potential spawning of bullets but oh well)

fierce axle
#

Hi there, is there a known issue with Unreal resetting variables (float) to "0" in playmode on child blueprints ?

#

It seems like "watch this value" fixes it ?. never mind then ๐Ÿ˜€

tepid cipher
hushed pewter
#

๐Ÿคค

sonic pine
#

Hiho is it a good way to trigger a Data Table with a structure or an other Data Table?

If
set CharacterClass: Mage -> Structure/DataTable Row Mage = Skill 1, 4, 7, 10
set CharacterClass: Hunter -> Structure/DataTable Row Mage = Skill 2, 5, 8, 11
set CharacterClass: Warrior -> Structure/DataTable Row Mage = Skill 3, 6, 9, 12
This numbers will trigger the Skill_Data_Table with all Skill Settings

The correct skills would be ordered by the correct Character Class. Maybe i could set the correct skills to the skilltree?

hushed pewter
#

Shid

#

Sorry too come back here but how can i update a software cursor mid game

#

I looked online and found barely anything about it outside of binding it through code

#

Anyone dont this before?

high ocean
#

@sonic pineSounds solid to me. Still, depends on what the structs contain (if it also contains anims, fx, spawns etc alongside raw data like stats), but yes, if you're a man with a plan, and know what data will be required, do a data table/class.

hushed pewter
#

Nana

#

Im using a custom enum now

#

All the mouses are in one

#

And i have some spagheti that hides the last one and shows the previous one

#

But i just need too updat ethe software cursor mid way

#

This one dosent work sadly

#

Just dosent update

sand shore
#

I think that only works:

For the context specified (eg, hovering a link won't show the default cursor)
If you set your project to use software cursors in the settings

hushed pewter
#

Wait

#

Ye na that dosent update it

#

Welp

#

Byebye 1 hour of work

#

Since I forgot to give the cursor in set hardware cursor a name

sudden tusk
#

hi guys - any idea how to get rid of this graphical artifact appearing in my character blueprint - seems to be the floor from the level

hushed pewter
#

If your just looking to hide it in editor there should be an option too make it visible in editor

#

But if your wanting too remove it entirely then you should just need too compile, close and then re-open

#

That is if youve already removed it

sudden tusk
#

i dont know what this is ..

#

i compiled; closed the editor and restarted pc even

#

my editor did crash twice

#

it doesnt contain anything - atm, i removed it - to check if it was bringing it in via some glitch

#

but the thing though, - it literally appears for any new character blueprint i am trying to create

#

i will try that - apart from reinstalling the engine, i guess thats the best option atm

sly spade
#

Hi has anyone had any luck with ue4 world location to wheel rotation? in blender/maya/max its seems it can be done through contraints

#

i can get distance to rotation working fine in a particular 1,0,0 0,1,0 axis etc

#

but when 0.5,05,0 etc the rotations arent local

#

and change speed based on the z rotation

zealous moth
#

is there a way to fetch all the sockets from a static mesh? I can get all socket names from a scene component but can a static mesh variable be converted to a scene component somehow?

sly spade
#

tried casting it?

zealous moth
#

i could cast but it would not return the sockets

#

it can find a socket, sure but not get all sockets

faint pasture
#

@zealous mothYou're trying to get all socket names WITHOUT instantiating the mesh right?

zealous moth
#

can it be both? :x

#

not sure why that would change it

faint pasture
#

Once the mesh is instantiated by a mesh component you can get the socket names from the mesh component

#

mesh component IS a scene component

zealous moth
#

yes, that i saw

hot linden
#

So I've followed some tutorials regarding auto landscape materials, and I've gotten kinda stuck when I want to automatically apply a grass mesh on one of the textures that gets automatically applied, it applies it to all slopes and textures in the auto material and not just the grass one, what can usually be done about it?

zealous moth
#

@faint pasture oof this is a tough one... i have a static mesh component, it has a variable based on an SM in my folders and it's a component child of my mesh in my character BP.

#

then how would i access it the SM component from the sM?

faint pasture
#

@zealous mothShow your setup. If you're gonna instantiate the mesh anyway, just set the components SM to the vairable and then get the socket names from the SMComponent

hot linden
#

Thanks again @trim matrix , you always come to the rescue ๐Ÿ˜‚

zealous moth
#

i mean this is what i have

#

oh i see where the issue lies

#

I'm setting it in an actor component

#

but that property doesnt exist in AC, only in Actor

#

what a bummer

faint pasture
#

@zealous moth what exactly are you trying to do? Are you trying to have any sort of modularity to your weapons or the ability to swap them out or just the one sword?

#

From looking at what you have there, you should be able to just grab the sword static mesh component and get the sockets. If you have some sort of actor component that you want to do all your damage calculations or whatever, in the character actor, you should pass the sword static mesh reference to the actor component.

zealous moth
#

yeah so on the actual character, it works, but I wanted to keep it off the character and into an actor-component

#

however the actor component has limitations

#

and it seems that non-instanced objects cannot have their sockets probed

faint pasture
#

I would just use the actor to do the linking between components, it's sorta the point of having an actor as container for componenets anyway

dreamy river
#

I want to have mouse position on tick. Normally Get Input Mouse Delta would work, but this is widget and I turn on UI Mode only when I'm inside it, so Mouse delta is not working. Instead I want to use Get Cursor Delta which works in widgets, but I don't know what to connect to Input to get my cursor position.

faint pasture
dreamy river
#

Screen space. It was working great with Mouse Delta but then I can't use UI Input mode

faint pasture
#

There should be a node like Get Cursor Position Screen Space or whatever, use that.

unique finch
#

why can't i add to my player state array like this??? im very confused i try Adding it to the area but it doesn't change the length

unique finch
#

Yeah yeah the event is triggering, i figured it out

#

off of the get from the array struct i used get by copy and not by reference

#

which is wrong obviously

woeful pelican
#

Ah

#

Anyone able to help with this vector/rotator shenanigan?

unique finch
#

@woeful pelican btw is get array ref bad?

woeful pelican
#

I wouldn't know. It doesn't seem bad?

astral ravine
#

It dosent actually bend tho

unique finch
spark steppe
#

is there any builtin method to check if an angle is between two angles, where it would work with crossing the 0 area (e.g. angle1: 270ยฐ, angle2: 90ยฐ, where everything between 270ยฐ - 90ยฐ will return true)

zealous crescent
#

Ive a querstion ya'll, in my animation blueprint, play rate is NOT affecting anything (nor when i change the playrate in the orginal animation asset). Thoughts/ What am I missing?

wanton ginkgo
#

anyway to speed up the 'create drag drop operation' node? Got it set as the pivot centre, it moves fine but it kinda glides to the pointer instead i want to it snap to pointer any ideas?

maiden wadi
#

@spark steppe Only thing that comes to mind is the InRange node for floats.

faint pasture
woeful pelican
maiden wadi
#

@woeful pelican First note is that you're using the Instigator's velocity, but not specifying an instigator?

woeful pelican
#

Defaults to the actor that's spawning it

#

No need to specify

maiden wadi
#

Does that return a valid velocity?

woeful pelican
#

It does. Did you see the video attached? It works in one direction (shooting from the left side) but I haven't got the direction correct for the other 3

#

I am doing something horribly wrong with vectors and rotators here

maiden wadi
#

Ah. I see.

gentle urchin
#

What was the expected result ?

woeful pelican
#

Velocity inheritance. I want the cannonball to properly (or properly enough) inherit the velocity the ship is currently moving at

#

Shooting from the left works as I want it to

maiden wadi
#

I would, instead of rotating the vectors, transform them.

woeful pelican
#

hmmm, could try to figure out transformations

#

Might make things a little more simplier

gentle urchin
#

Cant you just apply current velocity in current ships direction at bulletstart?

maiden wadi
#

Specifically the instigator's velocity. I would just transform that into the cannonball's local space.

woeful pelican
#

I'll have a go at both ideas

gentle urchin
#

If it doesnt work i can check what i did on another project

#

A tank-like prototype

#

Pretty sure we calculated the angle there

maiden wadi
#

Might also be worth noting that setting velocity directly might be a little easier than doing it in local space.

#

Setting it directly will leave you working in world space. Setting it in local is useful for some things, but you're already working with two world space directional vectors.

gentle urchin
#

^ i could be missing somethiing but its not obvious to me why it wouldnt work ^^

maiden wadi
#

@woeful pelican These two should be doing the same thing if I've woken up enough to math. One is inherently less complex than the other. ๐Ÿ˜„

faint pasture
#

Does your projectile have "initial velocity in local space" checked?

gentle urchin
#

Would it get it during spawn in any case unless attatched and unattached to the spawner?

#

Just because something spawns it shouldnt mean that it should get its spawners velocity(even if it would be practical here)

faint pasture
#

If you must use local space instead of world (hard coded initial velocity?), Just rotate the world velocity into the local orientation.

gentle urchin
#

Right right, but it wouldnt get it automatically, was what i was commenting on

#

Atleast i wouldnt expect it to

#

Damn typos. Mobile, sry

faint pasture
#

In my case I do everything in world space, just spawn the projectile and set velocity.

gentle urchin
#

Makes sense. Keeping it clean and consistent ๐Ÿ‘Œ

fading wren
#

does it possible to rotate character by using timeline ?

gentle urchin
#

It is possible yes

#

Either using it as a lerp or adding constant (or variable) rotation for duration

fading wren
#

how can i do it ?

#

what node should be in input

#

and output of timelinde node ?

maiden wadi
#

What are you animating on mouse movement?

#

The actual rotation of the character?

fading wren
#

rotation but with inertia

#

yes, i would like to use Timeline node instead of InputAxus Tunr -> Add Controller Yaw Input

fading wren
#

i would like to have like hard to start to rotate, and really easy on end

#

InputAxis Turn node, have float output Axis Value, but it is giving a linear result

#

you know what i mean ?

maiden wadi
#

Sounds a lot more like using a curve or basic square root math on a lengthened vector on tick than timeline.

fading wren
#

but it much easier for me to edit curve

#

as i have experience in character animation

#

so if it possible, how would i do it by Timeline node ?

maiden wadi
#

Dunno. I rarely use timeline nodes. With the exception of rare cases, they're fairly useless since they're just an extra component on an actor using it's tick instead of the actor's.

fading wren
#

"using it's tick instead of the actor's." what does it mean ?

maiden wadi
#

The timeline node adds an ActorComponent to your actor and uses the ActorComponent's tick function to update the timeline node.

fading wren
maiden wadi
#

You can create Curves in the content browser, and use them anywhere you want as a property. If your goal is to create an effect where if you move the camera right and then stop abruptly, but the camera keeps turning right for a short time, you can achieve that via simply setting the control rotation as normal on input axis, but on tick, do a few checks like whether the control rotation was changed from player input last frame, if so don't do anything, if not, start setting control rotation based on your curve in the same direction as the last direction they moved, slowly scaling it back based on your curve each frame.

#

If you're just looking for camera lag smoothing on the other hand, you can just use a spring arm and use it's settings.

spark steppe
fading wren
fading wren
#

Or spring arm have setting that allow me to create somekind of curve ?

faint pasture
#

@fading wren Is this meant to be continuous or something that happens over a discrete time frame? Like "constantly follow mouse cursor with inertia" or "rotate when this thing happens"?

sudden shale
#

Hello,
I currently make an puzzle game in 3D voxel with an level editor and for that i have 2 choices. For info the level probably should be limited to an box 128x128x128 blocks.
So i'm curious to have your opinion.

1๏ธโƒฃ Use multiple Instantiate Static Mesh (1 by blocks type), and 1 actor for each dynamic blocks (like button)
2๏ธโƒฃ Use an custom mesh (generate by my hand), and 1 actor for each dynamic blocks (like button)

Thanks.
(sorry if is wrong place)

faint pasture
woeful pelican
sudden shale
faint pasture
woeful pelican
faint pasture
#

I would 100% suggest the game model NOT be made of actors tho. You need a background model and just have ISM for visualization.

faint pasture
steel sequoia
#

anyone know keybind to hide navmesh?

woeful pelican
#

Yeah I don't

sudden shale
faint pasture
#

I know the projectile movement component is notorious for 1 frame delay before updating.

faint pasture
#

What you want is a data structure representing the game world, and something generating the instant static meshes to visualize it. Look up MVC

sudden shale
faint pasture
sudden shale
#

Yes i know but with the custom mesh is look like more easiest for check if i need render the block or not because i don't have to manage multiple ISM

faint pasture
#

True. It'll render a bit better but you'll have more trouble changing it at runtime, would have to recalculate a lot more stuff vs just adding and removing ISM.