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?
#blueprint
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Is there a way to combine array of values into a single value?
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.
To understand what you want, you wan to do able to orbit the camera around the character freely?
Nah, it's just a typical third person camera. Setup is fairly simple tho
correct
how i can do this?
If you have an existing project, in the top left of the content browser, click add -> content and feature packs -> Third Person
or you can make a new 'game' project and select the third person template
or if you have an existing character blueprint, add a spring arm component, then a camera component as a child
you will have to add the input controls and logic to have this function
anyone know why my packaging keeps failing?
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
Doesnt sound like #blueprint to me. More like #packaging .
ah yes srry didnt realise there was dedicated channel
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?
Restarting the editor fixed it
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
are you getting that error for every frame (like 10,000 times) or only once or a couple times?
for about 2 seconds of testing i get the error from 170 times tot 350 times
after i quit the simulation
it's just making sure you see the errors after simulation is done that were happening during the simulation
you want to convert your cast to firstpersonpawn to an impure cast probably
but really you should cast to the first person pawn once somewhere else and make that result a variable
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
I can probably help you out in about an hour, just about to have dinner
but before I go, does the crosshair work?
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
sure, ttyl
I have problem when my charater walk on stairs r it is like jitter up and down
Hi! Another issue. Cuz i guess im a dumb ass and i can't even fix this myself. Any idea how to fix this?
ah my bad sorry
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
I've posted it in graphics for now! thanks for help
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
why, just handle the event when a button is clicked
click the button in the umg editor and set up an event for Clicked
yes thats what i meant i think, but how do i do the selection above from the 3 "levels"
oh you mean load on Next
how do i tell unreal which of the 3 was selected
just save it to a variable in the umg when one is clicked
and to unselect others when new one is clicked on
pull it out on Next
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
I thought maybe theres something like already built in combobox thingy, but not in a dropdown form
nope such toggle groups / radio groups need to be implemented by yourself
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.
got it thanks!
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?
Set Visibility on root component with propagate to children = true ?
As soon as the mouse is on where it was, the raytrace hits it
It isn't gone, its still there
also set collision disabled on those components ?
causes an infinite loop, because it uses collision to check if it is there
ahhhh yeah
what if you set the collision so that it skipped the trace but still overlapped
I am not entirely sure how to skip the trace
traces happen on trace channels, overlaps happen on collision channels
thats... weird
I created a box trigger, (because it cant be clicked on) so that when it overlaps, only the box is supposed to disappear
somehow it still throws the infinite loop error
assuming you mean a box collision component, it can be configured to respond to both traces and collision channels
I was trying another method without the trace
I dont understand, I am removing the box, which is not the overlap detector anymore, so it shouldnt form the loop
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
then keep the component responsible for collision active, and the component responsible for trace should be disabled
if it's looping on "begin overlap" and "end overlap" over and over, then you are still toggling the collision component
you shouldn't though
it should be, on overlap with box collision, hide the cube
When leave the box, the cube reappears
but it throws an infinite loop
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
I just put a delay on it, to stop the error triggering, it seems the box never reappears
so the EndOverlap is either not being called, or its being repeated
tried visibility instead of hide, same problem
@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
trying to make a movement system for vr controllers, this works but everything is reversed, lmk if you need more info to help me
Thanks @gentle urchin @faint pasture This has sort of worked for what i wanted it to.
@fallen blaze try multiplying the axis value by -1 and by reverse do u mean forward is backward e.t.c
im very new to ue4 but giving it my best, ill have a go at that- yes that's what i mean by backwards
cheers
@fallen blazefeel free to check out some of my tuts on VR with Unreal here: https://www.youtube.com/playlist?list=PLdJTb2JHbl1AGqCh-OUxtArBm49NcNAWP
Thumbstick locomotion is what you are looking for
yeah i copied a guy's blueprint and it worked for him not for me
@fallen blaze u can do what I suggested or change the axis value in the input setting under the project settings
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)
quest 2
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
here?
Open Axis Mappings at the top
@fallen blaze wherever you put 1 as the axis value put -1.0 and wherever you put -1.0 pit 1.0
Under axis mapping
Only for the mappings that are inverted
all of those drop down menus have 1.0
@fallen blaze I'm guessing the ones with LEFT has to be -1.0
no, it all says scale 1.0
Change the ones with LEFT to -1.0
ah ok
Does it work now
ok so making sure im doing this right every category of motioncontrollerleft of some description turns to -1.0
apologies for being slow
Yeah
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
Try the other method
If not just use this tutorial
cheers
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
yo you're not gonna believe this but this was literally the tutorial i was using for movement HAHAHAHA
no sound for your own music
that's amd
mad
@fallen blaze have u found a solution
Look at the archiviz tutorial
That is what you need
Because you seem to be using a Character
@fallen blaze I'll suggest you watch it again and look at the axis scale
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
Sequencer is fine.
I'd recommend sequencer
and out of curiosity are there any games maade just using blueprints
@rustic marten plenty of indie games
afaik Robo Recall which was one of the big early titles on Oculus was also pure BP's
hey guys any recommendations for a good mantling tutorial? ๐
RR also had a C++ portion but most of it was indeed BP
@digital boughlike a cloak or more dangling bits?
even bright memory i think was
Bluprints are run by a virtual machine (unless you use the nativization option), so they are less performant than C++
We have a whole VR platform built 95% with BP's and it works flawlessly
anyone has an idea why this only gets printed once? Works as intended without the delay
how would i save the value of a slider in a ui in blueprints
Delays only queue up one thing at a time, so it's taking the first element and then ignoring the rest
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?
hey, just a quicky question, anyone know how to get the middle of 2 rotators
or i guess what would be the (x+y)/2=z thing of 2 rotators
that wouldnt work, as 360 and 0 are the same thing
try a DeltaRotator, then /2, and add to the original
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?
(trying vector rn)
Lerp rotator with alpha 0.5
@torpid hound & @supple dome ty very much for your help, that seems to have worked
You need to apply the interface to whatever blueprint is going to receive the data in the class setting tab of that blueprint. the message node acts like a function with inputs/outputs set up in the interface. You will need the target reference as well to make sure it sends to the right place
I'm just a confused about how to get a reference to the interface after implementing it. But if I understand right the "Message" nodes will call the function if the interface is implemented on the Target, but do nothing if not? So there's no need to cast to the interface?
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
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.
OK cool, pretty sure I got it now. Thanks
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.
very practical in many cases : )
especially for generic functionality where you dont really care who the target might be
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
Just a bit of mental model whiplash happening over here
Yeah, just don't fall into the trap of using them to avoid casting. ๐
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.
Thereโs a great video on unreal YouTube channel about blueprint communication that clear most things up
Interface calls in C++ cast always I think :P
so the idea of avoiding casting by using interfaces is kind of silly :D
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.
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
@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.
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
that simple
problem solved
That's awesome dude!
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
You guys ever see a plugin or function like that Clean Up button in the material editor but for Blueprints?
hey another stupid question, why cannot i connect multiple animation into same node?
Because that's an argument, not a target call. Using multiple pointers only works on targets.
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
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.
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.
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
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
Example, it's focused on Credits when it should be on New Game
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
Any help would be greatly appreciated
And it also skips buttons to focus on, weirdly
Seems like this problem is a hard one because no one answered yesterday and today ๐
does the array append function add or add unique?
Negative
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
hah sorry my question was unrelated to yours,
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.
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.
That will only ever return true if nothing is hit.
It's also not returning true if I fire directly into the sky though
Yeah, on second thought I don't think it would then either. Where is this logic at?
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
Are you just trying to test if it is a BP Player class?
yeah, to increment the score value
If I switch it to not equal then everything is true
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
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.
Cause with this, if you want to leave dead bodies, and you shoot them, you'll still get score.
Ah. So I should put the score incrementation inside the shoot function then, and then cast to player?
Nah. You're applying damage here. Is this a gun actor?
yeah
Your gun should be owned by your controlled pawn. Then you can pass in the gun's Self->GetOwner function return as the instigator.
Sec, need a class.
Where do you store score?
Ok, does the attach actor function imply ownership, or do I need to add in another function entirely?
in the player blueprint, I found that easiest to deal with
good question, I'm actually not sure
Score is most often kept in the PlayerState, but it really won't matter unless you're doing multiplayer stuff.
How would I find out whether it's the pawn or controller?
Open your player blueprint and see what the Parent Class is on the top right.
it says character
@maiden wadi - have you done any tutorial vids? seriously, your always here helping people with alot of problems from simple to advanced.
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.
Thanks for all the help!
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.
he/She, sry making assumption based on user name.
@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.
Gun fires, calls apply damage on hit actor.
Then your damage node in the hit pawn has one of these. Same idea on all of them.
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.
This can get a lot more complicated. You can make different damage type classes that can add more points, no points, scaled points, etc.
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
heh i hear ya
Ah, thanks! I'll have to switch my stuff over to that. I really appreciate the help : )
hey Authaer, question for you, sense i've never messed with it, what exactly is Twinmotion? (yep a total noob question)
Architect stuff. Not sure what it does exactly, but makes it easier to toss scenes together.
seen a few things for it pop up in the ue free stuff lately, i.e. boats, sports equipment, cars, etc.
ah so mostly for the architect Visual stuff, okay that makes sense then.
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...
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?
Default movement uses only the root component of the actor. Nothing but the character's Capsule component is evaluated when moving.
camera clipping as well Authaer
So collisions within other collisions cannot exist?
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.
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?
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.
I did think this, but since this would have to happen every tick I thought this would be expensive. Was I wrong?
Its for multiplayer but the check will only happen on client side.
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.
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
Thank you so much guys ๐ฏ
think i still have that project....
its kinda sloppy but....
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.
there was a third line trace to make sure they didn't smack a object with their head while doing the kick off
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?
@coarse flicker so it really all depends i think in how your effectively using them
Thanks for responding! I could speed up the timer sure, but it seems like keyboard focus that I set, vs the controler, in-engine focus is competing with eachother. It's def a timing thing
I see, considering I'm doing a very simple "stop movement" I think it should be completely fine then ๐ค
I now have a timer set for 0.001 but it seems to not have much effect by a few frames @snow harness
You mention being unable to slow down the input speed, are you still wanting to try that?
What are you trying to do with the capsule though to stop the movement, is it something specific or just a general thing like you don't want the players to be able to get too close to objects, because the line trace mentod if your not careful could interfere with other functionality of your game
For example, for mouse sensitivity for character rotation, it's easy to just multiply by a float to reduce the speed
@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.
The main reason behind is to fire a line trace from the gun (when equipped) towards and object very slightly ahead and stop movement. To basically stop gun clipping through the walls.
an object*
Ill take a quick vid to show
so your trying to keep players from sticking their gun through the wall and shooting people on the other side basically? you could check for collision with the gun rather then using a line trace.
Cool I see you're printing that Stick Y. I'm assuming the numbers it gave you looked normal.
@snow harness
You can see how the controller activity is fast, but then catches up to what I tell it to focus on
Yes pretty much, ๐ that actually didn't occur to me thanks
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)
Oh haha, that 0.0 is just a print on the controller thumbstick pressure, no need to worry about that
Yeah I mean if the print is representing your input that seems like it's receiving that input at the same time as your menu focus is changing. Is there a felt delay?
@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?
Changing that sensitivity can also be changed globally in Project Settings Input
well if its just for menu, i don't think you'd want to change it globally and have it effect the game as well
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.
For sure
" in-house controller "?
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)
i'd think the same could be used for a menu
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
Well not really "controller"
You're referring to the default input mapping?
For example, if you are in any UI, you can navigate with the direction buttons, space and enter.
No, not the same as the default input mapping, it's cooked inside the editor it's self
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
I don't really see much on it online, to be fair. UMG/Slate can be hard to get information on.
100%, the tutorials are decent but not complex
I'm not doing anything ground breaking, just scrolling with a controller and having the button throb with an animation
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
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.
change focus - disable controller input - delay - enable controller input?
@orchid garden Already tried that haha
I made my own blueprint library function for just that
Didn't seem to matter
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.
i'd think you'd have to fire it off on the 'got focus' event
don't call a function, call a event
Hence why people run it off a tick to constantly pull it's attention back to what they want to focus on.
@orchid garden like these guys?
to run a delay you'd call a custom event that has the delay setup rather then a function.
I know, hence why I said I made a custom event
All good! It's always good to have some folks to bounce ideas off of
yep sometimes the simplest solution is overlooked ๐
Yeah man, I still don't know how to fix it though haha
beat the UMG with a big stick?
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
there is a UMG specific channel #umg maybe someone who frequents it might be able to help? though you've probably tried there
Yeha, that place can be a ghost town though
same with alot of the channels here sadly
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
Personally i ignore the set focus stuff and just setup my own version of it
Oh?
Ye , redirecting inputs when the specific ui elements are visible
ah yeah thats a good idea
I think that's what I've been trying to do, but I'm fighting with the ingrained controller stuff the engine has
then you could make it so they have to push up/down & release to move to next menu object
Perhaps I should muck around visibility an non-hit testable
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
I did it for the azure menu i setup, altho didnt test it with a controller :(
But figured it'd be the same
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
Hit the build button first before building the project? @olive sedge No clue if that would help. There's gotta be a reason
worth a shot
I know the engine builds the game again (I think) when making a packaged build
@gusty shuttle
@maiden wadi What is this sorcery?!
Works flawlessly with a keyboard, I imaging controller should be the same. Basically disallows navigation for a short time after it's captured.
Eh, this is literally my dayjob now. ๐ Widgets.
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!
how would I get anim notifies to any other actor?
@maiden wadi is still gonna get mention in my credits if I ever do release a game ๐
You can just mark me down under "Professional Event Binder"
what not "Senior UE Guru"?!
๐
ooo i know, i can turn @maiden wadi in to a NPC that walks you through playing the game ๐ lol ๐
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
your basically making a If statement it looks like
I guess it is a backwards if statement, lol
I feel like 70% of my day anymore is making bindings. Being performant sucks.
it works great though
@trim matrix Speaking of bindings... ๐ 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.
a binding?
basically assigning a sound play at each foot location? (Sorry meant to quote the bp example)
Er, blueprint. Delegates.
oops qouted wrong one lol ... erp
You make delegates, and call them, and let other things bind their own functions and they play those functions when the delegate is called.
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
after you add the notify's to your animations, you can add them in the event graph
hm but thats inside the animationBP right?
yeah, literally what I just finished working on just now, lol
do I just then cast to the animbp again?
if you want it on your non-animation blueprint yeah
aaah
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
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?
plz ignore spaghetti
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.
or that ^
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?
Oh, it's definitely a UMG thing. But no. You can use bindings anywhere.
the one where it verifies if the enemy is close to the player
I would use delegates more but they confuse me, always have... and I'm lazy...
ยฏ_(ใ)_/ยฏ
I'm lazy too. That's why I use them. ๐
and here where it calls the attack animation, and it doesn't work, any ideas?
gotta google wtf delegates are then lol
try get player pawn instead?
i think i've tried that
i've been going through this since yesterday, making an AI is painfull
also your second screenshot is too lowres, ๐
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
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
It's just the matter of aligning the characters into position and playing two animations together
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 
this i already know, looking for 'How' to do it.
As Lorash pointed out above, it's something you have to improv and not something one would post online, step by step.
Quick question, how do you communicate with different features with using modular gameplay? Blueprint interfaces or there is something else that does the job?
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
Modular Game Feature? Isn't that #ue5-general thing?
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.
how do i replace a skeleton and mesh in an existing animation sequence? there is no option to modify them
Yes, but it is also available in 4.27
I won't hold my breath to use it in 4.27 tho
4.26 isn't even polished yet
Thanks, is it about Game Features and Modular Gameplay, right?
Yeah I haven't seen the stream
Why is that? Iโd go with UE5 but they insist it is not ready for production so 4.27 feels safer
4.26.0 is fine, but seems like it got some regressions in later hotfixes.
At least they give us some of the important features that comes with UE5 in 4.27
You still aren't just modifying the navigation mesh?
I'd like to be have other reasons for it - one this actor already uses collisions for an AI traffic system (the overlaps that tell the car to stop for a red light, so you can adjust where they stop relative to the intersection)
Also, I could never get it to work reliably, I still haven't figured out the nuances of the behavior tree TASKS specifically
@maiden wadi do you mind if i send you a pm question on ue?
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
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?
do sphere colliders work via vector length checks and thus perform better than doing an overlap check on a static mesh sphere?
As for directional rolling, you could improvise on dash mechanics, or just execute anim montage and add impulse towards the control direction
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
A really simple question, is there a difference between creating dynamic material instance in event beginplay and construction script?
Otherwise it slides - I can try setting a delay on the overlap node but how do I handle it to time correctly - t
how can I create a animated light moving and reflecting on surfaces. For example: Strobe lights
someone know a good brain surgeon ?
do CustomEvents still have the capability to 'spam the event bus'? They aren't broadcast
very nice
thanks :3
use more comment blocks and color code them
its just a extension of my brain
I hear ya
it finally works c: i always clean up at the end
looks like theres a lot of c++ in there
nope. the project supports it but only uses a few snippets really
nice and tidy BPs
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 ๐
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
the main
lol
wdym
do u hard code too much ?
i hate doing the same work twice
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 ๐
yeah that a big responsability xd
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?
anyone know how I would get the name of the actor this blueprint is in?
If something has to be triggered for the onlanded to be available, maybe the trigger could switch a boolean variable, and the event onlanded could check for it.
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
Holy shit. is that actual functioning code?
you're most likely looking for a branch, and a boolean check
oh davy answered above me. my bad
@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.
I was planning on putting the actor name as a visible text wen going to interact with an object, guessing that wouldn't be optimal?
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
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"
Door_26 definitely sounds like the secret file room, I'm taking that one.
plus you can stamp out (effectively) nameless Interactables that all show "Collect Ammo" instead of "Collect AmmoBox-556_2"
I mean I'd name a door Door_26 lmao
But yeah that's understandable, probably better to do it manually
Anybody else having the issue with right click disappearing?
Sorry?
Sounds like input settings.
If you're using SetInputModeGameAndUI, try unchecking HideCursorDuringCapture on it.
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
Spilled ramen noodle BP just for that...
what's "that" ?
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
when i'll see u in my game
๐ ๓
you could also make a custom widget which contains pretty much anything, buttons probably grab the mousedown event which makes them tricky (personally i only used images/text for my inventory)
^ 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^^
That's an NVidia driver bug.
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
This is rather bad practice. You either get it the way you do on BeginPlay and then set it as a variable for later use. Or you get it when you need it, when you press F. Don't just get it and then not save it and try to use it later.
Yeah I had it on f first i'll change it back I guess
You can also just use GetActorOfClass if you just want the first one found.
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
will have to find a different way to do it, got it to work now ๐
Guess it wasn't dynamic enough.

since you know your instance in world, you can also use a soft reference.
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
just make a variable of your dynamic sky actor type and choose soft ref instead
oh hmm
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.
it doesn't work if its spawned later. it should be saved in map
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)
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
well soft references have many other uses which are more helpful than this little trick, It's good if you learn them ๐
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 ๐
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
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 ๐
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
Can't say I've ever seen that. What UE4 version?
if I attach an actor to another actor... will they get destroyed together or will the other actor remain ?
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
You need to destroy each actor separately
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?
I mean you can still just make a branch with a bool to turn it on and off :o
Not if it crashes the editor lol
was it something important? :o
Not particularly but I'd rather not redo it if I don't have to lol
rn I would just delete it by hand :x but yea wait for if someones got a better plan
basically don't load any map when editor starts, which will hopefully not cause that bp to 'construct'
wait wait wait unreal engine does backups... maybe you can restore a previous state of your file
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
neat
on a side note. not once in my life have I ever had that 'Would you like to restore the following files' window ever actually restore anything
not that one
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 ๐
well if you still need it sometime
In your Project Folder under "Saved -> Autosaves -> Game -> Whatever file you need
might have an autosave you can just replace by the current version ^-^
I think the default save is every 10 mins right? that's not too bad
Is there a way to convert a string to a gameplay tag using blueprints?
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?
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 ?
Hi!
Anyone here using Easy Multi Save plugin?
I have an issue where removed actors don't get removed on load. :\
Are you spawning them on runtime or are they placed into the level?
placed
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
No, this savegame system was working well, it just suddenly stopped working
Really, I'm fairly sure it has always required you to manually track level-placed actors when you destroy them ๐ค
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
Yeah I use it as well
Here's the EMS manual chapter describing what I was referring to https://docs.google.com/document/d/1wzSXrekSKkNXzoi1WenpTB3TAi39YW2kojhYXGW3afk/edit#heading=h.q0zvigc7zodp
Google Docs
ยฉ 2021 by Michael Hegemann This documentation is based on the latest released plugin version. Last Documentation Update: 07/03/2021 Plugin Versions 1.21 (UE4.25 - UE4.26) 1.09 (UE4.22 - UE4.24) 1.06 (UE4.19 - UE4.23) Example Project Versions 1.4 (UE4.26 and up) 1.3 (UE4.25 - UE4.26) 1.2 (UE...
Chapter 4.7 if it doesn't open up the correct part
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
@hushed pewter did you set the correct input mode? Game and UI or just UI
@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
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
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
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
yah, probably not the best way
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
They should update this link by replacing PlayCameraShake with StartCameraShake.
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/CameraShakes/PlayCameraShake/
Play Camera Shake
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
PlayCameraShake is replaced in engine with StartCameraShake
this is verified in 26.2
Also my UE4 keeps crashing randomly WTF?
YAAAAYYY!!! @earnest tangle
It works!!!! ๐
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 ๐
Nice :)
So I just need to attach the BP Actor Component to every Parent class of my objects ๐
@earnest tangle Thanks for letting me know it wasn't doing it by itself. I was fooling myself xD
heh
@earnest tangle Btw, I have a node called "Say ZOMG" that I use for debug xD
lol why not just use a regular print node
haha :P
LOL
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?
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
Is there a way to know if an Actor is spawned on runtime or placed in editor?
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.
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
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.
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?
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.
get playercontroller > show mouse cursor to true
did that still only shows for split second
strange, try disabling input on your controller and see if it still disappears
Well, if I set it to trigger when colliding with any actors, it doesn't work on the projectile, only on the enemies firing it
Disabling input?
Still learning the ropes of ue4
I did figure something out I think, this is on the projectile blueprint, but for some reason it's still not doing anything
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
What should I use then?
yeah I mean get playercontroller > disable input on whatever actor/pawn you're controlling
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
I made it so that if the player overlaps with any actors they take damage and it isn't going for the projectiles
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
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?
And how would I change that if it's the first thing?
in the details panel you have collision settings when you click on the component in your actor
Nvm, i got it thanks alot for the help tho it actually sprung the idea to me.. I had a event tick ray trace to any usable actor and if that had an inventory it would close it if i move the mouse out of the line of sight to the actor, and that what was causing it.. Just leaving this here incase anyone stumble upon the same problem and was a dumb as me
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.
Got it thanks
is there any support built-in for player sprinting? i can only see a maximum/minimum walk speed
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
sprint is defined by the animation, so just set the sprint animation to be walk speed "+ 400" and it will be a sprint
this doesn't change the player's speed though does it?
hold on let me make a quick example
@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.
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
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.
i am sorry in what graph, how can i opend this parametr in graph ?
aah
wait
you mean Get Characte Movement component node in graph ?
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.
oh greate! so i can manipulate this paramentr right in game
i can make some rotator
and manipulate this rotator
that will edit Rotatation rate
in game
am i correct ?
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.
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!
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
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.
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
Ok thanks
Is there some way to discard the compiled state of a blueprint and save w/o compiled data?
Ty
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;
I'm pretty sure there's no such option in bp
will it hit performance if i will use a Branch with event tick ?
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
ok, got it, thanks
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.
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
actually I found a neat way, just rotating a single collision box around a point that faces where the player is
@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
Whatever works
how do you get construction scripts to run when you move a component?
pretty trivial question here, should I start prototyping my game in ue5 or wait?
you can always upgrade to from UE4 to UE5, but you can't go the other way around
so if you hit a roadblock, of there's a UE5 bug that stops you from progressing, you're stuck
so I just keep a backup of the original on ue4?
or should I refrain from the switch for now?
that original backup isn't going to really mean much if all your progress is on the UE5 build
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)
maybe not a good idea for now then I guess, maybe I just port later down the track
thanks baby โค๏ธ xoxoxoxoxo
Good luck! 
Does anyone know the solution to getting this when cooking?
thank you
maybe this? https://answers.unrealengine.com/questions/944064/error-when-packaging-2.html look at this answer
Hmmm, I'll give this a try. Thanks. Never done something like this before, though.
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?
just get the overlapping actors whenever the lever is pulled
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.
what do you mean switch?
sounds like you are looking for "Select" node
Would also say Select Node
Well what do you know, you can use the AllowedClasses from Blueprint metadata! ๐ 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.```
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
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
yeah its just an example node to show a boolean input (the input can actually be other things like enums etc)
Makes sense. That's actually perfect for what I needed tho, appreciate it.
if you are using character movement component, you can call "Disable Movement" on that instead of "Disable Input" on the pawn
it puts the pawn into movement mode "none" - to re-enable use SetMovementMode(Walking) or so
Thanks it works perfectly now ๐
i was gonna ask something else rq, is it viable to convert an integer to text? I connected my integer to a widget and in the game the whole body of text doesnt show up at all
I already know how they work in C++... I mainly use C++
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 ๐
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++ ๐
Hi guys, how do you usually get the input axis values in an actor that doesn't receive input?
Shouldn't there be a version of the input that only provides the axis value?
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.
You need a BP Function Library in C++ which returns the value
Does anyone know how to fix this?
I've tried "fix directories " and validate data and now I have more errors that before
fwiw, you might also like a custom DeveloperSettings class. It vaguely sounds like your define is a sort of a configuration value type of deal
Thanks @earnest tangle Iโll look into that
is it possible to change the 'Sampler Type' under 'Material Expression Texture Base' (bottom left) in a blueprint?
@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.
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
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
thought i'd ask anyway, cheers
i can change the spell image, just not the sampler type from linear greyscale to color
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
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
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
you need something going into it
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.
yeah but I'm not sure what. All the basic things unreal suggests like "get player pawn" to me don't work
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.
oh my
Are you simply trying to look at the chest and change the visibility?
yeah
And from input in the player character?
yeah the player character presses T and the chest disappears
yes
working from the basic first person template unreal has. Inside the FirstPersonCharacter blueprint
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.
alrighty lemme check some stuff
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.
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?
Thanks for this
Makes this easier to understand
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.
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
@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?
after pressing the simulate button, it shows, but why it is not attaching to head? @maiden wadi
Late response, but if the actor doesn't receive input, then it returns Zero :/
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
How do i add a sphere collision compoennt by blueprint
@visual vigil
I was on compoennt No wonder not getting it
Ah. Yeah. Usually this needs to be called from within the actor creating it for itself.
is it possible to add a input event for char within a component
Not that I'm aware of. Most input related stuff stops at Actor.
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
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.
is it possible to add a interface to class by blueprint
Not really. Normally you implement them in the classes you want to use them in.
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
put your code
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.
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 ๐ญ
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
Awh thanks for your time @dense citrus I'll give it a go!
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
@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
try to attach the effect when you press T. Because i think that the effect of crown will start when the actor spawn on level.
@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
I'm a little confused why you're comparing stuff on a Yaw axis to set the Pitch? What is this for?
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
So basically if going downhill, look downhill, if going uphill, look up?
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
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
Do you need to use Gameplay Tags? You could just use standard tags?
Awesome, that will work perfectly for now! Thanks!
What the heck is going on here?
Boolean says true when it starts but prints false
bp debugger isnt 100% reliable
I'm getting a result of False from a True+True+True and it's making me lose my mind
Is the breakpoint currently stopped at the print string?
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
maybe just ask the question, lets see.
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?
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
which blueprint are you trying to add the node to? it needs to also inherit from actor if your macro library's parent is actor
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?
yeah widgets don't inherit from actor, when you're creating it you can search 'user widget' and see all inheritance of user widget
that worked thank you
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
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
First youโll want to uncheck using controller rotation on your pawn
Then probably on tick in your pawn youโll want to slerp the pawns rotation towards the controllers rotation
the turning seems to be directly related to yaw rather then roll from playing around with it.
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.
Yeah for sure, you want just yaw yeah? Or you want pitch and yaw from mouse?
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:
Hello everyone,
quick demonstration video of the reworked flight system for Wild Life with new animations, cool features (check 0:33 ) and smoother controls.
Happy Easter :) โ Subscribe โ
โ Game download and Discord access at https://www.patreon.com/adeptussteve
โ Uncensored images and videos on https://twitter.com/wildliferpg
โต
Wild Life is ...
hope the visual helps give a idea what im trying to do @magic oak
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
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
What is the RInterp (Rotation) Node in Unreal Engine 4 .
Source Files: https://github.com/MWadstein/wtf-hdi-files
yeah ive watched it but i still dont understand the issue ive got
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
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
its been awhile sense i played with interps....
lemme load my project...
(forgetful old fart i am)
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?
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...
set the building quality to preview
btw is it possible interpolate character rotation ?
sry chaz, i got rid of my interp, and did everything in the anim graph instead.
and... my doors i switched to timeline driven.
hmm... yes?
either on a timeline with RLerp or on tick with RInterpTo
wouldn't sweep effectively do the same as a timeline for the interp?
(yes it might be a stupid question)
i am just curious, how can RInterpTo work with tick ? i mean, you have to have some time for interpolation, how does it possible is Start input updating every tick ?
could you please tell me more about, how can i use a timeline for character rotation? a am using InputAxist Turn -> Add contoller Yaw input for rotation now
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
๐
(getworlddeltaseconds)
how do i get variables from a class reference??
there is getclass default but i dont want that
im trying to rotate the croc with a speed that matches the rotation however, the rotation glitches as you see in the video, why?
if you don't want the CDO, what do you mean by variables from class reference
the rotation glitch looks like its colliding with the character, seen same happen in finished games with critters.
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?
hmm i see
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
a really good example of this happening is Ark: Survival Evolved, their sarco, spino, rex, and karpa all do it.
wdym by "Player decided how much character will rotate"
Also, for this type of thing, I would not use a timeline.
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
That is by definition the class' default variables
If what you want is an instance of that class' current values, find that instance and read from there.
ohh ok thanks
i mean, i can understand how to rotate something using on constant value
but how rotate something using a value from player (mouse yaw?)
how do i get instance if i am not spawning any of them??
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.
If you're not spawning any of them... you do NEED the class' Default values ๐คท
let me check again
@white lynx do you know what i mean ? how to rotate a character using timeline ?
not an actor
but character
if you have link on tutorial - will be great
ez pz
AMyCharacter::Tick(float DeltaSeconds)
{
if (MySavedYawValue != MyCurrentYawValue)
{
SetActorLocation(UKismetMathLibrary::RInterpTo(CurrentRotation, TargetYawRotation, DeltaSeconds, 4.f));
}
}```
(this is the cpp version, but the concept is the same)
also, characters ARE actors
so using branch with tick is ok ?
Class default value doesnt work it just gives blank
Can you guys stop mentioning me every time that you reply to something (set tag to off ) ๐
It's kinda annoying to get all them tag notifications. I'm happy to help though

from you, it's fine
I've annoyed you way more than you have me
Using branch from Tick for simple things is fine
Just keep in mind to not over do it
