#blueprint

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lament ginkgo
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Hey all, trying to make a minimap with icons on characters. I have a scene capture component 2d, then a sprite under it. THe sprite is set to Owner No See, but the problem I'm having is that while the icon's invisible for that player, any other player sees it. Is there a way I can hide a component from I guess the main character's camera, but not the scene capture camera?

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Or another way entirely that might be better?

fleet sinew
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Is there a way to combine array of values into a single value?

shut hinge
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i got the same problem with the minimap when you switch into other pawns, they all see the icon even when sprite is set to owner no see. Only the controlling pawn it works for.

trim matrix
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To understand what you want, you wan to do able to orbit the camera around the character freely?

icy dragon
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Nah, it's just a typical third person camera. Setup is fairly simple tho

trim matrix
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or you can make a new 'game' project and select the third person template

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or if you have an existing character blueprint, add a spring arm component, then a camera component as a child

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you will have to add the input controls and logic to have this function

steel sequoia
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anyone know why my packaging keeps failing?

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PackagingResults: Error: Unable to rename C:\Users\wret\OneDrive\Documents\Unreal Projects\Extinction\Intermediate\Build\Win64\Extinction\Development\Core\SharedPCH.Core.h.txt.tmp to C:\Users\wret\OneDrive\Documents\Unreal Projects\Extinction\Intermediate\Build\Win64\Extinction\Development\Core\SharedPCH.Core.h.txt

gentle urchin
steel sequoia
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ah yes srry didnt realise there was dedicated channel

cerulean raft
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Hi, I have this BPI, I've implemented it in the AnimBP and still why can't I call an event on Jumped? Is there anything else that I have do to call that event?

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Restarting the editor fixed it

jagged cloud
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Hey guys, I'm really new here. I'm trying to make this cross hair and it works. Perfectly fine but after i quit the simulation i get this error (which leads to every singe "set position" node. Any help?

Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsFPS_First_Person_Pawn". Blueprint: Crosshair_hub Function: Set Croshair Graph: set_croshair Node: Set Position

trim matrix
jagged cloud
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after i quit the simulation

trim matrix
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it's just making sure you see the errors after simulation is done that were happening during the simulation

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you want to convert your cast to firstpersonpawn to an impure cast probably

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but really you should cast to the first person pawn once somewhere else and make that result a variable

jagged cloud
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I've read about making a variable and referencing it to my character instead of cast but honestly i have no clue what im doing

trim matrix
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I can probably help you out in about an hour, just about to have dinner

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but before I go, does the crosshair work?

jagged cloud
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That would be perfect if you could! And yes it does. Can i dm you so i have you in my recents for in a hour

trim matrix
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sure, ttyl

cursive path
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I have problem when my charater walk on stairs r it is like jitter up and down

jagged cloud
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Hi! Another issue. Cuz i guess im a dumb ass and i can't even fix this myself. Any idea how to fix this?

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ah my bad sorry

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also this is how i've seen it done in tutorial i watched and it worked for him? that's why im thinking im a dumb ass cuz i cant even follow a tutorial

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I've posted it in graphics for now! thanks for help

toxic merlin
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how could i achieve something like this? Basically select a level and then load it with a button below. Im having trouble figuring out how to do selection toggling specifically. I was thinking something like running a loop that checks which button of the 3 was clicked last and save it as integer and then load the level with switch on int on the 'next' button. Im not sure how can i google something like this

sudden nimbus
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click the button in the umg editor and set up an event for Clicked

toxic merlin
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yes thats what i meant i think, but how do i do the selection above from the 3 "levels"

sudden nimbus
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oh you mean load on Next

toxic merlin
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how do i tell unreal which of the 3 was selected

sudden nimbus
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just save it to a variable in the umg when one is clicked

toxic merlin
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and to unselect others when new one is clicked on

sudden nimbus
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pull it out on Next

toxic merlin
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okay, so i click on a level1 , save the variable of "level1" if i click on level 2 i just overwrite the variable with level2, and when i click on next button it executes the variable

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I thought maybe theres something like already built in combobox thingy, but not in a dropdown form

opaque blade
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But as rezonant mentioned, just save the variable, and before test if the current is valid and do your Unselect logic there, ie. hide border / change color etc.

toxic merlin
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got it thanks!

tiny ember
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Hello, I am trying to make an object disappear whenever it enters a trigger volume, and reappear when it leaves it. I also do not want it to be clickable, and I have attempted to do that here
However when it runs, the object being hidden counts as leaving the volume, so it reappears, setting itself off again, and causes an infinite loop.
Is there another way I can do this?

sudden nimbus
tiny ember
sudden nimbus
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also set collision disabled on those components ?

tiny ember
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causes an infinite loop, because it uses collision to check if it is there

sudden nimbus
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ahhhh yeah

tiny ember
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I could put a second trigger box...

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I was trying to make it simple, but oh well

sudden nimbus
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what if you set the collision so that it skipped the trace but still overlapped

tiny ember
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I am not entirely sure how to skip the trace

sudden nimbus
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traces happen on trace channels, overlaps happen on collision channels

tiny ember
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thats... weird

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I created a box trigger, (because it cant be clicked on) so that when it overlaps, only the box is supposed to disappear

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somehow it still throws the infinite loop error

sudden nimbus
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assuming you mean a box collision component, it can be configured to respond to both traces and collision channels

tiny ember
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I was trying another method without the trace

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I dont understand, I am removing the box, which is not the overlap detector anymore, so it shouldnt form the loop

sudden nimbus
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the default will depend on what you've configured, try switching to Custom profile so you can see what it's responding to, but really this is about changing the profiles at runtime so that it stops responding to trace, and keeps responding to collision

tiny ember
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but they are seperate components....

sudden nimbus
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then keep the component responsible for collision active, and the component responsible for trace should be disabled

tiny ember
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thats what i tried to do

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it still throws the error

sudden nimbus
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if it's looping on "begin overlap" and "end overlap" over and over, then you are still toggling the collision component

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you shouldn't though

tiny ember
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it should be, on overlap with box collision, hide the cube
When leave the box, the cube reappears

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but it throws an infinite loop

sudden nimbus
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blueprint simply counts the number of nodes that ran more than once in determining infinite loops. If it says you had an infinite loop, it's because there were too many repeat nodes during that frame

tiny ember
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I just put a delay on it, to stop the error triggering, it seems the box never reappears

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so the EndOverlap is either not being called, or its being repeated

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tried visibility instead of hide, same problem

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@sudden nimbus got it working by making the box always ignore queries. Its a workaround, but I am still confused why the original solution didnt work

fallen blaze
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trying to make a movement system for vr controllers, this works but everything is reversed, lmk if you need more info to help me

wise raven
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Thanks @gentle urchin @faint pasture This has sort of worked for what i wanted it to.

half crypt
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@fallen blaze try multiplying the axis value by -1 and by reverse do u mean forward is backward e.t.c

fallen blaze
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im very new to ue4 but giving it my best, ill have a go at that- yes that's what i mean by backwards

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cheers

atomic salmon
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Thumbstick locomotion is what you are looking for

fallen blaze
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yeah i copied a guy's blueprint and it worked for him not for me

half crypt
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@fallen blaze u can do what I suggested or change the axis value in the input setting under the project settings

atomic salmon
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Depending on which VR set you are using the input axis may require reversing (so it is appropriate the suggesting to invert the axis by multiplying by -1.0)

fallen blaze
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quest 2

atomic salmon
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Yes, one axis needs to be reversed. You can also do it directly inside Project Settings --> Input by changing the axis multiplier from 1.0 to -1.0

fallen blaze
atomic salmon
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Open Axis Mappings at the top

half crypt
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@fallen blaze wherever you put 1 as the axis value put -1.0 and wherever you put -1.0 pit 1.0

half crypt
fallen blaze
half crypt
fallen blaze
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all of those drop down menus have 1.0

half crypt
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@fallen blaze I'm guessing the ones with LEFT has to be -1.0

fallen blaze
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no, it all says scale 1.0

half crypt
fallen blaze
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ah ok

half crypt
fallen blaze
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ok so making sure im doing this right every category of motioncontrollerleft of some description turns to -1.0

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apologies for being slow

half crypt
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Try if it works, and if not try changing the ones with right to -1.0 and the ones with left back to 1.0

fallen blaze
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will try now

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ok still backwards switching

half crypt
fallen blaze
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cheers

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honestly it seems like it works when looking where the camera actor was placed but when i start looking at the other walls it turns backwards

fallen blaze
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no sound for your own music

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that's amd

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mad

half crypt
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@fallen blaze have u found a solution

fallen blaze
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nope

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lol

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i'm sure it's just my incompetence with the engine

atomic salmon
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Look at the archiviz tutorial

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That is what you need

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Because you seem to be using a Character

fallen blaze
half crypt
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@fallen blaze I'll suggest you watch it again and look at the axis scale

rustic marten
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hi i wanted to make a moment where an enemy spawns behind the character and the camera of the player will rotate to the enemy with an animation of the enemy attacking with sound. (its a jumpscare) do you reccomend using sequencer or an animation

rustic marten
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and out of curiosity are there any games maade just using blueprints

half crypt
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@rustic marten plenty of indie games

earnest tangle
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afaik Robo Recall which was one of the big early titles on Oculus was also pure BP's

digital bough
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hey guys any recommendations for a good mantling tutorial? ๐Ÿ™‚

atomic salmon
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RR also had a C++ portion but most of it was indeed BP

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@digital boughlike a cloak or more dangling bits?

rustic marten
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even bright memory i think was

atomic salmon
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Bluprints are run by a virtual machine (unless you use the nativization option), so they are less performant than C++

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We have a whole VR platform built 95% with BP's and it works flawlessly

fair sun
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anyone has an idea why this only gets printed once? Works as intended without the delay

trim matrix
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how would i save the value of a slider in a ui in blueprints

torpid hound
trim matrix
torpid hound
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I'm trying to get my head around all the various quirks and gotchas of interfaces in Unreal and I'm a little confused about something: Specifically, if I have an plain Actor reference what is the correct way to cast that to an interface? Is this what the Messaging node on interface calls is for?

dense citrus
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hey, just a quicky question, anyone know how to get the middle of 2 rotators

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or i guess what would be the (x+y)/2=z thing of 2 rotators

supple dome
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that wouldnt work, as 360 and 0 are the same thing

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try a DeltaRotator, then /2, and add to the original

dense citrus
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okay, and how would i do the /2 considering i can't just /a rotator? would i need to break it to a vector first, or past that?

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(trying vector rn)

torpid hound
supple dome
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yeah lerping is probably a smarter solution

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\๐Ÿ˜„

dense citrus
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@torpid hound & @supple dome ty very much for your help, that seems to have worked

lofty hound
torpid hound
lofty hound
# torpid hound I'm just a confused about how to get a *reference* to the interface after implem...

The message node will the call the function on the interface. Lets say you're sending data from game mode to player character. The interface function requires a target reference of the player character to make sure it send it to the right place, it also requires the interface to be implemented on the player character BP.
If you call the message from game mode without a target reference it will simply do nothing as its effectively sending data into the abyss.
You don't need to cast to an interface

maiden wadi
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Blueprint safe fails when calling interface functions on targets that don't implement the interface. In C++, or for other reasons in blueprint, you might also use DoesImplementInterface if you want to explicitly check.

torpid hound
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OK cool, pretty sure I got it now. Thanks

maiden wadi
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Usually though, you don't actually cast to the interface. What you're doing is calling a static function in the interface class, which passes in the target, and that static function does some stuff and calls the interface function on the actor. UE black magic. However, you can use interface pointers meant for passing in different objects that use the interface. Very common in UI stuff.

gentle urchin
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very practical in many cases : )

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especially for generic functionality where you dont really care who the target might be

torpid hound
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Yeah, I'm very familiar with using interfaces in c# so the overall value and structure is very obvious to me, just the specifics of interacting with interfaces in unreal is entirely different

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Just a bit of mental model whiplash happening over here

maiden wadi
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Yeah, just don't fall into the trap of using them to avoid casting. ๐Ÿ˜„

gentle urchin
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Is it even a trap ๐Ÿ˜›

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whats the downside for doing it

maiden wadi
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I have literally seen people specify singular functions in interfaces, meant simply to help a pawn communicate better with it's controller. As in the pawn is the only class calling this function, and the one controller the only thing implementing that function. Their excuse was because they were told casting is very slow.

lofty hound
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Thereโ€™s a great video on unreal YouTube channel about blueprint communication that clear most things up

earnest tangle
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Interface calls in C++ cast always I think :P

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so the idea of avoiding casting by using interfaces is kind of silly :D

maiden wadi
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Well, the idea that casting is slow is entirely unbased. People fear casting because a few people blew up their large projects with terrible class inheritance management, and now casting is nearly as bad as tick with the bad reputation.

trim matrix
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Hi everyone! Does anyone know how to select asset by name/path/smth else from editor utility blueprint in content browser. Basically I need to filter selection. I select few assets, check condition, then need to select only desired one

maiden wadi
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@trim matrix Depends on your use case. Normally people do that via asset pointers. If you need to allow users to upload their own assets and get it from path, that's a little more involved.

trim matrix
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No no, case is simple - it's for myself, I don't want to manually check each asset. So I need to keep selected only filtered

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that simple

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problem solved

gusty shuttle
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That's awesome dude!

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On my end, has anyone had a problem when setting up a controller with a widget and having it skip over focused buttons? Like it's moving to quick and I need the default system that's ingrained in UE4 to be shut off or I need to learn how to make the input from the controller move slower

snow harness
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You guys ever see a plugin or function like that Clean Up button in the material editor but for Blueprints?

toxic merlin
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hey another stupid question, why cannot i connect multiple animation into same node?

maiden wadi
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Because that's an argument, not a target call. Using multiple pointers only works on targets.

toxic merlin
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I see, can i somehow use same animation for multiple widget objects ( the animation is just changing Border brush alpha from 0 to 1 and reverse), so same animation for multiple borders

maiden wadi
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Not sure I entirely follow the question? Each instance of the widget should have it's own animation. If you wanted to affect multiple widgets with the same animation, the animation would need to be in a container widget with the animated widgets as slots or children of the container.

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Alternatively, if it's alpha, you can also do this via tick and some gametime math, or use a material instance. Material instance could suit you here since using one material instance that isn't dynamic would affect everything using that instance if only one thing sets the value.

toxic merlin
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Im basically trying to make the default "border" widget invisible/ visible by animating its brush alpha. I didnt think about using materials. I have an idea to make my own "border' widget that has that one animation and use it instead of the default border

gusty shuttle
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Question: How do I stop/slow the default controller navigation in-bedded inside UE4? My menu and focus works fine with the keyboard, but if I use the left thumbstick, all hell breaks lose. I tried disabling player input, character input and more between thumbstick movements to slow it, but I can't seem to slow the bloody thing down

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Example, it's focused on Credits when it should be on New Game

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If I move the left thumbstick very gently it does it fine, but if I go full tilt it races down the list and I don't have proper focus

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Any help would be greatly appreciated

gusty shuttle
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And it also skips buttons to focus on, weirdly

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Seems like this problem is a hard one because no one answered yesterday and today ๐Ÿ˜›

zealous moth
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does the array append function add or add unique?

gusty shuttle
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Negative

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Should it need to though? I'm not adding anything else to the array. The array is set, just need to pull out which one has focus

zealous moth
maiden wadi
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I would assume Add. C++ looks like it is similar to add. Basically just resizes the target array to Targetarraysize + AppendedArraySize, and then memory copies the values.

blazing moth
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This node is always returning false, I'm assuming I'm using it wrong. I'm trying to modify this example blueprint to check if another player is hit, but none of the checks I've tried seem to actually check. Random Bool passes through, so I know my return is working properly.

maiden wadi
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That will only ever return true if nothing is hit.

blazing moth
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It's also not returning true if I fire directly into the sky though

maiden wadi
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Yeah, on second thought I don't think it would then either. Where is this logic at?

blazing moth
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It's part of a shoot routine that's called from the player blueprint when the mouse is clicked. The rest of the function works, just not that particular node

maiden wadi
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Are you just trying to test if it is a BP Player class?

blazing moth
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yeah, to increment the score value

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If I switch it to not equal then everything is true

maiden wadi
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Normally, I would just say cast it before the apply damage, but if you want apply damage to always run no matter what is hit, and only the return to be affected then you can get the hit actor's class, and check ClassIsChildOf

blazing moth
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That worked

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Thanks!

maiden wadi
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Although, cleaner method would be to implement this in the hit actor. On EventAnyDamage or whichever you're using, if damage gets applied, get instigator's playertate or whatever you're storing the score on to increment it.

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Cause with this, if you want to leave dead bodies, and you shoot them, you'll still get score.

blazing moth
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Ah. So I should put the score incrementation inside the shoot function then, and then cast to player?

maiden wadi
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Nah. You're applying damage here. Is this a gun actor?

blazing moth
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yeah

maiden wadi
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Your gun should be owned by your controlled pawn. Then you can pass in the gun's Self->GetOwner function return as the instigator.

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Sec, need a class.

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Where do you store score?

blazing moth
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Ok, does the attach actor function imply ownership, or do I need to add in another function entirely?

blazing moth
maiden wadi
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You'll usually specify that at SpawnActor.

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Player as in the Pawn or Controller?

blazing moth
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good question, I'm actually not sure

maiden wadi
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Score is most often kept in the PlayerState, but it really won't matter unless you're doing multiplayer stuff.

blazing moth
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How would I find out whether it's the pawn or controller?

maiden wadi
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Open your player blueprint and see what the Parent Class is on the top right.

blazing moth
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it says character

orchid garden
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@maiden wadi - have you done any tutorial vids? seriously, your always here helping people with alot of problems from simple to advanced.

maiden wadi
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Haha. There's plenty of information out there. And to be fair, I only vaguely skimmed tutorials when I was learning. Hands on and actually reading general programming articles was a lot of my understanding.

blazing moth
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Thanks for all the help!

orchid garden
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Authaer is a great person to get advice from, he helped me out several times in the past with issues I had gotten stuck on in blueprints.

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he/She, sry making assumption based on user name.

maiden wadi
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@blazing mothThere. So when you spawn your weapon, you can set the Owner and Instigator. This should be set to the Pawn that is going to have it equipped.

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Gun fires, calls apply damage on hit actor.

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Then your damage node in the hit pawn has one of these. Same idea on all of them.

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You pass in the shooting pawn's controller via GetInstigatorController, and you use that in the hit actor to get your pawn, then you can add your score. I did it via function, since I'd usually call UI bindings in the same function and probably from multiple places.

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This can get a lot more complicated. You can make different damage type classes that can add more points, no points, scaled points, etc.

orchid garden
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just a little fyi - Epic launcher - ue market - click 'free' - some new military cars there, and a UE4 save/load course that wasn't there for me yesterday

maiden wadi
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Oh, those are neat.

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Too bad my personal project isn't realistic military. ๐Ÿ˜„

orchid garden
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heh i hear ya

blazing moth
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Ah, thanks! I'll have to switch my stuff over to that. I really appreciate the help : )

orchid garden
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hey Authaer, question for you, sense i've never messed with it, what exactly is Twinmotion? (yep a total noob question)

maiden wadi
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Architect stuff. Not sure what it does exactly, but makes it easier to toss scenes together.

orchid garden
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seen a few things for it pop up in the ue free stuff lately, i.e. boats, sports equipment, cars, etc.

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ah so mostly for the architect Visual stuff, okay that makes sense then.

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hrm... guess thats one way to get a electronic resume out there and exposure to your abilities... uploading models to the UE market,making them all free then using your web link for a online resume hehe...

coarse flicker
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Hey Guys a quick question, I added this sphere collision inside my default ThirdPersonCharacter and set it to **block **but this still **clips **through walls. Am I missing something?

maiden wadi
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Default movement uses only the root component of the actor. Nothing but the character's Capsule component is evaluated when moving.

orchid garden
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camera clipping as well Authaer

coarse flicker
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So collisions within other collisions cannot exist?

maiden wadi
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They can, but not with the default systems. Movement code is very expensive. You can bring a PC to a crawl with nothing but randomly moving AI in a blank scene with no mesh, just capsules, at about 350 characters. And capsule collision checking is cheap. Adding more onto it quickly gets more expensive.

orchid garden
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couldn't you use just a basic trace to check for collision with a object X distance infront of the actor and if so stop forward movement?

maiden wadi
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Normally if you want to limit movement via mesh, either do it manually on tick which is really cheap if it's only for the local player's movement. Or you're looking at some movement component overrides in C++, or creating your own movement component.

coarse flicker
coarse flicker
maiden wadi
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It's only for one single object in the game then. And it's a pretty cheap check at that. Tick won't hurt anything.

orchid garden
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i had several forward movement line traces on a character in a project during their jump routine, didn't seem to effect performance any even with npc's running about the scene

coarse flicker
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Thank you so much guys ๐Ÿ’ฏ

orchid garden
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think i still have that project....

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its kinda sloppy but....

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while the character was in forward motion, and falling, it was doing two line traces to check to see if they could 'kick' themselves from the wall.

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there was a third line trace to make sure they didn't smack a object with their head while doing the kick off

snow harness
# gusty shuttle

I haven't done much UI stuff or used this type of functionality, but I see your Set Keyboard Focus here is happening on a 0.1 sec timer. Does that mean it's grabbing the input only every 0.1sec? If so, shouldn't it be per frame?

orchid garden
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@coarse flicker so it really all depends i think in how your effectively using them

gusty shuttle
coarse flicker
gusty shuttle
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I now have a timer set for 0.001 but it seems to not have much effect by a few frames @snow harness

snow harness
orchid garden
snow harness
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For example, for mouse sensitivity for character rotation, it's easy to just multiply by a float to reduce the speed

gusty shuttle
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@snow harness I figured out a great node to see the state of the stick. So with that I could set a pressure limiter, but I still have the issue where if it's pressed, there is a bit of lag between what the controller is focused on and what I tell which button to focus on.

coarse flicker
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an object*

gusty shuttle
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Ill take a quick vid to show

orchid garden
snow harness
gusty shuttle
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You can see how the controller activity is fast, but then catches up to what I tell it to focus on

coarse flicker
snow harness
# gusty shuttle <@!144405831826407424>

Obviously I can only see the Print and the menu and can't feel the input, but it seems like the printing is changing from 0 at the same time as the menu updates. (hard to watch both when they're on opposite sides)

gusty shuttle
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Oh haha, that 0.0 is just a print on the controller thumbstick pressure, no need to worry about that

snow harness
gusty shuttle
orchid garden
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@gusty shuttle couldn't you just set the input movement to you desired speed when the controller is moved for the menu? i notice sometimes the controller is hitting 0.0xxx, 1, and 2 for movement, so why not when movement is detected in a certain direction just set the movement to 0.x/-0.x value then process?

snow harness
orchid garden
gusty shuttle
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I suppose I could, I never tried that. Off the top of my head, I just want to set focus on what the in-house controller is focused on then go from there. But it seems like I also have to tell the game to focus the keyboard on it to.

orchid garden
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i did something like that for a drone to effect the turning radius while in flight, but when on the normal pawn, it didn't effect it as all (manually setting movement speed and delay)

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i'd think the same could be used for a menu

gusty shuttle
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So, UE4 has in the engine default controller usage. So the thumbstick and A button or Bottom button lets devs test their menus. This is cool, but also gets in the way haha

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Well not really "controller"

snow harness
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You're referring to the default input mapping?

gusty shuttle
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For example, if you are in any UI, you can navigate with the direction buttons, space and enter.

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No, not the same as the default input mapping, it's cooked inside the editor it's self

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Clearly people use controllers all the time for gaming, but it seems the tutorials online all miss this feature or overlook it. Then again, I followed about 3 different styles of going about this and perhaps It's just my dumbass that can't figure it out haha

maiden wadi
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I don't really see much on it online, to be fair. UMG/Slate can be hard to get information on.

gusty shuttle
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I'm not doing anything ground breaking, just scrolling with a controller and having the button throb with an animation

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At this point, I'm certain it's a timing issue on my end

#

Or I need to learn how to use what the controller by default's focus is on and move things around that

maiden wadi
#

My initial thought is that there might be a project or class setting somewhere. Or that there might be a way to make a widget keep focus for a short time after gaining it before the controller can move it again.

orchid garden
#

change focus - disable controller input - delay - enable controller input?

gusty shuttle
#

@orchid garden Already tried that haha

#

I made my own blueprint library function for just that

#

Didn't seem to matter

maiden wadi
#

UMG doesn't rely on controller input. Controller doesn't process input until it passes the default game viewport. UMG can steal any and all input until then.

orchid garden
#

i'd think you'd have to fire it off on the 'got focus' event

gusty shuttle
#

And I made a custom event (because you can't do delays inside a function)

orchid garden
#

don't call a function, call a event

gusty shuttle
#

@orchid garden like these guys?

orchid garden
#

to run a delay you'd call a custom event that has the delay setup rather then a function.

gusty shuttle
#

I know, hence why I said I made a custom event

orchid garden
#

oh derp i read that wrong my bad

#

i'll shuttup now lol ๐Ÿ˜‰

gusty shuttle
#

All good! It's always good to have some folks to bounce ideas off of

orchid garden
#

yep sometimes the simplest solution is overlooked ๐Ÿ™‚

gusty shuttle
#

Yeah man, I still don't know how to fix it though haha

orchid garden
#

beat the UMG with a big stick?

gusty shuttle
#

lol, well if I keep the game PC only, no problem haha. This is a rage platformer I'm making so having a controller is almost essential haha

orchid garden
#

there is a UMG specific channel #umg maybe someone who frequents it might be able to help? though you've probably tried there

gusty shuttle
#

Yeha, that place can be a ghost town though

orchid garden
#

same with alot of the channels here sadly

gusty shuttle
#

Yeah man, the fact is, if you need help, this text channel or the cpp channel is where to go.

#

Most often, you'll have a problem, state it in a diff text channel and by the time someone answers you, you'd already fixed it or moved on

#

In a way, it would be cool if Epic paid some really skilled people for a few hours a day to just answer tickets. I think they do that on their forums, but I mean on this discord channel (if they already don't do that)

#

These arn't complaints, just observations

gentle urchin
#

Personally i ignore the set focus stuff and just setup my own version of it

gusty shuttle
#

Oh?

gentle urchin
#

Ye , redirecting inputs when the specific ui elements are visible

orchid garden
#

ah yeah thats a good idea

gusty shuttle
#

I think that's what I've been trying to do, but I'm fighting with the ingrained controller stuff the engine has

orchid garden
#

then you could make it so they have to push up/down & release to move to next menu object

gusty shuttle
#

Perhaps I should muck around visibility an non-hit testable

gentle urchin
#

Exactly, up and release or use a timer to delay the next movement

#

So if its held continously itll move forward after a delayed period of time

gusty shuttle
#

I'll give that a crack, it's so crazy it might work

gentle urchin
#

I did it for the azure menu i setup, altho didnt test it with a controller :(

#

But figured it'd be the same

gusty shuttle
#

@gentle urchin My god man, it actually is helping

olive sedge
#

In my packaged build when trying to OpenLevelByName I get
[2021.07.30-17.34.55:309][671]LogPackageName: SearchForPackageOnDisk took 0.035s, but failed to resolve PL_Western.umap.
any idea why? it works in editor

gusty shuttle
#

Hit the build button first before building the project? @olive sedge No clue if that would help. There's gotta be a reason

olive sedge
#

worth a shot

gusty shuttle
#

I know the engine builds the game again (I think) when making a packaged build

maiden wadi
#

@gusty shuttle

gusty shuttle
#

@maiden wadi What is this sorcery?!

maiden wadi
#

Works flawlessly with a keyboard, I imaging controller should be the same. Basically disallows navigation for a short time after it's captured.

gusty shuttle
#

@maiden wadi You went above and beyond man.

maiden wadi
#

Eh, this is literally my dayjob now. ๐Ÿ˜„ Widgets.

gusty shuttle
#

For sure, I appreciate you @orchid garden @gentle urchin for lending an ear and throwing some rubber duck ideas out there. I actually have a decent system that works now. The secret was visibility settings it seems. If my focus can't focus on what I don't want it to focus on, then no prob!

trim matrix
#

how would I get anim notifies to any other actor?

orchid garden
#

@maiden wadi is still gonna get mention in my credits if I ever do release a game ๐Ÿ˜‰

maiden wadi
#

You can just mark me down under "Professional Event Binder"

orchid garden
#

what not "Senior UE Guru"?!

#

๐Ÿ˜‰

#

ooo i know, i can turn @maiden wadi in to a NPC that walks you through playing the game ๐Ÿ˜„ lol ๐Ÿ˜‰

torn geyser
#

Is there already a node that does this? because I feel like there is probably already a node that does this but I'm making the macro anyways

orchid garden
#

your basically making a If statement it looks like

torn geyser
#

I guess it is a backwards if statement, lol

maiden wadi
#

I feel like 70% of my day anymore is making bindings. Being performant sucks.

orchid garden
#

it basically looks like your doing this:

torn geyser
#

it works great though

maiden wadi
#

@trim matrix Speaking of bindings... ๐Ÿ˜„ For your question, I imagine if there's not a binding for the animnotify that the other actor can get and bind to, then you could add a binding in the actor that has it, and call that binding from the actor when it's animnotify goes off. Then anything else can bind to that actor's binding and it'll get ran whenever the notify goes off.

trim matrix
#

a binding?

orchid garden
maiden wadi
#

Er, blueprint. Delegates.

orchid garden
#

oops qouted wrong one lol ... erp

maiden wadi
#

You make delegates, and call them, and let other things bind their own functions and they play those functions when the delegate is called.

trim matrix
#

Yea I understand how to do the footsteps

#

I just wanna call the custom notify

#

basically I want a part of the animation to set a bool so I can use that

torn geyser
#

after you add the notify's to your animations, you can add them in the event graph

trim matrix
#

hm but thats inside the animationBP right?

torn geyser
#

yeah, literally what I just finished working on just now, lol

trim matrix
#

do I just then cast to the animbp again?

torn geyser
#

if you want it on your non-animation blueprint yeah

trim matrix
#

aaah

torn geyser
#

or you can do it the other way around

#

and cast from the animation blueprint to your normal blueprint

#

you can make it so that your animation events call another event on your main blueprint

trim matrix
#

ah right ofc!

#

how would I cast to the weapon on my main char btw? my brain isnt working well today at all

#

like this right?

torn geyser
#

plz ignore spaghetti

maiden wadi
#

Should really just make a bindingDelegate in the AnimBP. Make the weapon get it's owner pawn, get the mesh, get animinstance, bind the event to something in the gun, and kaboom.

torn geyser
#

or that ^

trim matrix
#

hey for some reason my enemy ins't performing the attack animation, and yes i've tried using the Third person character, and the animation work perfecly fine, but the enemy does not execute the animation, i've been searching all the way through the Behaviour Tree, and i haven't found a thing, what it could be?

#

screenshots are loading

#

i thought binding was just an umg thing?

maiden wadi
#

Oh, it's definitely a UMG thing. But no. You can use bindings anywhere.

trim matrix
torn geyser
#

I would use delegates more but they confuse me, always have... and I'm lazy...

#

ยฏ_(ใƒ„)_/ยฏ

maiden wadi
#

I'm lazy too. That's why I use them. ๐Ÿ˜„

trim matrix
#

gotta google wtf delegates are then lol

torn geyser
trim matrix
#

i think i've tried that

#

i've been going through this since yesterday, making an AI is painfull

torn geyser
#

also your second screenshot is too lowres, ๐Ÿ˜†

trim matrix
#

oh i'll wait a sec

#

updated the 2nd screenshot

#

i think i've found an old project with the same AI, i'll just copy and paste it if it works of course, lol

orchid garden
#

Anyone know of a decent tutorial that shows the basics of character interactions, i.e. say if you want two charcters to walk up to eachother and shake hands

icy dragon
open crypt
#

Anyone have a link/reference to understanding how to measure different points of a cube? I am going to need to build off of some box collisions and while I have a vague idea on how to do it, some specific help implementing it would help - for example i have a traffic light actor that I'm using to control crosswalks and I have two collisions boxes for the "middle of the street" as well as 8 other (2 for each corner of the crosswalks) that sync with the lights to tell pedestrians when they can safely walk - I'd like to be able to size up that street automatically based on some relationship between the 8 other boxes -

Hopefully I've outlined this decently - anyway please solve my problem and do all the work for me k thx bye

#

Now I just have to sit back and wait petfeyko

orchid garden
icy dragon
pulsar arrow
#

Quick question, how do you communicate with different features with using modular gameplay? Blueprint interfaces or there is something else that does the job?

open crypt
#

there is a "blueprint communication video" done by Epic on Youtube that talks about this - it's the #1 video to watch for that topic and probably the entire unreal engine, in terms of just how much you can learn from a single video

#

@pulsar arrow

icy dragon
orchid garden
#

well the main problem is getting them into proper positioning for making it work properly, even if you use ik's if the characters don't move to proper positions a handshake is going to look aweful funky.

tidal thistle
#

how do i replace a skeleton and mesh in an existing animation sequence? there is no option to modify them

pulsar arrow
icy dragon
orchid garden
#

4.26 isn't even polished yet

pulsar arrow
open crypt
pulsar arrow
icy dragon
pulsar arrow
#

At least they give us some of the important features that comes with UE5 in 4.27

faint pasture
open crypt
#

Also, I could never get it to work reliably, I still haven't figured out the nuances of the behavior tree TASKS specifically

orchid garden
#

@maiden wadi do you mind if i send you a pm question on ue?

hushed pewter
#

Anyone know why my software cursor needs a click too update after hitting a button

#

Ive tried setting the pos to its current location too force an update

#

But it gets stuck no matter what

#

It works on my on overlaps

#

but just on me button it dont work

brave totem
#

Hey everyone, can anyone point me in the direction for a good tutorial on directional rolling? Is it possible to do with only mixamo assets?

white field
#

do sphere colliders work via vector length checks and thus perform better than doing an overlap check on a static mesh sphere?

icy dragon
open crypt
#

How would I handle the logic of an overlap event when I need to delay it - use case is as follow -

Actor A capsule collides with Actor B - this event fires a "fall down" animation on Actor A - their AI is told to stop moving and freeze, while the knock down animation plays and then the get up animation plays. After the delay used for the time so those animations to play, Actor A plays an Idle animation, basically waiting for B to move on (which will happen automatically)

#

When Actor B moves away from Actor A, the END Overlap on Actor A fires, which allows the Actor to resume normal movement - the problem is, I need to delay this normal movement for those animations to play

coarse orbit
#

A really simple question, is there a difference between creating dynamic material instance in event beginplay and construction script?

open crypt
#

Otherwise it slides - I can try setting a delay on the overlap node but how do I handle it to time correctly - t

opal crane
#

how can I create a animated light moving and reflecting on surfaces. For example: Strobe lights

pure walrus
#

someone know a good brain surgeon ?

white field
#

do CustomEvents still have the capability to 'spam the event bus'? They aren't broadcast

#

very nice

pure walrus
#

thanks :3

white field
#

use more comment blocks and color code them

pure walrus
#

its just a extension of my brain

white field
#

I hear ya

pure walrus
#

it finally works c: i always clean up at the end

white field
pure walrus
#

looks like theres a lot of c++ in there

white field
#

nope. the project supports it but only uses a few snippets really

pure walrus
#

nice and tidy BPs

white field
#

thanks, still a lot for someone else to wrap their head around without a guided tour

#

some of it maaybe should be in functions but I see it as a mixed blessing.. though that comes back to my question above ๐Ÿ˜‰

#

bit of a big state machine in some ways I think

#

not sure if avoiding that really requires using functions instead of custom events though, compared to just using something instead of hard coding and repeating copies of blocks of code in various places

pure walrus
#

the main

white field
#

lol

pure walrus
#

do u hard code too much ?

#

i hate doing the same work twice

white field
#

I don't think so, but maybe in ways I don't realize

#

should inherit from other actors more I think but that can get confusing too ๐Ÿ™‚

pure walrus
#

yeah that a big responsability xd

pine trellis
#

does anyone know how to make an event on landed but make it have like a pin in the front so it can only be called in a certain time and not all the time the character l ands?

proper umbra
#

anyone know how I would get the name of the actor this blueprint is in?

proper umbra
fluid heath
#

Rookie question- I currently have a pawn with a box-like collider (and visible shape). If I want to rotate it to face a specific direction, how can I do this without getting weird collision/physics results? Currently, if I simply set the rotation using SetActorRotation, the pawn often teleports out of the wall which is undesired. Ideally the pawn instead would push itself off of the wall to perform the rotation.

#

This makes sense to me; what I imagine is happening is the forced rotation is causing a large collision impact which teleports the pawn right out

desert juniper
desert juniper
#

oh davy answered above me. my bad

maiden wadi
#

@proper umbra Worth noting that you should not use actor names for gameplay code. If this is for more than debugging, I recommend putting and initializing a value in your classes that can be obtained. Display names aren't always promised.

proper umbra
maiden wadi
#

Depends. It could work. But it's not default. Normal workflow for that is having some form of interface that anything interactable can inherit from. And one of the interface functions being a function that returns an FText name. This lets you localize your display text from the classes themselves

sand shore
#

Even without localization, the display name is almost always going to be suboptimal

#

Do you want to open "Door_26" or would you prefer entering "VIP Lounge Entrance"

maiden wadi
#

Door_26 definitely sounds like the secret file room, I'm taking that one.

sand shore
#

plus you can stamp out (effectively) nameless Interactables that all show "Collect Ammo" instead of "Collect AmmoBox-556_2"

proper umbra
#

I mean I'd name a door Door_26 lmao

#

But yeah that's understandable, probably better to do it manually

fiery swallow
#

Anybody else having the issue with right click disappearing?

surreal peak
#

Sorry?

maiden wadi
#

Sounds like input settings.

#

If you're using SetInputModeGameAndUI, try unchecking HideCursorDuringCapture on it.

fiery swallow
#

It's a problem with the client, After right clicking anywhere on the engine, it pops up and then immediately disappears. Only fix seems to be Restarting Unreal Engine

icy dragon
#

Spilled ramen noodle BP just for that...

pure walrus
#

what's "that" ?

candid blade
#

anyone with inventory wisdom i need you
I've been experimenting with making buttons as inventory slots but it's pretty annoying to get them to work well with on drag detected and on drop to have a functioning drag/drop system. should I resort to image-based slots or keep it as buttons? with images i feel like I can do alot more but I am just wondering how difficult it might be to replicate on mouse hover or any other functions that are easily accessible with buttons

spark steppe
gentle urchin
#

^ same. Ignoring the buttons, they only add a layer of bugs :p

#

Especially if you try stuff like overriding on button down etc.

#

Which sort of defeats the purpose of using a button in the first place

#

Mouse hover etc is pretty easy to setup actually^^

onyx token
sand bloom
#

I need to change a value in a actor's blueprint but this isn't working

#

should i not use get a copy?

#

I thought this would tell it ok get the first copy you can find in the level and use that

#

normally i can get it to work but now it won't

burnt nest
sand bloom
#

Yeah I had it on f first i'll change it back I guess

burnt nest
#

You can also just use GetActorOfClass if you just want the first one found.

sand bloom
#

ah that works way better thanks

#

it still doesn't work but it's better

#

It should work so I guess it's just related to ultra dynamic sky sadforsene will have to find a different way to do it, got it to work now ๐Ÿ˜„

maiden wadi
#

Guess it wasn't dynamic enough.

sand bloom
worthy tendon
sand bloom
#

ah okay yeah in this case it's just the one instance which makes it easier, i'll have to look up soft references not familiar with it

#

thx

worthy tendon
#

just make a variable of your dynamic sky actor type and choose soft ref instead

sand bloom
#

oh hmm

worthy tendon
#

then you can select the actor in your blueprint, just make sure to load the map first.

#

Note that im assuming your actor is always gonna be in that map.

sand bloom
#

so you can access this in any bp? yes

#

seems useful for sure

worthy tendon
#

it doesn't work if its spawned later. it should be saved in map

sand bloom
#

yeah basically in the map from the get go

#

that's cool thanks for letting me know

worthy tendon
#

yeah and then when you want to use it just load it like this

#

or you can just resolve it without loading (this will give you the reference if the map is loaded, otherwise you get null pointer)

sand bloom
#

hmm alright, i'll definitely have to read up on it a little when i want to use it in my level thanks i'll keep it in mind for the future

#

i get the basic concept of it now

worthy tendon
#

well soft references have many other uses which are more helpful than this little trick, It's good if you learn them ๐Ÿ˜‰

indigo bough
#

Designing my item struct setup at the moment. Just a quick question.. Is there a method to have essentially a multi-tier enum selection?

For example, let's say I have an "Item Type" which has 10 enums to choose from, and I want each of these 10 enums to have a further arbitrary number of "Item Sub-Type" enums, is there a method for this? Or do I just literally store all sub-type enums in a huge second list, instead of one list of enums per parent "type" enum?

Hope this makes sense ๐Ÿ˜„

earnest tangle
#

Gameplay Tags could be used for this purpose

#

You can have a tag like Item.Sword and then say Item.Sword.Big and Item.Sword.Small

#

or w/e

indigo bough
#

Ahh okay. Yeah, so in my case it'd be...

Item.Resource.Wood.Oak
Item.Consumable.Food.Pie

etc

#

I'll have to look into Gameplay Tags, thanks ๐Ÿ™‚

tidal thistle
#

anyone know why sometimes ue4 will completely black screen when i open a blueprint

#

the entire blueprint window goes black until i close it and only fix is to restart the engine

maiden wadi
#

Can't say I've ever seen that. What UE4 version?

tidal thistle
#

4.25

#

ahh actually i think it might be related to low disk space

fair magnet
#

if I attach an actor to another actor... will they get destroyed together or will the other actor remain ?

pseudo geyser
#

Hi I create a video play in widget method it's working perfectly in pc but the problem is when I export to android it's black screen appears
please any one give me the solution
I am searching for this 2 weeks but can't find anything useful please help me

earnest tangle
#

I accidentally made an infinite loop in a construction script, I vaguely remember there was an option somewhere to stop running them but I can't seem to find it

#

Any ideas?

fair magnet
earnest tangle
#

Not if it crashes the editor lol

fair magnet
#

was it something important? :o

earnest tangle
#

Not particularly but I'd rather not redo it if I don't have to lol

fair magnet
#

rn I would just delete it by hand :x but yea wait for if someones got a better plan

desert juniper
#

basically don't load any map when editor starts, which will hopefully not cause that bp to 'construct'

fair magnet
#

wait wait wait unreal engine does backups... maybe you can restore a previous state of your file

earnest tangle
#

I found a fix for it :) There's a maximum loop count variable in project settings which is used for infinite loop detection

#

I just set it to 1 which stopped it from freezing the editor and I was able to edit it

desert juniper
#

neat

desert juniper
desert juniper
#

always 'Failed to restore'

#

yeah. that's why I said on a side note

#

just sorta feel you shouldn't rely on the editor/engnie for restores/backups.
Time to use VCS ๐Ÿ™‚

fair magnet
desert juniper
#

I think the default save is every 10 mins right? that's not too bad

late cave
#

Is there a way to convert a string to a gameplay tag using blueprints?

pine trellis
#

I need to be able to make more then 1 event on landed but if I copy and past it turns it into a custom event

#

how can I use the event landed when I need it in other places

#

is there anyway to make my own event landed ? or is it hard coded into the engine?

clear osprey
#

why I am not able to call this node using Player Camera Manager
Is this changed in UE v26.2 ?

#

I can use play world camera shake but why is pay camera shake is not available through player camera manager ?

lime fulcrum
#

Hi!
Anyone here using Easy Multi Save plugin?
I have an issue where removed actors don't get removed on load. :\

earnest tangle
#

Are you spawning them on runtime or are they placed into the level?

lime fulcrum
#

placed

earnest tangle
#

Right- so there's no way for it to tell whether it should be deleted on load

#

You need to keep track of it yourself when you destroy them

lime fulcrum
#

No, this savegame system was working well, it just suddenly stopped working

earnest tangle
#

Really, I'm fairly sure it has always required you to manually track level-placed actors when you destroy them ๐Ÿค”

lime fulcrum
#

the plugin does this automatically as you implement the interface to the actors that needs to be saved. It was working but for some reason it does not work anymore

#

@earnest tangle with the UE4 built in savegame system ,yes.

#

but as I said. I'm using "Easy Multi Save" plugin

earnest tangle
#

Yeah I use it as well

#
#

Chapter 4.7 if it doesn't open up the correct part

lime fulcrum
#

Lemme see

#

I am confused.....

hushed pewter
#

After clicking a button the set current mouse cursor dosent update until you click again

#

I tried getting mouses current pos and moving it there too force an update, but shit dosent work

lime fulcrum
#

@hushed pewter did you set the correct input mode? Game and UI or just UI

hushed pewter
#

Its working on each of my other updates

#

Like when overlapping X

lime fulcrum
#

@earnest tangle So I need to collect the list of actors to remove on load :\

#

I'm confused cause I think it was automatically doing it.

#

at least for the created actors it was

earnest tangle
#

Yeah runtime generated actors sure, because they don't exist on load time and if you destroy them, there is nothing for it to save

lime fulcrum
#

oh right

#

so, created actors are stored automatically, but already existing actors (placed in editor) will need to be removed manually on load :\

#

that's weird

#

I might use a BP actor component to do that

earnest tangle
#

for it to know when you want to clear an actor it would have to listen to when an actor is destroyed

#

afaik the only way to do that is to listen to the destroy events from individual actors, which would be very awkward because you'd need to manually hook it up when actors are being spawned

lime fulcrum
#

yah, probably not the best way

earnest tangle
#

something I have in one of my projects which uses this is I have a custom function "Destroy with Save"

#

basically it sticks a soft ref for the actor into an array in the gamestate, and destroys the actor

clear osprey
lime fulcrum
#

I might add a BP Actor component that is bound to the Destroyed event and it just comunicates the actor to be destroyed to a core BP that manages save / load, like Game mode.... Uhm... might work

#

so I just attach the BP component instead of impolementing custom events on each actor

clear osprey
#

PlayCameraShake is replaced in engine with StartCameraShake

#

this is verified in 26.2

lime fulcrum
#

Also my UE4 keeps crashing randomly WTF?

#

YAAAAYYY!!! @earnest tangle

#

It works!!!! ๐Ÿ˜„
Created a BP Actor Component that binds the Destroyed event with the parent/owner actor and calls a function to the GameMode "Add Actor To Destroy List"
On GameMode Loaded, it loops the list and removes the actors ๐Ÿ˜„

earnest tangle
#

Nice :)

lime fulcrum
#

So I just need to attach the BP Actor Component to every Parent class of my objects ๐Ÿ˜„

#

@earnest tangle Thanks for letting me know it wasn't doing it by itself. I was fooling myself xD

earnest tangle
#

heh

lime fulcrum
#

@earnest tangle Btw, I have a node called "Say ZOMG" that I use for debug xD

earnest tangle
#

lol why not just use a regular print node

lime fulcrum
#

it's faster to type zomg

#

xD

earnest tangle
#

haha :P

lime fulcrum
#

LOL

prime stump
#

Hey, does anyone know how to make an outline tool? Ive got loads of BP Actors that are interactable with a interface, i want it so that if the player is looking at one of the BP actors that are interactable it will outline it so it gives the player some visual feedback that the object can be interacted with?

hushed pewter
#

When hovering over the button Its setting it too crosshair (whitch im using as my item select)

#

Whitch after selecting changes the stored item

#

However, aftermoving it the mouse gets stuck in default until I click

#

Whitch after updating goes too what it should be

lime fulcrum
#

Is there a way to know if an Actor is spawned on runtime or placed in editor?

maiden wadi
#

I have some vague memory of there being a flag to check for that. Not sure if there is or if it's blueprint accessible.

marsh crescent
#

Hey, I need some help

#

I have been following a tutorial

#

but it has failed

#

this is what I see

#

And this is what it's suposed to look like

#

but I can't but the "begin" function into my main project

lime fulcrum
#

@maiden wadi I think this will do ๐Ÿ™‚

compact mauve
#

Hi I get this The widget 'BH_GameUI_C' was already added to the screen. message the whole time but I can't see where I add my widget already to the screen. Via search blueprint I have searched for AddToViewport and found it only once. I have put a print function before it and it also gets printed out once. I might be pretty dumb but I really can't find the issue. The provided screenshot is from the game instance. I am running the game in standalone.

#

This is the calling actor, the player controller.

orchid hare
wanton sun
#

So I'm trying to get the mouse cursor to show up whenever i open my inventory but whenever i try the mouse shows up for a split seconds and then dissapears, i tried setting my input mode to ui and also game and ui neither works, has the same effect, looked through every event tick there isnt anything resetting the input mode to game only, so what could this be? Any way to test where in the blueprint its doing this?

last abyss
# orchid hare

what do you mean first person projectile isnt counted as an actor? it has to be a component of an actor to exist in the world, then you just use the component begin overlap to trigger the event.

last abyss
wanton sun
#

did that still only shows for split second

last abyss
#

strange, try disabling input on your controller and see if it still disappears

orchid hare
wanton sun
#

Still learning the ropes of ue4

orchid hare
#

I did figure something out I think, this is on the projectile blueprint, but for some reason it's still not doing anything

last abyss
#

I wouldn't recommend using event hit for projectiles, I've had so many instances where my character would just get pushed back by the projectile and not executing the event

orchid hare
#

What should I use then?

last abyss
#

begin overlap event

#

if you pull the projectile (or collision box) into the graph you should see all events available for it in the details panel

orchid hare
#

I made it so that if the player overlaps with any actors they take damage and it isn't going for the projectiles

last abyss
#

that's likely because the projectile's collision settings don't allow for the player to be overlapped with it or it isn't generating overlap events

formal dagger
#

hey guys, i've a little issue. So, i've made several stocking actors because at the time i thought it was ok, but now i realize i would need a Parent for all of them, so... how to make a Parent from a BP which is not a child?

orchid hare
last abyss
wanton sun
last abyss
#

if you're using a character blueprint, you should allow the projectile to overlap with pawn and the character needs to be allowed to overlap with whatever the object type of the projectile is in object response.

tidal thistle
#

is there any support built-in for player sprinting? i can only see a maximum/minimum walk speed

opal crane
#

I already have a widget on a bench in the viewport so how can I use that instead of creating a new widget and toggle the existing one based on the character being within the trigger volume

formal dagger
tidal thistle
formal dagger
#

hold on let me make a quick example

maiden wadi
#

@tidal thistle There is no built in command like Jump, no. You just set your minimum and maximum speeds and accelaration values. It was likely left this way because sprints have quite a few different design styles. Some people do the slow increase to max speed, other more arcade games treat it like an instant burst of speed, etc.

#

@opal craneI'm not certain, but I think you're looking to hide/show the WidgetComponent instead of creating a new widget.

fading wren
#

is any chance to change this value "on a fly" in game ? I would like to have like 30 on start of the rotation, and 180 after 1-2 second of rotation

maiden wadi
#

It's marked BlueprintReadWrite, you should be able to get the CMC and set it.

#

Check the character components. Get the CharacterMovementComponent in the graph and drag off of it, you should see RotationRate somewhere as a purple rotator.

fading wren
#

aah

#

wait

#

you mean Get Characte Movement component node in graph ?

maiden wadi
#

In the top left of the character blueprint are the Components, you can drag any one of those into the graph to get a reference to it, or right click and get it from the context menu.

fading wren
#

i can make some rotator

#

and manipulate this rotator

#

that will edit Rotatation rate

#

in game

#

am i correct ?

maiden wadi
#

You can also right click the purple pin and split the struct if you only want to set one value to something and leave the other two 0.

#

And it should, yes.

fading wren
#

WOW

#

@maiden wadi thanks a lot!

#

i tried to find solution whole day!

#

even start to make custom node

#

and it so easy

#

in the end!

tidal thistle
#

i've just duplicated a skeleton but it won't allow me to set a preview mesh? when i click the dropdown there is no meshes available, any idea why?

#

i've tried to assign the new skeleton to a mesh, but i get this

#

does the warning mean linked to the old skeleton, or the one i'm transferring to

#

i have animations linked to the old skeleton that i want to preserve

#

but move the mesh over to the new one

midnight cove
#

what does this mean

maiden wadi
#

Sounds like compiler issues. Modify the values to something else, compile, and then return them back to where you want and compile again. May fix it.

magic jackal
#

Do anyone know how to measure the rendered width of a String (Text Render Component) without setting the text? I wanna make sure my text always fits in a certain width, regardless of length

magic jackal
#

Is there some way to discard the compiled state of a blueprint and save w/o compiled data?

white lynx
#

I know it's too much to ask but does blueprint have the ability to do things like Allowed classes for its variables?

#

say the following, but in BP cpp UPROPERTY(meta = (AllowedClasses = "Texture2D, Material")) UObject* MyTextureFile* = nullptr;

gentle urchin
#

I'm pretty sure there's no such option in bp

fading wren
#

will it hit performance if i will use a Branch with event tick ?

gentle urchin
#

Not anymore than already enabled tick will

#

As long as we're restricted to that branch ofc. Its whatever happens afterwards that will define how performant/unperformant it will be

ripe tiger
#

Is there a way to search your blueprint for lets say every instance of a custom event? Or is the only way to look with your eyes.

gentle urchin
#

You can find references to it

#

Right click a call node and find references

fleet cedar
#

Is this a good way to limit distance? I found it online but not seeming to work for me

#

Any better ideas, besides invisible colliders

fleet cedar
#

actually I found a neat way, just rotating a single collision box around a point that faces where the player is

sand shore
#

@fleet cedar looks like it sends you to a distance around the origin of the world, not the anchor point

#

you want Anchor + MaxDistanceAlongDirection - not setting the location to just MaxDistanceAlongDirection

fleet cedar
#

Thank you

#

I'm pretty happy with my rotating collider box... seems easy enough

sand shore
#

Whatever works

blissful gull
#

how do you get construction scripts to run when you move a component?

pseudo pelican
#

pretty trivial question here, should I start prototyping my game in ue5 or wait?

desert juniper
#

so if you hit a roadblock, of there's a UE5 bug that stops you from progressing, you're stuck

pseudo pelican
#

so I just keep a backup of the original on ue4?

#

or should I refrain from the switch for now?

desert juniper
#

that original backup isn't going to really mean much if all your progress is on the UE5 build

pseudo pelican
#

true

#

is ue5 early access buggy?

desert juniper
#

in general, expect bugs crashes, and lack of support for UE5

#

but if you can work around that, then go for it. especially if it's not intended to be a production project

#

(i.e. learning)

pseudo pelican
#

maybe not a good idea for now then I guess, maybe I just port later down the track

#

thanks baby โค๏ธ xoxoxoxoxo

desert juniper
#

Good luck! vvWave

swift yarrow
#

Does anyone know the solution to getting this when cooking?

ripe tiger
swift yarrow
timber pilot
#

loosing my mind battling a specific issue. I've got a character which is sitting inside an overlap volume. When I pull a lever, I need the characters already in the overlapping volume to be effected by the game logic, but instead characters are only effected after they walk out and back in

#

Any suggestions?

desert juniper
proper umbra
#

Is there a way to switch this variable based on a branch? I'm trying to switch it from primary to secondary based on which weapon I am using, and I'm just wondering if there's a way to switch the variable instead of copy and pasting the whole function.

sudden nimbus
#

sounds like you are looking for "Select" node

surreal peak
#

Would also say Select Node

thorn ermine
# white lynx say the following, but in BP ```cpp UPROPERTY(meta = (AllowedClasses = "Texture2...

Well what do you know, you can use the AllowedClasses from Blueprint metadata! ๐Ÿ™‚ Just double check your classnames might have to be UTexture2D and UMaterial for example, not sure about that.
https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/GameplayArchitecture/Metadata/


Used for FSoftObjectPath properties. Comma delimited list that indicates the Class type(s) of assets to be displayed in the Asset picker.```
proper umbra
# sudden nimbus

I can try that. Just wondering, but what does the NOT do as a part of the node?

#

ohh actually scratch that, I see it now

harsh oxide
#

While using the disable input node in my level blueprint how can i ignore my camera movement as i don't want it blocked as well ? Can anyone help me with this

sudden nimbus
proper umbra
#

Makes sense. That's actually perfect for what I needed tho, appreciate it.

sudden nimbus
#

it puts the pawn into movement mode "none" - to re-enable use SetMovementMode(Walking) or so

harsh oxide
proper umbra
white lynx
#

I was asking if you could do that from a BP-only variable

#

you'd think people would read

#

and no, the class names are without Prefix. Doing UTexture2D won't result in correct behavior ๐Ÿ™‚

thorn ermine
#

Cool. So answ is yes. :-)

#

Because you said you know c++, which means you can extend bp editor using Slate and implement a DetailCustomization yourself for your variable and invoke the
PropertyCustomizationHelpers 'MakeAssetPickerWithMenu'
See? you can do it in bp, you just have to expose it yourself.

But you are asking how to add metadata to blueprint variables then that can also be done by yourself, because you know c++ you can extend the blueprint editor and add it yourself., by using Slate
Then it will be available to blueprint, with no need for c++ ๐Ÿ™‚

signal cosmos
#

Hi guys, how do you usually get the input axis values in an actor that doesn't receive input?

surreal peak
#

Shouldn't there be a version of the input that only provides the axis value?

bronze hinge
#

Can I access defines from BP? i.e. I have the following defined in my game header #define INTERACTABLE_HIGHLIGHT 15; just not sure how to use these in BP, C++ ain't no issue.

earnest tangle
warped spindle
#

Does anyone know how to fix this?
I've tried "fix directories " and validate data and now I have more errors that before

earnest tangle
bronze hinge
#

Thanks @earnest tangle Iโ€™ll look into that

steel nest
#

is it possible to change the 'Sampler Type' under 'Material Expression Texture Base' (bottom left) in a blueprint?

maiden wadi
#

@steel nestI don't believe that is directly accessible. For that kind of control I think you would need two different texture files with different compression settings. Usually you just pass a texture file in through the texture parameter and I'm sure it grabs correct values for the texture to set them.

steel nest
#

hmmmm, im able to change the texture file in blueprint easily enough, but because the one im using in the material, sets the sampler to greyscale i can't have color images

#

guess i just set it to a color image as im just changing the image on begin

earnest tangle
#

If you mean changing those values at runtime I'm not sure if it's possible to begin with, because it would require a shader recompilation

steel nest
#

thought i'd ask anyway, cheers

#

i can change the spell image, just not the sampler type from linear greyscale to color

earnest tangle
#

Yeah, the spell image is what's called a texture sampler so it's designed on the shader language level to be possible to parametrize

#

the sampler type most likely would require changes in the actual shader code for it to change, hence the recompile requirement

#

something you could possibly do is have two texture parameters, one with one sampler type, and then another one with a different sampler type, then switch between them using scalar parameter

#

not 100% sure if that'd work but maybe worth a try

steel nest
#

hmmm could look at giving that a try but does seem a bit more finicky, as im mainly planning on using only color images so should be worth just making sure its color before

#

cheers for the insight though

hexed bronze
#

This is probably really basic but I want to change the visibility of my BP_Chest through my first person character blueprint. What do I need to extend from Object to make it not have an error?

#

Just starting with unreal

steel nest
#

you need something going into it

maiden wadi
#

To give a brief note. Light blue pins are called pointers. They're the memory address of objects. Casting takes that object and tests if it is of a type based on class inheritance. So to cast a pointer to an object type correctly, it must be of that type, or inherit from that type.

hexed bronze
#

yeah but I'm not sure what. All the basic things unreal suggests like "get player pawn" to me don't work

maiden wadi
#

So to get something to cast, that is a much larger topic. The most common is a line trace.

#

There are several other methods though. SphereOverlapsActor, SphereTrace, DirectBlueprintCommunication, Storing pointers at creation and accessing from a more global class, etc.

hexed bronze
#

oh my

maiden wadi
#

Are you simply trying to look at the chest and change the visibility?

hexed bronze
#

yeah

maiden wadi
#

And from input in the player character?

hexed bronze
#

yeah the player character presses T and the chest disappears

maiden wadi
#

Just a sec.

#

Is this first person?

hexed bronze
#

yes

#

working from the basic first person template unreal has. Inside the FirstPersonCharacter blueprint

maiden wadi
#

Your chest class should have something like this in it. You want this in the chest because you should always try to affect the values of an object from within the object itself.

#

Your character would have this.

hexed bronze
#

alrighty lemme check some stuff

maiden wadi
#

So to briefly explain, the CameraManager lives on the player controller. This class controls what you see in the game. So for FPS use it's easy to trace from camera by getting the current camera's location and rotation. Traces are always point to point. This is why I have that set up to trace from the camera location, and trace to a location 600 units from the camera location in the direction that the camera is facing.

#

Branch just checks if it's hit anything, then you can try to cast to the hit actor to the chest type, and call the function in the chest that'll hide the chest itself.

fleet cedar
#

I'm making my character look at objects of interest as he passes by them. What would be a nice way to get their proximity? People usually recommend not using Tick unless I have to, would you just put a big collision box around it and do overlap?

hexed bronze
#

Makes this easier to understand

maiden wadi
#

No problem. Eventually you'll want to put this kind of thing behind an interface instead of casting if you want to press T and interact with multiple things. It'll avoid you needing to try to cast to multiple things.

gritty elm
#

why destructible mesh is not showing?

#

as you can see the head is still invisible

#

i attached destructible component to head of sk mesh, and it is still invisible

maiden wadi
#

@fleet cedar It really depends on the kind of effect you're wanting. Are you just wanting things to constantly update a distance value on screen as you near them?

gritty elm
#

after pressing the simulate button, it shows, but why it is not attaching to head? @maiden wadi

signal cosmos
surreal peak
#

Well the other way would be saving the values in the actor that does receive input

#

And pulling them from there

#

Or you have a look at the C++ side of things

#

InputManager or so might have stuff for you

visual vigil
#

How do i add a sphere collision compoennt by blueprint

maiden wadi
#

@visual vigil

visual vigil
#

I was on compoennt No wonder not getting it

maiden wadi
#

Ah. Yeah. Usually this needs to be called from within the actor creating it for itself.

visual vigil
#

is it possible to add a input event for char within a component

maiden wadi
#

Not that I'm aware of. Most input related stuff stops at Actor.

visual vigil
#

i wana tell player to open the shop press F. So how to use that preess F event in component which is not attached to player

maiden wadi
#

Normally you just have an input event in the pawn and you get the best candidate for the input and call an interface event on it.

visual vigil
#

is it possible to add a interface to class by blueprint

maiden wadi
#

Not really. Normally you implement them in the classes you want to use them in.

dreamy river
#

I've got strange problem. I've got 3 weapon slots for my pawn. When I spawn new weapon and replace one of existing, all of my weapons deal negative damage. After I spawn new weapon, I destroy the old one.

#

I see the same problems happen when I just switch between available weapons

heady marlin
#

put your code

dreamy river
#

Okay, nevermind. I made a stupid mistake. Weapon was dealing damage, my AI just was not dying. I tell them to die when health is 0, not 0 or below 0. So with gun dealing for example 20 damage per shot, they healt could go to -10 and that's why they wasn't dying.

hallow moon
#

Hey all I'm pretty new to blueprints and I'm having a bit of trouble with the following. I've recorded a quick 1m video to show what my issue is. Any help would be greatly appreciated. I can't find an answer online anywhere ๐Ÿ˜ญ

dense citrus
#

does anyone know how to get the difference of 2 rotations (yaw) in global coordinates, and compare the 2 to equal a sorta (a+b)/2=x sorta way?

#

(and no idea sorry liam)

#

actually

#

@hallow moon i have one idea, i'm great with blueprints, but maybe you could bind t to a timelime, then when you press t, it plays a timeline, which'll adjust the alpha value on the material, fading in and out between your crown being their and not

#

it would be a flat transition unless you wanna get fancy with noise textures, but it would at least fade in/out instead of just appearing

#

something like this is my idea

hallow moon
#

Awh thanks for your time @dense citrus I'll give it a go!

dense citrus
#

np, sorry i cant be much of a help, but that's how i can think of animating it with my knowledge of blender

#

i think in ue4/5 it's opacity or somethign

#

i'm sure you can figure out what it is lel

maiden wadi
#

@dense citrus If you're only comparing one axis, usually you just break the rotator, and do One minus the other. If you want to know how much it would take for one axis to move to another, you would do TargetAxis-MovingAxis. So in effect, if you had a rotator at 20 Yaw, and one at -110, and you wanted to see how much it would require for the one at 20 to get to -110, you would end up with -110 - 20 = -130

heady marlin
dense citrus
#

@maiden wadi yeh, i sorta moved on from their, but i'm struggling, this is what i have so far

#

my issue is getting it to align properly and a whole other slue of nightmares

maiden wadi
#

I'm a little confused why you're comparing stuff on a Yaw axis to set the Pitch? What is this for?

dense citrus
#

for context, i'm trying to get something that will detect the face of a normal (below the player) which will stay inline with the camera (z) but will adjust the pitch (x) based on rotation in comperison to the normals z rotation

maiden wadi
#

So basically if going downhill, look downhill, if going uphill, look up?

dense citrus
#

so like, to put it simpler/practically, lets say we have a slope that's tilted forward to -45*
if the camera is perfectly stright down the slope, the x will be = -45*
if it's across the slope, it's = 0
and looking up the slope will be = +45

#

or yes lel

#

reason being, i'm making a game with physics based movement, but if i don't account for the x axis, the character bounces down surfaces, and then sluggishly battles up them

#

I HAVE DONE IT

#

I AM A GAWD AMONG NEWBS

#

here it is

#

bam

#

mega poggies

#

hopefully that helps someone if they need the surface using the camera as a z and impact normal as pitch

zealous orbit
#

Is there some kind of tag I can apply to static meshes so I can quickly apply some generic behavior on collision with the player? For example, I have a bunch of debris I want to destroy when the player touches it

#

I tried to use "Has Matching Gameplay Tag" on an EventHit, but I don't see a way to apply Gameplay Tags to StaticMeshActors

#

I'm doing this for a game jam, so I'm just looking for the fastest way to categorize several dozen static meshes

dawn gazelle
zealous orbit
runic phoenix
#

What the heck is going on here?

#

Boolean says true when it starts but prints false

supple dome
#

bp debugger isnt 100% reliable

runic phoenix
#

I'm getting a result of False from a True+True+True and it's making me lose my mind

dawn gazelle
#

Is the breakpoint currently stopped at the print string?

runic phoenix
#

Yeah it was, which usually fixes the part about the debugger not updating correctly
In my experience, a variable has to be called before it's shown correctly, but in this case, it just wouldn't

#

Still found the source of my issue but was super annoying to deal with a lying debugger haha

next kite
#

Hey guys

#

Could you help with a pause function issue?

thorn ermine
#

maybe just ask the question, lets see.

ripe tiger
#

So I made some custom macros with a macro library blueprint type, set to actor, but when I search for them in the blueprint to add the node they aren't showing up. What am I missing?

next kite
#

okay so, i have a checkpoint system for my racing game

#

and upon each checkpoint, it checks the speed of your car

#

Pausing the game straight up disables the speed checking, but not the checkpoint itself

last abyss
ripe tiger
#

Hmm, that makes sense. I am trying to add it to a widget and tutorial I followed was adding it to a thirdpersoncharacter. So I need it to not be an actor.

#

what should I set it to in order to be able to use it in everything?

last abyss
#

yeah widgets don't inherit from actor, when you're creating it you can search 'user widget' and see all inheritance of user widget

wraith widget
#

Hey, I have a problem with UE4, can anyone help?

#

Well, I downloaded the UE4 source code and I don't know how to import it into the epic games store ...

#

2

orchid garden
#

Does anyone know of a tutorial for making a player controlled bird with realistic flight mechanics that are **mouse **driven? What im mainly having issues with is the turning, when a player turns their camera to the left or right, the pawn wants to instantly turn to match the camera, however thats not realistic, the bird should turn slowly to match the camera

magic oak
#

Then probably on tick in your pawn youโ€™ll want to slerp the pawns rotation towards the controllers rotation

orchid garden
#

the only systems i've found that people have given 'examples' of this working is using strictly keyboard motion rather then mouse motion (i.e. A and D to turn) even the UE hang glider demo uses the same method, but to give a good example that is what i'd be trying to accomplish using mouse motion rather then keyboard.

#

even the UE character flight marketplace content is using keyboard controls for the flight movement.

magic oak
#

Yeah for sure, you want just yaw yeah? Or you want pitch and yaw from mouse?

orchid garden
#

well it will have roll effecting it as well once i do animations, but getting the basic motion down would be nice.... um.... im basically trying to do flight like this but for a bird:

#

hope the visual helps give a idea what im trying to do @magic oak

eager peak
#

could someone explain the rinterp to node a bit? im trying to rotate an object smoothly but its just snapping to the target rotation rather than a smooth movement

fading wren
#

hello, i am trying a modify rotation of the character: i would like to have heavy/long rotation on the start, and really quick and easy rotation on the end. I already tried desire rotation and spring arm - doest fit for me, because rotation on start of rotation -is really quick and easy

eager peak
#

yeah ive watched it but i still dont understand the issue ive got

orchid garden
#

it might be your rotational values, i remember playing around with it in the past and the interp rotation was what caused the snap, i believe its from -180 -> 180? not 0-360

eager peak
#

this is what im working with currently, the object goes to the correct rotation i want but it just snaps to it, ive tried playing around with the delta and speed but it either snaps or only moves a tiny bit

orchid garden
#

its been awhile sense i played with interps....

#

lemme load my project...

#

(forgetful old fart i am)

sacred minnow
#

guys i kinda need help here... so im using a spline to create a curve for my tunnel scene, the only issue is that theres no footstep sounds on my spline how do i fix that?

#

every Static mesh has physics implemented, even the material itself, do i need to activate physics on the Spline BP or something similar?

orchid garden
#

don't ya love it when you go to open your project the next day and .... it wants to recompile all the shaders?

#

is there some way to avoid this? seems random... some days it does it other days it doesn't.... waiting for 10k shaders to compile is kinda a pain....

#

haven't deleted anything.

#

closed project yesterday, opened it today.

#

no cleaner software.

#

1k left to compile... fun times fun times... not...

sacred minnow
#

set the building quality to preview

fading wren
#

btw is it possible interpolate character rotation ?

orchid garden
#

and... my doors i switched to timeline driven.

white lynx
orchid garden
#

wouldn't sweep effectively do the same as a timeline for the interp?

#

(yes it might be a stupid question)

fading wren
fading wren
white lynx
#

RInterpTo takes delta seconds, which you can get from Tick. Time wise it just determines the speed of the interporlation, not how long it takes. Lower time values -> longer time that it takes

#

There's plenty of tutorials for that

#

๐Ÿ™‚

orchid garden
#

(getworlddeltaseconds)

visual vigil
#

how do i get variables from a class reference??

#

there is getclass default but i dont want that

feral ice
#

im trying to rotate the croc with a speed that matches the rotation however, the rotation glitches as you see in the video, why?

white lynx
feral ice
orchid garden
late blaze
#

So I am trying to read a json file from a file location using the VaRest plugin. Does anyone here have any experience doing that?

fading wren
# white lynx There's plenty of tutorials for that

did not found timeline to rotate a character. there are a lot of lesson how rotate an actor, but no a character. main problem, player decided how much character will rotate, we dont know exac number

orchid garden
# feral ice hmm i see

a really good example of this happening is Ark: Survival Evolved, their sarco, spino, rex, and karpa all do it.

white lynx
#

wdym by "Player decided how much character will rotate"

#

Also, for this type of thing, I would not use a timeline.

visual vigil
#

I have a class called items and child class called rifle shotgun, pistol etc. Item class has varibles like icon ,name etc. so how do i get these variables from a class reference

white lynx
#

If what you want is an instance of that class' current values, find that instance and read from there.

fading wren
#

but how rotate something using a value from player (mouse yaw?)

visual vigil
orchid garden
# feral ice hmm i see

you could try adding forced rotation, but it litterally looks like because your critter is 'blocked' by something it doesn't want to rotate, forced rotation you'd modify the critters position a tiny so that the rotation value can be added and not interfered with by 'blocking' object. if that makes sense.

white lynx
visual vigil
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let me check again

fading wren
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@white lynx do you know what i mean ? how to rotate a character using timeline ?

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not an actor

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but character

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if you have link on tutorial - will be great

white lynx
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(this is the cpp version, but the concept is the same)

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also, characters ARE actors

fading wren
visual vigil
white lynx
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Can you guys stop mentioning me every time that you reply to something (set tag to off ) ๐Ÿ˜›

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It's kinda annoying to get all them tag notifications. I'm happy to help though

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from you, it's fine

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I've annoyed you way more than you have me

white lynx
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Just keep in mind to not over do it