#blueprint

402296 messages Β· Page 705 of 403

mossy bronze
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why would the camera not be rotating when I rotate the character's actor?

woeful pelican
mossy bronze
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Yeah, just fixed it. the rotation was absolute instead of relative

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all fixed thanks

woeful pelican
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Huh, didn't know that

cerulean fog
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Help! after updating my 4.20 project to 4.26 my Behavior Tree no longer goes through my Custom Tasks I have given it. Does anybody have any idea why?

late shuttle
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Jesus.... okay, I don't know why but please keep your project up to date so these problems are lessened. Update at each major (non beta) engine upgrade.

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Other than that you're going to have to show us where in the blueprint you have the code executing that is running into problems.

terse latch
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Hello again, I am working with easy ballistics plugin which has helped some. But I am wondering about a few things if anyone might beable to help.

1.Where or how could I work with a magazine say for 20 round. After 20 rounds are shot it won't fire. (found it now to make a working reload).
2.How might one go about adding a tracer or even a projectile to this for say a rocket launcher or a projectile based weapon.

astral ravine
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Question, if I want to add lights to a vehicle, do I do it via blueprints or another way

woeful pelican
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This seems to be a good tutorial https://www.youtube.com/watch?v=4RDxb9ubOoU

If you want to say thanks, WishList my game, 3AM, on Steam when you get a chance : https://store.steampowered.com/app/1680530/3AM/
πŸ˜ŠπŸ˜‰

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Sorry this video has taken so long but here it is, finally... How to set up the lights on your vehicle in Unreal Engine. We ...

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astral ravine
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oh I have to rig the lights as well?

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well thats great...

gentle urchin
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It doesnt look exactly like the one i found atleast

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altho it's been a while so i can't find the source of it anymore

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This is what I ended up using;

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Seem to work decently

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Also added a supersimple helper for the AI to aim a bit better on moving targets ;

proper umbra
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is there a way to detect what hour of day it is

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I'm trying to make a widget pop up on screen whenever it hits 8:00 in game time

woeful pelican
orchid garden
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anytime you go from one major version to another there will be broken parts to your project, even going from 4.25->4.26 Best thing to do is pick a version and stick to it.

violet helm
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Hey all, I'm not sure if this is a material or blueprinting problem so I'll just ask here. I'm wanting to create a portal that the player can step through seemlessly. I've looked into using multiple camera components with a view target to solve this, but they're not exactly optimized.

I've come up with this solution where the interior space exists with its materials only visible if viewed through the entrance way. I was wondering if there's any resources I could view to handle rendering like this, where the only part of the interior that is rendered is what can be seen when looking through the entrance. Would anyone be able to help? I drew a little diagram to help explain what I mean.

craggy lava
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Hi ,
I have been getting this error in which the mesh disappears when I compile the blueprint, and it appears back once I change its name to anything different from the name in which it was compiled

proper umbra
orchid garden
# violet helm Hey all, I'm not sure if this is a material or blueprinting problem so I'll just...
Unreal Engine

With this teleportation system, you can teleport up to four Characters at the same time. You can define whether the first Character will activate teleportation or will teleport characters instantly as soon as they arrive.

Unreal Engine

Automatic Teleport and Portal with visual effects. Character Ue4 with materials modified for the Teleportation, making the effect of materialization.

violet helm
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From what I explained above that's not really what I'm looking for, I'm looking for a way to only render a mesh if its through a certain doorway.

orchid garden
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scene capture?

woeful pelican
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Might be over the top, but you might be able to do something with a CustomDepth pass.

violet helm
woeful pelican
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Admittedly I've only used it to tackle z-fighting

violet helm
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Ah I see. Honestly if I just knew what the right phrasing for it would be, I would be golden. I'm just trying to avoid using Scene Captures if I can.

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Its very hard to make those optimized from what I can see

orchid garden
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o.O

woeful pelican
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From what I'm getting it sounds like you only want a mesh visible when it's gone through (or is on the other side of) a doorway

gentle urchin
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Is this like a "portal doorway" to another location, or is it more like a custom see-through glass thingy ?

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where as you say, only certain objects can be viewed with it

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this could sound like what you're after.. pretty cheap

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Second pic shows it the best

violet helm
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(That reply was meant for the addon)

gentle urchin
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^np

proper umbra
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If I have this sound mix modifier that lowers the gain (trying to get a muffled audio effect), is there anything else I need to do for this? I get the print string, but the sound mix doesn't seem to do anything. I changed all Gain values to .2

fallen glade
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I was still struggling before realising that I was already trying to do that .... with a rotating mesh always pointing at the targets, giving me wrong vectors to play with haha, thank you for your time explaining this!

fleet cosmos
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hi, how can I have an ASynchronize execution flow in blueprint? I want to use Delay node in a for loop with different delay values, the delay works for the first time but will be ignored for the rest of the loop

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I want my loop to stop execution when the delay is taking place and continue from where it was stopped after the delay ends.

last abyss
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just use a branch then instead of a for loop. Branch (Local integer variable < Array Length) > True > ... > Delay > ... > Local integer variable + 1 > Back into beginning branch.

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unless you're expanding the array in the loop because then you'd run into an infinite loop. but even that you can fix by storing the array length before u go into the branch

fleet cosmos
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alright got it, thank you

atomic salmon
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@fleet cosmosalso look into the use of Timers

dusk flame
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Hi guys! I think the Construction Script is runnng too early for my use-case. Is there any tricks to delay it?

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My flow is:
BP_Actor has a WidgetComponent containing WBP_Widget

In BP_Actor ConstructionScript I am running Set Text on the WBP_Widget.

This works in some cases, but not when editing the actor via the actor details. I believe this is because the constructor runs too early, before the WBP_Widget is available.

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Its just a signboard with some text that I want editable on the actor instance.

woeful pelican
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Can you do the same thing in BP_Actor's event graph; BeginPlay event?

dusk flame
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Yes, and that works ofc.

dusk flame
woeful pelican
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Right, I see.

dusk flame
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Its just a signboard-style actor with a top level "Sign Text" that I want to edit, and see reflected in the child.

woeful pelican
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Also why is the construction script being used, and not the component's properties in-editor? Unless I'm mis-understanding the structure

dusk flame
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My assumption is a move calls the construction script without rebuilding the dependencies, so the widget-text doesn't get cleared.

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Its like:

BP_Actor
   StaticMesh
   WidgetComponent
      WBP_MyWidget
dusk flame
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Because WidgetComponent only allows me to select a WidgetClass -not set the variables for that SPECIFIC class I attached.

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Its very convenient to have the note-text directly inside the actor as well, not in a sub-component.

woeful pelican
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Right, right. Not sure how much this would change but are you able to add the WidgetComponent through the Construction Script instead of adding it in the BP?

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That's the only thing I can think of, and I'm not even sure if that fixes the race condition

dusk flame
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Its a possibility.

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The annoying thing is then I can't position it sad

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Cause right now if I need to, I can change the position of the note by just setting its transform.

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iirc that would not work if I am creating it dynamically in the construction script.

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Thanks for your help btw.

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Maybe I am trying something not supported.

trim matrix
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I am new to UE4 and I am reading a book about Blueprint. In the book there is a part that said "To access the Is X variable, drag the Owning Grid variable in the Event Graph and click get. This is the getter that points to our grid class. To find the IsX variable, pull out the output node of the getter and search it in the popup window that appears as
soon as you release the mouse button."However, when I try doing this, I cannot find the IsX variable. The picture show the result according to the book. What can I do to resolve this ?

spark steppe
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if you still can't find it, get sure that you created a variable named X in the owning grid blueprint

atomic salmon
naive grail
dusk flame
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Its not a runtime event?

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At least it shouldn't be.

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Its only changed in-editor, on the actor-properties panel.

naive grail
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Its creates a widgets or updates its value. Its doesn't matter. That should be handled in gameplay. At least on begin play. but construction script is "pre begin play" so you can't use it healty

dusk flame
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I see.

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I just wanted a fancier version of TextRender, which does update in-editor.

naive grail
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Sorry its not right way to do it. If you handle everything, there is still a big problem. Construction script fires multiple times in a row. thats not good ...

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you can still use print string for debug in const script but obviously its not fancy :d

frigid ether
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Is there any way to somehow get a hit result from a decal? I'm trying to prevent a bullet system from spawning too many decals in one spot

sonic pine
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Hiho i have a very stupid mistake but i cant find it.
My character Stats are calculated from different sources.
The Physical Damage for example is a calculation from Weapon Damage + passive and buff skills

The Problem is one of my Stats will not be updated by skill upgrade.
The Skill is updating the Vitality (Vitality = Physical Defence and Health) also should the Skill Update Wisdom (Wisdom = Magic Defence and Mana).

I have Checked the Main Calculation there the Wisdom will be updated but the Wisdom Field in the Character Stats Widget will not be updated

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This is the Skill Function and the party of Vita is still working but the BWisdom is doing nothing xD

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Wisdom should be updated and here i should get the new "Wisdom All" value but theres only the old BWisdom value...

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i dont know where the mistake could be...

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after Skillupgrade

atomic salmon
frigid ether
atomic salmon
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If you have thousands of them it is definitely not very efficient

frigid ether
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Yeah for my case that sounds awful ;p

atomic salmon
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It should be possible to get all actors within a certain radius from a given point and then filter by class to get the decals, but the version I am aware of requires at least an overlap volume.

frigid ether
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Yeah I'm doing something similar now. I'm spawning a small actor that's just a overlap volume and if the bullet hits that, it skips spawning a decal and niagara effects. It works and improves performance, but it's making gun play feel a little less satisfying

atomic salmon
trim matrix
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  • Question * I have a car with camera and I want to prevent camera from going under the car mesh. My solution was using collision box for camera but... When the camera hits a car then it literally flies off. I've tried setting camera mass to 1g but this doesn't yield any results
frigid ether
atomic salmon
still swallow
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Guys can anyone tell me how to create customisable weapon system like in PUBg ?

limber jacinth
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Asking in multiple places is not going to really help. I would start here https://www.youtube.com/watch?v=GtylB1An820

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trim matrix
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When I have simulate physics off my collision component on camera can collide (which I want) but when I turn it on then my camera can go through surfaces. Why does this happen?

limber jacinth
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If it's the same thing that happened to me, you have a minimized window. I ended up having to reset my Editor UI to default to fix mine.

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Let me grab the instructions, I think it's under the Window Menu at the bottom, one sec

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Under Windows > Load Layout > And Select Default Layout is how I did. I accept no responsibility if anything bad that happens πŸ˜„ That was just how I had to fix mine.

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No worries, glad it helped.

sand bloom
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I'm super confused, when you place multiple actors in a level they get a number right? So the first one you place is 0 or 1 and the second 2 and so on right?

How do I use that fact? Because mine's not going in order, it seems to be random if anything which makes no sense.

I'm using a int variable to get a specific copy of something but the data i'm getting each time is random not in order. The way I obtain each level's actor is by starting with 0 and then adding 1 each time I do this command

sand shore
sand bloom
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harold that.. would make sense

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oof

sand shore
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It's just some number that will result in a currently unique name

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OFTEN it is sequential

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but not always

sand bloom
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guess i'll have to manually find a way to do this, damn. I would have thought it would be in order from 0 to higher

sand shore
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Names may even be recycled, although I think they don't ever actually do so

naive grail
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For example lets say your game instance has (YourActor) object reference array. Spawned actor can add itself to this array. So you get numbers by spawn time

frigid ether
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you can have an array of the class that's instance editable, add the cameras to that array in the order you want then go through the array

limber jacinth
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If you are placing them procedurally you could do it in an array.

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Variann with the faster fingers.

sand shore
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And I just realized were talking about an array. Yeah, GetAllAxtors is not stably ordered either

sand bloom
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Yeah I want something like an array going on

naive grail
sand bloom
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Thanks i'll have to look into your tips and figure it out

maiden wadi
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People store so much stuff on the game instance. >.<

sand shore
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it's just super convenient

limber jacinth
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@naive grail I was just typing that, you guys are on this morning. πŸ˜„

naive grail
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My time actually 17:30

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πŸ˜„

sand bloom
maiden wadi
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I store a lot of pointers to static datatables and data assets and loading screen stuff that most of the game needs, but storing level data isn't that great of an idea. That's usually what GameState style classes are for.

naive grail
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Your actor class casts to game instance. and adds itself to this array. So first spawned has 0, next one 1, next one 2...

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ofc in beginplay

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Yea, gamestate is better btw.

sand bloom
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hmm alright i'm not very experienced tbh so i think the way i'll do it is by making some form of central blueprint

that spawns each camera in on it's own with different spawn times to make sure it goes in order, I appreciate your thoughts if this doesn't work I can look more into arrays

naive grail
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I mean your spawned actor adds itself to an array when spawned. So you know which one spawned before

sand bloom
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Yeah so by controlling when it spawns I can control the array's order right? Because right now it seems random

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So by spawning in each actor a little slower I can make sure it has the actual order I need

sand shore
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you can spawn them all in one frame if you like

sand bloom
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Oh I believe you, but i'm working withmy very limited skillset gorge

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plus I don't need the cameras instantly anyway

naive grail
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you can use that reference instead begin play of spawned actor

sand bloom
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Oh so i'd make an array of that using that value i'm guessing

naive grail
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and its gives you absoloute spawn time

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exactly

sand bloom
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Thanks yeah that seems useful

naive grail
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np dude πŸ™‚

meager spade
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How can I go about checking how much two collision boxes are overlapping each other? I basically only need to check if an overlap between two collision boxes is < 100 units

naive grail
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You can just add another collision inside 100 units to your collision

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and listen its begin overlap

rotund elk
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Hey all, I have a problem that I've been trying to solve for a few days now. I have a character blueprint set up so that on runtime a spline will generate itself and follow behind my character. I want to attach a separate blueprint actor to this spline that is being generated. The separate blueprint actor would be a splinemesh component. When the splinemesh BP is referenced by the spline in my character BP, it should create a solid "ribbon" that follows my character.

Note: I already have a character BP working where the spline and spline mesh work and the spline mesh creates a ribbon behind my character. However, because the spline mesh is within my character BP, the character can never collide with it and that is an issue for me. So the only way to allow collision with the splinemesh is to have it be a separate BP that is referenced.

Can anybody help push me in the right direction? I've posted a video depicting the issue. Thank You.

https://youtu.be/iomtiU8WP1U

naive grail
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Check this out

meager spade
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I guess I could try shrinking the collision box with 1 unit before checking?

naive grail
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In same actor it shouldn't count as overlap. But if its count, you can check the other component "if its the other collision"

meager spade
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No it's two different actors

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That counts as an overlap

naive grail
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I mean one of your actors has 1 collision. And other actor has 2. 1 is inside other

meager spade
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The green part is a selection that's going to spawn the same type of actor that's to the left

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But it's the big collision boxes that count as an overlap

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I assume it's because they share the same coordinate which should count as an overlap

naive grail
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But that shouldn't create problem. Because of you can check other actor/Component if its big collision or not?

meager spade
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Yes but how am I suppoed to check if they are adjacent?

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If it's an actual overlap it shouldn't spawn an actor

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But now they are just adjacent

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That was the question to begin with

naive grail
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just cast from overlap event

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You can just use event tick to get overlapping actors if event is not triggering

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Or you can calculate the distance with ray trace

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@meager spade

meager spade
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I'll see how I solve it, seems simpler to just shrink the extent by 1 before checking

humble panther
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Hi, is there a way (or what is the best way) for collision to ignore some types of actor? Lets say i want for example shoot into the water and i do not want Event hit to be called on the bullet when it hits the water but i want it get called when it hits the ground or smthing in the water and if i jump into the water i want to call Event hit on the actor when hiting the water.

chrome zenith
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Hi fellow developers - I decided to apply for a job and in the middle of the test. It's my third day on UE4 (I know it's crazy). I have to make a runtime grass generator and I managed to make pretty much everything. I just can't get how to access the static mesh instances to remove them. Here I show you what I'm trying, all guides/tutorials access the foliage using linecast and get the instance and the index out of it. I have to batch remove all foliage and don't get how to iterate into that object

limber jacinth
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Custom Collision channels might work for you @humble panther

humble panther
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Ok, i will try thank you

fleet cedar
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Would having tons of collision boxes be a concerning performance hit? I made a blueprint that is probably stupid but it has upwards of 3,000 collision boxes (depending on the player's actions)

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They aren't stacked, so you're only colliding with up to 10 of them at a time probably

limber jacinth
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Thank you mods for being the silent heroes we don't deserve but always need. πŸ˜„

fleet cedar
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This is what I made to create some dynamic collision for digging

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couldn't afford the voxel plugin right now

chrome zenith
# fleet cedar

I am new to UE so I don't know how collisions are calculated but couldn't you just deactivate the collision components from the blocks where the dog isn't colliding?

fleet cedar
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Well... I want physics objects to be able to collide with it too

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So if he wants to push a soccer ball into a hole for example

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I mean... maybe it's not an issue, if they're just sitting there waiting to be collided with it may not be an issue

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performance isn't something I know anything about

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just ask my wife

limber jacinth
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oof

chrome zenith
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❀️ I don't think they will be much of an issue till they are not dynamic, at least that's my experience on Unity, can't be that different

fleet cedar
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Can you elaborate?

chrome zenith
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If they don't use actively any physics they act only when hit, I would be concerned more about the quantity of calls so many items can generate. But yet I don't have the knowledge on how Unreal manages that - hopefully some guru walks by this chat

round basin
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Do you have any idea why this won't work ?

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I have done something similar with another texture and it worked

fleet cedar
chrome zenith
fleet cedar
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I tried to limit it too by spawning only in areas you dig, so unless a player wants to try to dig up the entire map (who wouldn't want to though?)

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lol

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Well maybe eventually I can get the voxel plugin and perhaps it does what I'd want

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I made it look nice with displacement but no collision ofc

chrome zenith
fleet cedar
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crazy dense

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I turned that way down after

chrome zenith
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that nice ik are doing a lot, you could lower the displacement less to avoid the flying shadow, compenetration while digging is acceptable

fleet cedar
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ahaha

orchid garden
fleet cedar
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accidentally made quicksand

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@orchid garden from reading their website I couldn't tell if I could interactively edit the voxels in game without knowing how to do C++, so I got scared off

atomic salmon
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@chrome zenithhttps://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Components/InstancedStaticMesh/RemoveInstance/

Remove Instance

orchid garden
chrome zenith
fleet cedar
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@orchid garden No, it looked like I needed "voxel spawners" to do what I'm trying to do

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but not sure

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if you've used it and know better let me know!

atomic salmon
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@chrome zenithyou get it from the Hit Results of a line trace or collision

orchid garden
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ah well poo sry

atomic salmon
chrome zenith
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that would be plan C, I have to remove the whole foliage from the scene as I'm regenerating it from a blueprint, it would be a resources massacre running a collision simulation to remove the whole. There is no access to a vocabulary containing all indexes and instance references?

atomic salmon
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@chrome zenithif your grass actor is derived from instanced static mesh and based on its own class, you can do a GetAllActorsOfClass and then remove them

chrome zenith
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giving another try to this, can't actually select the instanced static mesh from the dropdown of GetAllActorsOfClass, can get the foliage class tho, I may access to it from there

low dragon
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spaghet

maiden wadi
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@chrome zenithWhat are you trying to do exactly? Sorry, long conversation.

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I have some experience with that in C++ after writing a gatherable foliage component that you could paint with from the foliage menu. But a lot of things aren't exposed to BP.

chrome zenith
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I have to remove all the foliage on button press (i'm generating the foliage in the scene)

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in runtime!

maiden wadi
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You could probably just delete the components.

chrome zenith
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I can't manage to get to the single istances and delete them, I always get arrays of the size of 1 (either the instanced static mesh, or the instanced foliage actor)

maiden wadi
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How are you generating them?

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Because if you're using the default system for foliage, there will be one InstancedFoliageActor with a bunch of different components, or probably one component if you're only using one mesh type.

gritty plover
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Hey, all. I'm trying to set a random new resolution every frame, on tick. But when I launch it like this, it just automatically goes into fullscreen for whatever reason. Is there any way for me to fix that?

chrome zenith
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I'm making a rain of linetraces and deciding their positions (I have to place them around buildings in realtimes, so I can't use volumes nor terrain)

maiden wadi
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Oh, you're wanting to remove specific instances?

chrome zenith
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you mean I have to get the instanced foliage actor, and remove its components. I may give a look

maiden wadi
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Ah. Then you should be able to GetActorOfClass for InstancedFoliageActor, GetComponentByClass, and remove it.

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I know that you can just clear the Array in C++ and call an update.

orchid garden
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random question - is there a easy way to clean up redirectors without opening every asset and resaving in sequence?

maiden wadi
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On the Content folder.

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Should propagate to all subfolders.

orchid garden
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ty again @maiden wadi

chrome zenith
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@maiden wadi the remove instance is always asking me an instance index - I hope I don't have to make a cpp script, my computer takes up to 7 minutes compiling each time

maiden wadi
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@chrome zenithHmm.. Try ClearInstances? That's in the ISM, but FoliageInstanceStaticMeshComponent indirectly inherits from it.

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Says it's blueprint callable.

chrome zenith
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WOOOOOO!!! You made my day ❀️ It's like 3 hours I'm hitting my head on this. It's not a good idea to work with instances after 2 days of UE

maiden wadi
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I hate those components. I'm still sour that the OnRep for the Static mesh pointer in them isn't virtual. 😦

chrome zenith
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Yup, documentation about them is really bad - I couldn't navigate there and don't have the time and courage rn to do this in C++

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here is the result

hazy igloo
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Does it need instances with UE5 anymore?

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Are static actors instances with UE5 automatically?

spark steppe
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static meshs are instanced by default in ue4 for a while now

open crypt
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how do I absolutely positive guarantee a nav mesh will be drawn

signal cosmos
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Hi! Is it possible to create a child class of a box collision component?

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I believe I was able to create it once πŸ€”

trim matrix
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Hey can anyone help me with spline

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I am using it to my my car actor but seems not able to get it right

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I have watched many you tube videos but still not able to do it

atomic salmon
gaunt fractal
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My add movement input is executing with all the right inputs, but my pawn is not moving.

humble panther
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In all tutorials i watched people used floats for HP, mana, speed etc. why is it? because possible buffs and debuffs or is there another reason? (new to game dev but not to programing)

restive token
gaunt fractal
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I do

trim matrix
atomic salmon
atomic salmon
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If it doesn’t move/turn when you Set Throttle or Steering there is something wrong with how the car is setup

trim matrix
trim matrix
restive token
#

I have a weird thing with "Change viewtarget with blend". I have camera actors in the level and also in the player character. If my active camera actor is the world camera, I set a variable in my player to reference that world camera.

If I change viewtarget with blend from the world camera to the player character, my variable that I set to save the current world camera becomes empty on its own, without me setting it as empty.
So it basically deletes the reference to my world camera if I change viewtarget to the character

atomic salmon
trim matrix
trim matrix
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But not for AI Car

atomic salmon
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The AI car is like a normal car except that you have to write the logic to set the throttle, brakes and steering yourself.

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While for the normal car they are set from the player input.

rotund cargo
#

Sorry for the very simplistic question, but I come from the C++ side of Unreal and haven't messed with bps much. Is there anyway to set a listener in bp for a variable change? So while a given boolean equals false it does nothing, but when that boolean becomes true it does something then returns the boolean to false?

trim matrix
atomic salmon
orchid garden
atomic salmon
rotund cargo
lime fulcrum
#

Why is the relative Y rotation clamped and doesn't rotate like the other axis? It's annoying me so much

rotund cargo
atomic salmon
rotund cargo
atomic salmon
lime fulcrum
#

I've seend quats but I don'0t get it. I know they are the angle on wich you want to rotate but how do I use them on standard rotator?

atomic salmon
#

The reason is that with Euler’s angle you have to decide the sequence of axis around which to rotate. One consequence is gimbal lock, which in Unreal happens around the Y axis.

#

Rotators internally are implemented using quaternions.

#

Quaternions aren’t easy to deal with but eventually you can grasp their logic. There are many tuts around.

#

There is also a nice tutorial someone made about using quats to pilot a space ship with 6 DOF.

lime fulcrum
#

Oh

#

Thanks πŸ˜„ I'll try Quats then

atomic salmon
maiden wadi
#

@rotund cargoThat is an odd process even from a C++ side. If you're just waiting for the value to change, why not use whatever is changing it and just call a dispatcher instead?

orchid garden
#

so... i want to do the exact opposite of camera lag, rather then the camera lagging behind the player when turning / looking up /down, I want the player to lag behind the camera. What method do you think would be best to achieve this for a Mutliplayer setting?

#

(i gotta quit breaking this discord channel with my questions)

fickle remnant
#

what would be a good way to do procedural weapon bob (weapon shake while walking). Trying to cut down animations

maiden wadi
#

@orchid garden Sounds a lot like you're just trying to get the control rotation and interp the pawn's Yaw Axis to the control rotation. Use GetBaseAimRotation so that non locally controlled pawns will work as well.

orchid garden
#

i'd have to set use controller yaw to false, and then... i wouldn't be able to get the yaw would i ?

maiden wadi
#

Nah. Just remove all forms of CMC rotation manipulation.

#

Hmm. Let me check that function call though.

orchid garden
#

it wouldn't be a constant effect, only under certain cases.... i.e. say a player drank too much Ale then they'd have a movement effect from it, but after it wore off, they'd be back to normal movement

maiden wadi
#

Oh. Nevermind me. I forgot that GetBaseAimRotation works via getting the Pawn's Yaw and replicated pitch. But you probably wouldn't want that if it's not constant.

orchid garden
#

no no, i appreciate your input

maiden wadi
#

I feel like that might be best done with some curves and a modifier from some Sine value.

orchid garden
#

in the animation bp or character bp?

maiden wadi
#

Like.. Ignore the curve, that can be added in later for better effect, but if you just make a GetWorldTimeSeconds, Sine it, and use that to modify the Yaw value, it'd create a nice back and forth motion like being drunk and should still sort of allow for controls to override it.

#

Sine will convert the constantly rising WorldSeconds to a -1 to 1 value. you can slow it down or speed it up by multiplying GetWorldtimeSecionds before the Sine.

#

So if no effect, don't use this, if effect, use that -1 to 1 value and multiply the InputAxis by it. Maybe also only if velocity > some amount.

orchid garden
#

ty for the input, i'll see what i can do

rough blade
gaunt fractal
#

I have a node, that as far as I am aware, did nothing to. Its an actor setting itself from the construction script. It is getting the error
name is not blueprint writeable.

I have no idea how to diagnose.

still swallow
#

Does anyone know how does touch buttons work in PUBg mobile and how to recreate them ?

coarse lintel
#

Is there a way to get an actors velocity if they're not moving under their own power?
I have a target character parented to another actor that moves along a spline, but the target actors velocity reports as zero.

orchid garden
gentle urchin
rough blade
buoyant gate
#

day / night cycle - want to make it pitch black at night: which value to i edit / what do i add

frank viper
#

Just curious if anyone attempted to build a real working lens with ray tracing in Unreal 4.
I know a pin hole camera is possible I saw a video on it but I was wondering if it would be possible to build a real working lens like what you would find inside a scope for example.
I was just wondering if anyone tried this yet πŸ™‚
Perhaps a silly idea but I was just wondering about this last night πŸ™‚

amber dragon
#

does anyone knows how can i get sound inside a widget? I was trying to get a media sound, but it's only possible inside a charcaters blueprint

coarse lintel
brisk reef
#

Whats the best way to find all npcs that are visible on screen?

fiery swallow
#

@brisk reef there is a node like wasrecentlyrendered

brisk reef
#

Does that need to be run on the npc? If possible I would like to run the logic on the player

fiery swallow
#

Yes, you can run the logic on the player. just plug the NPC reference into target

brisk reef
#

Ok thanks! do you know of any other way that is possible without a reference to any npc?

fiery swallow
#

Can you explain what you're trying to do so I can better assist

brisk reef
#

Essentially just highlighting npcs that are visible to the player when the player is aiming

fiery swallow
#

Gall all actors of class -> Foreach -> was actor recently rendered

brisk reef
#

Brilliant! That helps a lot thanks @fiery swallow

jaunty solstice
#

Can any BP experts suggest a scenario when you might want to implement BOTH Interface and EventDispatcher mechanisms to communicate between 2 BPs?

night peak
#

Anyone tried to build the titanfall 2 training ai thing that follow your actions when you repeat the training again...Can someone please tell how do I make engine remember player movements/action and perform it later?

maiden wadi
#

I haven't played TitanFall, but that sounds a little bit like the replay system Unreal has. Haven't used it myself so no experience there.

night peak
fiery swallow
# jaunty solstice Can any BP experts suggest a scenario when you might want to implement BOTH Inte...

Well a BPI is good for when you need to specifically talk to another blueprint, An event dispatcher is good for eliminating 2 way dependencies, which is frowned upon.

If there is some specific information that one blueprint needs to tell another blueprint, go with a BPI, if there is something much more general that may be used by many other blueprints, go with an Event dispatcher. I just realized I am terrible at explaining, sorry. I'm not even sure I answered your question

#

If I need to send Information to another blueprint, I'd use a blueprint interface. For accessing information from another blueprint, I go with casting. Finally to send information to anything that might need it, I use a dispatcher. I wouldn't consider myself a blueprint expert but I have over 4+ years with it

tight schooner
#

@jaunty solstice Not sure if I can come up with a use case off the top of my head. Interfaces are useful for avoiding casting to multiple classes by talking to something in a generic way. Like to an actor reference that pops out of a hit/overlap event. Epic's own example is a flamethrower that sets various things in the environment on fire.

A dispatcher allows one actor to call events on many actors without individually managing those actors, like a boss that dispatches a death event which causes all the dynamically spawned minions to die with it β€” again, Epic's example.

rough blade
gentle urchin
#

-980

rough blade
#

well that was my mistake, thank you again

frank viper
amber dragon
# frank viper

is that linkbuttons activated just a boolean variable?

frank viper
#

If you have the sound set up in a cue you can select that too inside the play sound 2D node.

#

Its just one node very straightforward.

#

You can also have a on hover over the button event and add a different sound for that πŸ™‚

#

So hover over and click 2 different sounds.

fleet cedar
#

Not sure if I'm tired or just not so smart, but just trying to cast from one Actor BP to another to call a function... what object input do I use for that?

amber dragon
violet helm
#

Is there a way that I can only render a select part of a mesh? I'm wanting to create a looking glass that only renders a mesh through it but I can't seem to find the right approach online.

woeful pelican
#

So now I'm curious as to what the best way to achieve this is

violet helm
woeful pelican
#

Ah lol

#

So, I'm suspecting it won't work as you want it to out of the box. Seems to be more suited for static actors

#

Though idk

#

Anyway, opacity masking is what you want to mess with

#

I'll take a look at how you can combine that with a certain object or texture in the way of the material

frank viper
#

I think mp3 works too not sure

#

But yes no video audio only

fleet cedar
#

I'm trying to remap a world position to UV space for a render target... I've taken the min and max x/y and mapped them to 0-1/0-1, anyone know if what I'm doing could even work?

amber dragon
woeful pelican
#

Lemme go try to make an example for your case

violet helm
amber dragon
frank viper
woeful pelican
#

So, it requires this option in the project settings

winter burrow
#

Can anyone help me with how to reference a BP that is attached to a character via attachActortoComponent?

woeful pelican
winter burrow
#

So for example, I have a weapon BP, I attach it to player on button press, it goes in hand. Now, in an anim notfiy, I want to reference this specific item that is attached to my player

woeful pelican
woeful pelican
#

@violet helm This should work. Doesn't handle collisions mind you but it gets the visuals

woeful pelican
winter burrow
#

Dont have much of one atm, just messing around. Essentially the goal is to tell a weapon that is attached to a character to turn collision response for the capsule collider to overlap with enemies during an anim notify. This is in the anim notify and the melee weapon is a bp that is referenced as a variable in character

#

also sorry for interrupting lol

#

havent quite tried this just yet. I am switching from a sphere trace method to a collision on/off method

#

or trying at least

woeful pelican
winter burrow
#

yeah thats on my character as a function

#

I can make it so if I walk over the thing myself it will do damage to me or anything/everything

#

I just want it to specifically do damage to the enemycharacterclass

violet helm
astral ravine
#

Anyone know how to do a car light system without rigging the model?

woeful pelican
astral ravine
#

yay...

white lynx
#

Why would you need to rig the car model for lights to be turned on/off?

woeful pelican
#

Think he means the blueprint, with light sources and all that

#

He asked about it yesterday and wasn't happy with the video I suggested

white lynx
#

Are they using the wrong word then...? "rigging a model" is only really needed for mesh-based animation elements (and physics).

astral ravine
#

wait

spark steppe
#

you can add sockets to your mesh, and make one generic blueprint for all car types to attach the light sources at the sockets

white lynx
#

If you have a car model, the simplest thing to do is just attach some light components on to the car on a given offset

then have your system turn those light components on/off

astral ravine
#

no I misunderstood, I thought the video was doing the lights by rigging the lightd

white lynx
#

"rigging the lights" doesn't really mean anything though.

woeful pelican
#

If you want to say thanks, WishList my game, 3AM, on Steam when you get a chance : https://store.steampowered.com/app/1680530/3AM/
πŸ˜ŠπŸ˜‰

Car model by Xali. Blendswap.com
Download link:
https://www.blendswap.com/blend/24561

Sorry this video has taken so long but here it is, finally... How to set up the lights on your vehicle in Unreal Engine. We ...

β–Ά Play video
#

In the video he places light components in the blueprint and connects them to blueprint logic

open crypt
#

Is there any problem with adding items to an array of actors to ignore for a linetrace and then deleting some of those actors?

rain egret
#

so i have a should_rotation that i am feeding whenever i move the camera
expected behaviour: use rinterp to interlope between my current actor rotation to the should_rotation

#

now the result however is that my character does not stop once she reaches the rotation and she spins violently

#

what i was trying to do: i want the characters rotation to lag behind the controller rotation

#

anyone knows what causes this?

honest stump
#

@rain egret This happens because it constantly switches from 180 to -180 degrees. Try adding branches to stop that

dusky dome
#

hi nice ppl, I have a question about passing array as reference to another actor in BP. Here I have 2 actor classes: ActorA and ActorB. ActorA has a Array of Actor called ArrayA, ActorB has another Array of Actor called ArrayB. Now when I assigned ArrayA(from ActorA) to ArrayB(from ActorB), what I assumed is that the pointer got passed, so that when I change ArrayA in ActorA(say add a new element to it), ArrayB in Actor B should reflect the change. But this is not working; when I add a new element to ArrayA, ArrayB's length stays the same.

#

this is how I assigned the array: input array of the function is set to 'pass by reference', and arrayB is also 'Set Array of Actor Object References)

formal cedar
#

hey guys im trying to figure out why my character is stuck in idle squeqnce

#

new to unreal engine as well as this discord

last abyss
# formal cedar

well the get velocity > vectorlength is supposed to be speed but you're setting it to be direction

formal cedar
#

Hi Kira, Is it direction because its connected to the get player character?

#

because get velocity is connected to get player character i mean

last abyss
formal cedar
#

thank you for the visual! I've updated the blueprint and compiled it, when I set the speed and direction in the edit preview tab, the character still remains in the idle animation

last abyss
#

well its determined in your state machine, it being the conditions for switching to other animations

limber finch
#

Anyone know if it's possible to attach a socket from a skeletal mesh to another socket on that same mesh?

marsh seal
#

@limber finchYou don't actually attach sockets to other things.. you attach components and actors to sockets

#

a socket is basically just a local transform

#

with a name

#

so you're asking to attach a skeletal mesh component to itself.. so no... but if you had two separate meshes you could attach one to the other

limber finch
#

Okay, I'm trying to basically place the actors hand on itself, but the character has blend shapes that adjust i'ts size, so i need the character to hold onto a specific part of itself regardless of size

candid nest
#

hey guys can anybody help me i want to make a system in which my player health increases automaticaly after few seconds when he got hurt

winter burrow
candid nest
#

okayy

winter burrow
#

If anyone could help me im still struggling with the same problem from a few hours ago - im trying to figure out how to change the Set Collision Response to Channel of an item that is attached to the player in game, not at start (so not a direct inheritance).

Say for example, I pick up a sword and it glues itself to my chars hand - I am struggling to figure out how to reference and change aspects of that specific instance

candid nest
#

do u want to attach it to somewhere else

winter burrow
#

No, I want to attach it to character and have it stay there

#

Well, the player would be able to swap out weapons

#

so Im trying to reference the class in general

candid nest
#

okay i have done this in past so basically u should add a socket on back and on component begin overlap or or input action u can attach the actor to pawn and entre socket location

orchid garden
#

and the function that increases stam

#

perhaps that can help you @candid nest

candid nest
#

thanks man i also done this once but never stuck in my mind thanks

orchid garden
candid nest
winter burrow
#

Was it essentially removing the world object instance from the world and then making one that was attached to the player visible?

#

Something along those lines?

orchid garden
#

im sure there is probably a easier method then what i did, but it was a quick way of doing it.

winter burrow
orchid garden
#

?

winter burrow
#

I have a weapon swap and anim swap system set up

candid nest
#

okay

winter burrow
#

Im trying to just figure out how to communicate with the picked up thing

#

specifically in an anim notify

#

not sure if I can since its not directly inherited

orchid garden
#

interface?

winter burrow
#

I should look into that, my head hasnt quite wrapped around interfaces very well

#

I tried it at first and it ended up a mess

orchid garden
#

my pickups are bp's (children of masters) and i use interface calls to communicate with the pickup

winter burrow
#

yeah I have a cpp Item->CppWeapon->BpWep->BPIndividualwep hierarchy atm

marsh seal
#

interfaces are the shiznit

#

no more casting

orchid garden
#

i have multiple interacts, so i have to do a check on pickups to see if they are a pickup or some other type of interactable:

marsh seal
#

and a function can have multiple different meanings to multiple different scripts

#

I think in blueprint you dont even have to check

winter burrow
#

Ive tried to watch vids on them and it just doesnt make 100% sense to me

marsh seal
#

you can just toss in the function

#

it can be a little confusing when you're trying to trace back where a function came from

#

because it only leads you back to the interface.. and then its like wtf

orchid garden
#

then if its a pickup or not it runs the proper interface interaction:

marsh seal
#

teh trail went cold

winter burrow
#

I actually check for an interface to see if something can be picked up, buts just as a qualifier

trim matrix
#

I am using als v4 (advanced locomotion system). I want to remove Debug View. How can i remove it?

orchid garden
#

after there the bp gets abit complicated

#

but the breakdown is interface call -> get data from item -> check against data table -> add to inventory -> is holdable? -> Is Free slot? -> Equip Item

#

lastly destroying the pickup that was on the ground

#

if its a mp item, you'll want to make sure other players can't pickup the item when its being processed (found a glitch that sometimes allows that) but that can be stopped by setting a simple flag on the object when the interface starts processing.

winter burrow
#

luckily im not doing anything mp

#

Ive only been with unreal about a month, spending a few hours a day trying to make a melee combat system

#

souls-like, etc.

orchid garden
#

combat systems can be mildly complex to hair pulling frustration (expecially when it comes to animations)

violet helm
#

Is there a way to make a transparent material look like a solid? I have something that looks like this with a solid material look like the second image when its transparent

#

Im using a CustomDepth on the second material, but I'd like to be able to have it render as solid

orchid garden
#

replace the alpha with a solid?

violet helm
#

What I'm basically asking is there a way to make a translucent material the same thing as a opaque one, so I don't see the rest of the mesh through itself

fallen glade
#

can someone explain to me the difference between these 2 nodes?

#

also is there a way to open nodes to see their C++ workings?

violet helm
#

Double click them

fallen glade
#

little pop up

violet helm
#

It should launch something like Visual Studio

fallen glade
#

:/ ok I need to investigate

visual vigil
#

what is soft object reference

fallen glade
#

i'd like to know too I've read about it but sounds complicated and not very useful because I didn't get it lol

paper galleon
# visual vigil what is soft object reference

Basically, the way I understand it is that it holds the path/ string address of an object rather than the object itself. That way, the object isn't loaded until explicitly loaded usually Asynchronously. It helps to conserve memory. Without Soft object pointer/reference, referencing an object in another object causes the referenced object to be loaded whenever the first object is loaded.

#

E.g Blueprint A directly references blueprint B. And blueprint B directly references blueprint C. If blueprint A is used or loaded in the game, it will cause blueprint B to be loaded also, whether it is needed or not. It will also cause blueprint C to be loaded due to indirect reference. You can see that all that memory is being used whether needed or not. It can slow down the game if objects are constantly loaded. Soft object pointer helps to avoid that by providing a means of specifying when you want the object to be loaded by the async loading blueprint node. Note that if you try to use a soft object pointer like a direct reference, it will cause the referenced object to be directly loaded and you lose the async feature(in blueprints AFAIK).

worthy tendon
worthy tendon
# fallen glade only this happeninig is this

you need to download editor symbols for this to wrok. otherwise it will only work for modules created by your own and the plugins that have the debugging symbols. the file with .pdb extension in your binaries folder contains the debugging symbols.

visual vigil
#

for some reason my soft object reference doesnt load

#

i am trying to get an texture from a class which is not loaded and it returns null

worthy tendon
#

how do you load it?

#

use this, and after Completed you have your asset loaded. there is also a blocking version called LoadAssetBlocking but try not to use it if you can use async version

visual vigil
#

i have a variable called inventory item and i am trying to get icon of inventory item. Item is not loaded so i am refrenceing class

#

i have tried that and it doesnt work too

worthy tendon
#

did you use soft class reference?

visual vigil
worthy tendon
#

that's the problem. resolving does not load the object

maiden wadi
#

I found that understanding pointer types helps when you realize that Unreal creates a default object for all things it needs at runtime and simply copies them for "Creation". Like SpawnActor for instance does not actually fully create a new object, it copies it from the class default object.

A normal sky blue pointer points to an object and hard references it. So when the engine loads ObjectA's default object, which has a hard pointer to ObjectB, Object B's default object has to be loaded before ObjectA's default object can be loaded. So in the case of SoftObject pointers, if you have a character that has a static mesh component, which is using a specific model, and you also have an array of hard pointers to other model types that mesh component can switch to. All of those meshes need to be loaded before the Character's default object can be loaded. This often leads to having a lot of bloated memory in larger projects where you can have thousands of choices for character customization or inventory icons, etc. All of these things can be soft object pointers so as not to make the user load tons of unnecessary at first.

worthy tendon
visual vigil
#

ya i know but how to resolve that

maiden wadi
#

Load Asset Blocking, or Load Async.

visual vigil
#

tried load sync didnt work

worthy tendon
#

did you connect to Completed pin?

#

if you continue with the top pin it wont work

#

because the asset is not loaded yet.

visual vigil
maiden wadi
#

Haha. You don't need the delay, that's what the pin Kazem pointed out is for.

worthy tendon
#

although 1 second seems like a lot for an icon 🧐

visual vigil
#

still doesnt work

worthy tendon
#

what is the type of your icon? you might need a cast.

visual vigil
#

all other property in thier works like name price etc

#

texture2d

worthy tendon
#

hmm, does it work if you use normal object reference? just add another Icon property and test

visual vigil
#

works

maiden wadi
visual vigil
#

it does give error access none while trying to read property

maiden wadi
#

What does?

visual vigil
#

icon property

maiden wadi
#

If it's set in that class' blueprint, then that's odd.

visual vigil
#

I made a new variable texture2d and this works, only diffrence is that this one is not set to instance editable

worthy tendon
#

instance editable should not be related

#

the problem is somewhere else or UE4 is just bugged out

visual vigil
#

i cant find any other difference

worthy tendon
#

make that new variable texture2d instance editable, it should work.

visual vigil
#

ya it does

worthy tendon
#

did you compile your class? if I were you I would try a restart, or remove Icon property and rename IconImage property to Icon.

visual vigil
#

i cant remove icon proeprty lot of other shit reference it

#

i guess i will have to use 2 refrence images for no reason

worthy tendon
#

I see, make sure it's not being nulled out some how

visual vigil
#

its being nulled out thats why its not loading

worthy tendon
#

I don't recommend you to do that. if you give up then just don't use soft object reference

#

so you need to find out why. one tip is to right click on your property and select Find References

#

then see where you are potentially changing the icon

maiden wadi
#

It's worth asking. Are you using C++ at all?

visual vigil
#

its BP

worthy tendon
# visual vigil its BP

if Find References doesn't give you clue, try clicking on this Icon, it will search for that variable in other blueprints. it might also give you some unrelated results but it could give you more clue.

trim matrix
#

I need to create math function in bp. Create custom x,y relationship preferably visually do you know how to do it?
Is there a tool in UE4 editor that enables me to do it?

orchid star
#

@trim matrix try using Function / Macro libraries

#

they can be accessed from anywhere and does exactly what you need

trim matrix
#

@orchid star What I meant by visually was creating the entire relationship by changing points on x/y graph. Is it still available in editor?

orchid star
#

do you mean like curves

trim matrix
#

Thank you I've found it!

visual vigil
#

how to change value of class defaults

orchid star
#

in class defaults πŸ˜„

visual vigil
#

i mean in BP

orchid star
#

in runtime ?

#

you can try setting the variables on construction script

wild moth
#

Hello everyone, having some trouble cooking the game, getting this odd error, any clues?

visual vigil
#

need in runtime

orchid star
#

yeah try construction script

#

since it will be changed when spawned anyways

visual vigil
#

need to be in runtime

orchid star
#

what do you mean by runtime tho

#

then go for beginplay i guess

visual vigil
#

there is no set pin

orchid star
#

so its c++ based I assume ?

visual vigil
#

only get class defaults

#

BP

orchid star
#

oh

#

I see

#

what you can do is

#

set the variable instance editable and expose on spawn

#

when you call spawn actor with your class in it

#

it will have these variables as a pin

#

you can send them in and they will be set

visual vigil
#

cant get the pin

orchid star
#

right click on spawn actor > refresh node

visual vigil
#

i need to set vairable bought to true

orchid star
#

you cant set it this way

#

it is not been spawned yet

#

you can set it when you spawn tho

visual vigil
#

i am not spawning anything

orchid star
#

than I dont think you can do much

visual vigil
#

i am using this for inventory

orchid star
#

try making a function for it then

#

You can reach via DM and i can try to help

visual vigil
#

u mean make function in c++

orchid star
#

not really

#

your approach might not be right

visual vigil
#

let me explain properly

orchid star
#

why do you store "bought" data on class as you cant access it later on anyways since its not spawned

visual vigil
#

I have a parent class called itemclass which has all these values. Then i have several child class called ,gun, ammo, axe etc. I dont know which child class my current item class is. So if i bought the item on shop i wana set bought variable of child class to true

#

so that u can only buy once its its certain item like gun

orchid star
#

try storing your store data on seperate place

#

you dont have an ID for your items

#

so assuming you have unique names

visual vigil
#

I do have a GUID

orchid star
#

you can store the bought items if they are bought and get it from there

#

then use that and store the market data on seperate place

#

array of strings maybe storing item ids that are bought

visual vigil
#

are the ids always same?? or should i save by name

#

i need this to work after i save and load

orchid star
#

Im not sure if your ID s are always the same

#

but it should be

#

yes you can save the array for later use as well

visual vigil
#

ok thanks let me give this a try

chilly jetty
#

Hi there

#

I have this 3D Main Menu

#

I'm trying to click on the options but not of them are highlighting

orchid star
#

can you click ? @chilly jetty

#

if not there is something blocking it then

chilly jetty
#

I've changed the Input mode to UI only, I've enable Input but nothings coming up

orchid star
#

you have something that blocks you from clicking it

chilly jetty
#

what could block it

orchid star
#

go play

#

open this and click this

#

hover over button

#

and press esc to stop recording and see what it hits

chilly jetty
# orchid star

Got it, I had a fade in UI that stopped me from clicking them

#

thanks for the help

glossy bane
#

Does somebody know if a node/method similar to "was recently rendered" exists but only in a certain axis? For example the recently rendered node will fire off when actor is not in camera sight regardless of direction, but I need something that would only check the negative Z-axis, if that makes sense

glossy bane
# worthy tendon like from a top down view?

No the camera is placed a certain distance behind the character like a 3rd-person mode, but abit more zoomed out, and it travels independently in the positive z-axis, and I want something that will fire off if the character stops rendering but only if the character is in the negative z-axis compared to the camera

#

I have been calculating the distance between the camera and player in order to do this, but this solution seems unreliable as it sometimes would fire off too soon with certain screen resolutions

daring adder
#

What is up with the info about BlueprintMacroLibraries needing to recompile all of the blueprints that use them when a macro is changed? I just checked and I don't need to recompile anything for the changes to be reflected. Am I missing something? I know that PlayInEditor recompiles everything but then why is the warning there in the first place?

#

I refer to this part of the documentation

#

After testing it just seems false to me

worthy tendon
tough plume
#

is there a comment out option for quickly disabling nodes?

#

without actually deleting them or disconnectin

worthy tendon
trim matrix
#

How can I get rotation relative to the parent in range of values 0-359?

tough plume
#

where is it? @worthy tendon

worthy tendon
#

In Editor Preferences -> Content Editors -> Blueprint Editor

#

you can also search for this option

#

once you check that, you have the option to disable nodes.

icy dragon
worthy tendon
#

how about something like this? @glossy bane

worthy tendon
trim matrix
#

Do you know how to get rotation relative to the parent not world?

naive grail
glossy bane
glossy bane
sand bloom
#

Does anyone know by any chance the best way to use two player controllers? Couldn't find much online about it.

I have a player controller I use for a vr pawn, and I want to control a different character with a different playercontroller but i'm not sure how to "trigger" the second playercontroller to work

I can enable the vr pawn controller in the gamemode but what about the second controller?

#

I have this going on in the second controller right now

#

But to actually get it started is something i'm not familiar with

burnt nest
sand bloom
#

Oh really, hmm i'm not sure how to do it then, I could put the character inside the vr pawn but that means having no character movement

The tick is for when it dies but yeah could be tweaked maybe

worthy tendon
sand bloom
#

Not sure what's the best way to control both the vr pawn and the character at once

#

oh I am using the gamemode

#

the tick thing was just to make sure it was possesed

#

wasn't sure it was neccesary

#

The actual respawning would be done in the gamemode

worthy tendon
#

You shouldn't do that in begin play either. so you just make a player start and a Hero should automatically spawn at player start. it's also automatically possessed by player controller.

sand bloom
#

The thing is i need the vrpawn to automatically start and be possessed as the first priority

#

which is what i put in my gamemode

#

Trying to use two characters at once seems tricky

#

I tried to just enable input and use that at first but ofcourse that didn't work

#

So that's why I was trying to use a different player controller

#

oh i can just use spawnactor lmao, now I just have to try and assign it properly and try to make it accept input

tough plume
#

is it possible to get mouse movement offset?

#

as in, how much did mouse move this frame?

worthy tendon
#

I think controlling two pawns is not possible in standard way.

sand bloom
#

Yeah i'm still trying to find a good way to try and avoid making the character inside the vr pawn, which would solve all my issues.. but at the cost of not having the character movement component..

#

supposedly others have done it with a second player controller

tight pumice
#

when actor has is valid = true is that mean all components of this actor are valid ?

burnt nest
#

If you're using an "IsValid?" node and it returns true, it just means that actor exists.

spark steppe
#

is the wrap integer node weird, or is it just me? (range of 0-10) the output for 11 is 1 not 0 -.-

icy dragon
burnt nest
spark steppe
#

thats how clamping works, not wrapping

#

whatever, made my own node which does what it need

quaint dagger
#

trying to create a bullet hole from the point of impact via an overlap event (which this isn't) but it's not working at all. Is this because I need to begin actor overlap at the start?

deep imp
sand bloom
#

maybe I can check out ai move to aswell

deep imp
sand bloom
#

I have a vr pawn with a player controller, now these controls work ofcourse

I also have a third person character template i want to control, I tried some stuff that failed and right now am trying to use the player controller, but i'm open to suggestions

#

Can't really get it to work and i've been trying stuff for hours

#

I'm close to just giving up entirely and just putting the character inside my vr pawn and add every movement thing manually harold

deep imp
#

But what type of things do you want to do with your third person character? Just move him or her?

sand bloom
#

move them, jump, basic platforming stuff including gravity

#

it's not like a rts

deep imp
#

Will your VR pawn also move and jump?

sand bloom
#

where i want to click somewhere to move them or whatever

#

no it won't, well it will teleport to places sometimes but other than that not really no

#

like it'll teleport when the third person character reaches a spot, like resident evil

#

so the camera and your vr controllers get to the new area along with the character

deep imp
#

It sounds like your character will be the "primary" avatar

sand bloom
#

The vr pawn will be the camera, and your vr stuff. So using things with your right hand to interact with the enviroment

The character will move and jump and platforming stuff

#

so yeah i think so

#

it will also trigger teleporting the vr pawn to the next area by overlapping actors with a collision box

deep imp
#

Hmm

#

I haven't played any VR games.

sand bloom
#

But yeah I may have to give up and accept controlling two characters at once isn't possible if they're not in the same blueprint at my current skill level atleast

deep imp
#

Actors can respond to inputs

sand bloom
#

that's what i thought but using a simple enable input was one of the first things I tried and it didn't work

#

So there must be some way to do it but I certainly don't know how

last abyss
#

enable input doesn't work on pawns

deep imp
#

Yea I said actors

sand bloom
#

Yeah that figures, from then on i tried different things like using two player controllers etc

deep imp
#

You can use behavior trees too Green

sand bloom
#

nothing I tried works

#

hmm

deep imp
#

I wish I had a clearer idea of what you wanted to do

candid nest
#

hey guys i am getting a small problem i have a respwan system in which everthing is fine but when i respwan my ai do weird things like when i go infront of then they didnt shoot me also my stop watch is not work properly

sand bloom
#

I could show you

candid nest
sand bloom
#

one sec

#

it's pretty similar to a vr platformer

#

so something like this timestamped

candid nest
#

i created another respwan but my game bcoms laggy and other many things didnt show up

sand bloom
#

so you're controlling two things at once

deep imp
#

There's nothing plugged into the disable and enable input nodes

sand bloom
#

the blue thing in the video is his vr controller

deep imp
#

Ok Green that's a great video.

rain ravine
#

Hey, for creating rumble when shooting, should I use PlayDynamicForceFeedback, use a ForceFeedbackComponent or ClientPlayForceFeedback?

sand bloom
#

Over time I became desperate and tried a dirty way of doing it with event tick in my character

#

and doing the input stuff in my player controller

#

just to see if what im doing is even possible

rain ravine
#

@sand bloom you have the wrong idea about player controller

#

it's not literally "controller" as in input

#

it's more like a unique ID for given single human player

#

you only get multiple player controllers in multiplayer, either hot seat, splitscreen or networked (where server has all player controllers, clients only have the one they own)

sand bloom
#

But then how I do control the second character if i'm only allowed to posses one character

rain ravine
#

if you want to have something like a VR "player" which controls another character, that is inside the map, either they need to share the player controller (one is possessed and the other one is just an actor wihout controller and is the slave)
or you can make the second one AI and control it with an AI controller, that uses pathfinding

#

depends on what the second character does

#

if it behaves like an RTS character, use AI

sand bloom
#

it's direct control sadly

rain ravine
#

if it's more like a platformer, so like Luckys Tale, then it's an actor without controller

#

you just directly control it by sending info from either the PC or the possessed pawn

sand bloom
#

I could use an actor but won't that stop me from using things like character movement

rain ravine
#

you can make it a character, should be fine

#

the difference is that it wont be possessed

#

it doesnt seem like it from the name, but player controller is not needed to basically "control" the character
it mostly exists for networking and to save data if you kill the pawn and need to spawn another for example

sand bloom
#

You lost me, how would i send info without it being possessed to my character?

rain ravine
#

you can just directly control character movement

#

(which is what player controller does anyway)

sand bloom
#

Like how would I use a input

rain ravine
#

the input would be on the main pawn or playercontroller, no real difference
then when you spawn the second character, make it register into PC
then input get's resent over to the second character

deep imp
#

Green you can set the camera spring arm on your character to use ABSOLUTE Location and ABSOLUTE Rotation. That way your character moves independently of the camera. It looks just like in the video

rain ravine
#

but you need to write that yourself, it's not as plug and play as the default pawn - controller duality

#

yeah but moss basically doesnt do this

sand bloom
#

That's what i have been trying but I can't find any way to connect the two, like if I do the input on my controller or pawn how do i actually send it to the character

rain ravine
#

it;s just a single pawn and the camera is a separate actor

#

which should work better in your case

#

so the pawn is the master

orchid garden
rain ravine
#

and camera is the slave

sand bloom
#

Yeah I get what you mean

rain ravine
#

theres no "connection"

#

you need to write it

sand bloom
#

But I want to use the vr template

#

how do I write a connection i don't understand

#

are you telling me I can't do this in blueprints or?

rain ravine
#

you can, but you actually need to do the whole thing

#

so on Input Action you need to send it into the second actor

#

so the second actor needs to have a function that you call

#

and you need reference to the second actor

#

this is where the engine stops being lego bricks and starts being actual programming πŸ˜„

orchid garden
#

you trying to mimic the first characters movement with the second character greenman?

sand bloom
#

Oh so I have to use functions to do this hmm

trim matrix
#

hello i have a problem , those two red shapes are the cameras, and the black shape is the wall. My problem is that i want the camera to go to other camera following the red highlighted , but with set view target with blend it goes through the wall and follow the black highlighted

deep imp
# sand bloom But I want to use the vr template

Did you see my message? You can set the character's spring arm to use ABSOLUTE Location and ABSOLUTE Rotation. The camera will then act as if it's independent from the character like in the video

sand bloom
#

they're basically separate characters each doing their own thing

sand bloom
#

I will read it now

orchid garden
#

so then more like a RTS system then a normal pawn

deep imp
rain ravine
#

@trim matrix you probably need to do this yourself, probably better to make either a spline and have the camera float on it, or do it using a sequence
depends if this case is always the same, or you need to do it dynamically anywhere in map

sand bloom
deep imp
trim matrix
#

@rain ravine spline is the best choice but i dont know how to make camera follow the spline

#

points

sand bloom
#

the moving independently thing seems useful for sure

rain ravine
#

you can use a timeline, start it, 0 is origin, 1 is destination and you just set the time it takes to go from 0 to 1
and use the alpha to lerp on the spline

trim matrix
#

i have this

#

ty

sand bloom
#

my head is spinning it's so warm and i've been staring at my screen for hours, i'm going to try some more methods of doing this and I will keep your comments in mind thank you

deep imp
#

Lol I hope everything works out Green. 🍷

orchid garden
#

hrm... all this talk just gave me a idea how to fix something i've been trying to do πŸ˜„

candid nest
#

hey can anybody fix my issue

sacred minnow
candid nest
#

add a delay

#

my error is for respwaning system

sacred minnow
#

its just a delay node i suppose?

candid nest
candid nest
#

i have a compass and a timer and ai i want all to work same as when my game start i tried to do but some were working soem were not

visual vigil
#

Is there any node that can cycle through array and select element without going out of range

tight schooner
#

if you're incrementing an index counter and you want it to loop back when it reaches the end, maybe some combination of the Array Length and Modulo (%) nodes will do that

proper wyvern
#

Any idea why my MultiSphereTraceByChannel doesn't work with a spawned SplineMeshComponent? The spline has collisions turned on

#

It detects everything else but the SplineMeshComp

fading wren
#

event tick - branch - for loop , a bad idea for performance ? it willbe used only on character

tight schooner
proper wyvern
tight schooner
split hill
#

hi, Does anyone knows if its possible to have a point light to follow a geometry that has a World Postion offset?

visual vigil
fading wren
fringe flame
#

so i made a character blueprint and wanted to rotate the camera on the y axis and used the third person template but my movement is soo shit it feels like laggy , i don't know how to explain it

#

its like i move fast to left then fast to right but it won't go right but it will stop

orchid garden
#

hrm... i have a interesting new problem...
Unreal Engine 4.25.4 - New Project - Third Person - No Starter Content
Load up the default Map - Click 'Build - Lighting Only'
Error Message - Light Build Failed.

Why??

burnt nest
split hill
# visual vigil It will follow the root of object

if its a child object right ?
I was thinking about something else. All materials in my project have a world position offset after a certain distance form the camera. So i'm trying to figure out a way to make the points lights to also move to properly lit far away objects

orchid garden
#

i said "Mostly dead"

#

i.e. you might get a replay in a few days.

#

the output log gives me zero answers to why it failed to build the lighting on a default empty project.

#

google search provides no answers, just more people with the same unsolved issue.

spark steppe
#

you got any static/stationary light in the scene?

#

and a mesh with lightmap UVs

orchid garden
#

Its the DEFAULT third person template

#

nothing added, NEW project, light build fails.

#

made a new project to see if it was something in my current causing it, nope.

#

happens when starting new projects that have never been edited.

maiden wadi
#

@orchid garden Worth asking. What happens if you start a map that's having the problem, clear all items from the world outliner by deleting them and try building again after adding like a single point light?

orchid garden
maiden wadi
#

Can you change the verbosity in Swarm?

orchid garden
#

raw log in giving me more info for swarm, keeps repeating this message:
[PingCoordinator] Determined that we couldn't ping the coordinator
[PingCoordinator] CoordinatorResponding is false
[Interface:TryOpenConnection] Local connection established
[PingCoordinator] Determined that we couldn't ping the coordinator
[PingCoordinator] CoordinatorResponding is false
[Interface:OpenJob] Error: Not found
[PingCoordinator] Determined that we couldn't ping the coordinator
[PingCoordinator] CoordinatorResponding is false

maiden wadi
#

Do you have a VPN on this machine?

orchid garden
#

nope

maiden wadi
#

Or firewalls, including Windows firewall that you might not have allowed Swarm through.

orchid garden
#

firewall has swarm set to allow

crimson saddle
#

What file types does the Download Image node support?

candid nest
#

can anybod suugest me the best tutorial for checkpoint respwan

gaunt fractal
#

I am using blueprints to place a custom crosshair on the screen. But it is not centered. How do I center it? This is the maths I am using for it

#

It is slightly too low and to the right

slate apex
#

Ok anyone know why this wont work properly? it displays the text, and all just fine, but it wont actually use the typewriter script written.

#

this seems to be fine to me

#

but

#

not sure why exactly it wont work

#

im very sure its a stupid little mistake i forgot to look at, since i wrote this sleep deprived at 4 am

balmy hamlet
#

I'm having a very silly problem. Add movement input doesn't seem to be replicated properly

#

when handling it in the character, movement for clients is jittery, while smooth for the listen server

#

when doing it in the controller, I can't move at all

trim matrix
#

Why adding and removing hierarchical instanced static meshes is so laggy?

balmy hamlet
#

is begin play called before or after event possessed for a character?

trim matrix
high ocean
#

Is there a node or any way of calling a function by its name? I have a crafting system and would like to have a function for some/most of the recipes. I'm looking for a way of feeding the data table recipe "name" and have the code pickup the function with the same name. Is that possible with blueprints or should I just go with a rather large switch on name node?

errant snow
high ocean
#

@errant snowUhm... I'm not sure how to go about that unless I just spawn data actors as recipes which then react to their name - is that what you mean? thanks for the reply btw πŸ™‚

white field
#

if I have a variable of type Actor, how can I find the class of the set variable, in order to cast to it? Thanks

high ocean
#

oh... I read again. So you would suggest I make it modular instead and have chains/combinations of sub-functions making up the whole recipe which i call through interface. That would still require a switch or something to trigger the proper interface call - or? Still in the dark here? πŸ˜„

#

@white fieldhover over the variable and you will see details - if that is what you are asking.

#

@white fieldor just print out it's name, or "get class" and print that out, depends on why u want it.

white field
#

I don't think I can cast with those results

orchid garden
#

well... im f**ked... UE Won't compile lighting anymore. yay... fun times.... fun times... validated, check swarm settings etc. et.c. yep nothing works... gj Epic!

white field
#

I want to see what's assigned in there programmatically, so that it can cast to that type

high ocean
#

@white field

#

for instance...

errant snow
#

@high ocean I guess it depends on what your recipes are exactly. It sounded like you already had some sort of "recipe object". Any object can implement an interface. I guess re-reading your original question your using a data table though, right? Is a single recipe a whole table? or is each recipe a row of the table?

high ocean
#

@errant snow

#

This is what the DT is based on

#

now I thought of adding a custom result and a name var

white field
#

oh, hmm

high ocean
#

and was thinking that the a craft manager bp would read the name and call the function with the same name. e.g. "Victorious Victory of the Victor" - lol. that would run the function with the same name and return the resulting item accordingly. Otherwise the craft manager would just be a massive switch on name - which I'm trying to avoid, for some reason I don't yet know tbh πŸ˜†

white field
#

I think I got it, the node you show seems like it already has the class defined despite having the input (?!) but apparently there is a generic cast to Actor Class node that I had missed before, looks like it should work

high ocean
#

@white fieldπŸ€·β€β™‚οΈ Like I said, it depends on what you need it for. From what I can assume, you are sending out an event dispatcher or interface msg and you want to know/control who received it and do something based on the actor receiving it - idk...

white field
#

oh, no a generic node won't expose the appropriate variables from the sub class.. that's what I actually want to alter

#

yeah pretty much, I am popping the same actor into various places, and triggering stuff via events, so I need to filter which event to listen to by comparing a variable set in the spawned actor with a variable passed from the parent via event input

#

afaict

#

maybe I'm setting myself up for trouble by putting too many actors with top level parent class.. or maybe it's the solution I'm looking for, lulz

errant snow
#

@high ocean Hmm, yeah okay. Interfaces aren't the right solution there then. Are you limited to Blueprint for your work? My go-to solution for this would be an instanced sub-object, but I think that only works from C++. If you can only use blueprint you could fake it. Instead of trying to call a function on your craft manager, have a class reference (not an object reference), when you want to call the function you would spawn that class and call a common "DoRecipe" function. Then you'd just have a bunch of blueprint classes around like "VictoriousVictory_BP", "LosingestLoser_BP", etc. and your manager doesn't need the massive switch.

high ocean
#

@white fieldJust have the "various actors" send the vars you care about to a manager bp or the gamemode/gameinstance/whatever else, and have them reported in the same place - easier to read/work with imo

#

@errant snowHm...Not a bad idea. Could spawn them - they get spawned & do their thing on "f_craft" function call from the manager, then destroy themselves after they output the item. Ooohhh... And have the appropriate class referenced in the data table (did the same with combat units wtf πŸ€¦β€β™‚οΈ). Then the base class can hold all the math/data functions required by the children. That way it's both clean & modular. Great idea, thanks! πŸ‘Œ

errant snow
#

@high ocean basically. It's also why I like the instanced object solution in C++. it skips the spawn and destroy steps and allows you to reuse the same object for the same (in your case) recipe every time. There's no need for the base class to hold all of anything though. The only things you should have there are the bits that are actually shared, as with any collection of parent/child classes that you're designing.

maiden wadi
#

@orchid garden All I'm seeing that regard empty map lighting build fails all say check VPN/Firewall stuff, or clear out your Swarm Cache.

high ocean
#

@errant snowUnfortunately, i'd rather get better & better at blueprints than dabbling in cpp, I'm decent with bp (I think) but have almost no understanding of cpp. As for the base class, i'll just use it more like a function library really, for math/data manipulation modular functions which most recipes would use πŸ™‚ Thanks for the huge help! πŸ˜„

orchid garden
white field
#

thanks @high ocean

maiden wadi
# balmy hamlet is begin play called before or after event possessed for a character?

This question is semi irrelevant. These events are very separate. One is called only on server after a pawn is possessed. The other, Beginplay, is called on Server when the actor is spawned and ready for play just like a singleplayer game. On the client however, Beginplay is called when the actor becomes relevant, for this reason Beginplay can run multiple times on Clients.

orchid garden
#

Thanks for attempting to help though @maiden wadi

maiden wadi
#

I feel ya. Development can be a pain sometimes. πŸ˜„

orchid garden
#

gotten to the point of saying 'f-it, not using ue anymore'.

balmy hamlet
orchid garden
maiden wadi
#

@balmy hamletHaha. I wish it was. But no. If you want Client versions of that, you need C++ so that you can override something like Restart(), which is called on the client when a controller possesses a pawn or when restart is called on them.

runic plinth
#

Hey folks, google showed me that to get distance between two actors you subtract both actors locations, but I need to feed this result into a float to change a parameter, so to get the closer the player is to X brighter the light, any tips? p.s. I know i can break the vector into 3 floats but don't think that helps

high ocean
#

@runic plinthJust use this:

fallen blade
#

how would i, in blueprints set up an armour regenerating system that only regenerates when the player is out of combat / not taken damage for say 5 seconds or so.. i have the armour variable setup in the character EG and a HUD display setup, just need to know a blueprint for this, Thanks!

runic plinth
high ocean
#

@runic plinthnp! πŸ™‚ always take the time to look/search for a built-in function doing exactly what u want. Spent countless hours trying to figure out built-in functions using google/yt πŸ˜…

maiden wadi
#

For future note, all the Distance node does is gets a length vector between two points and then gets that vector's length. Mathematically it's just (TargetV - OriginV) = LengthVector, then you can get the distance of that.

white field
#

didn't even need to send it anywhere else, just needed to approach it a little different, thanks for the help. you can now loadout special equipment to each hand in bombyx! πŸ™‚

#

when the event comes in, I grab the parent actor and cast to it, grab the hand there, and then filter in place

cunning turret
runic plinth
#

Yeah I still need to clamp that float to get something useful though πŸ™‚ thanks

fallen blade
#

how would i, in blueprints set up an armour regenerating system that only regenerates when the player is out of combat / not taken damage for say 5 seconds or so.. i have the armour variable setup in the character EG and a HUD display setup, just need to know a blueprint for this, Thanks!

cunning turret
high ocean
#

@fallen bladeUse a bool for when the character is in combat (e.g. onbeingoverlap -> inCombat = true; onendoverlap -> Start timer). Use timer by event (say, Countdown). Timer - each second, var_StateCooldown -1, set StateCooldown. If StateCooldown = 0 -> set inCombat = false). Call the regen function.

hardy sphinx
#

does somebody know how to make decay of camera?

icy dragon
hardy sphinx
#

when camera slowly become dark

icy dragon
high ocean
#

@hardy sphinxhttps://www.youtube.com/watch?v=7Lzr-A24HUs&ab_channel=MathewWadstein
Why aren't ppl searching yt/google anymore? πŸ˜›

glossy egret
#

so i have a frustrating problem i dont know how to solve.
im making a UI to alow people to test out my code that i plan to sell.
and its just a UMG widget that sits on the screen that you can enter numbers, and those numbers are set as variables to be pulled when the player does his thing.
and it works fine in editor. but not in a live build. it stops working and i dont know why

paper galleon
#

How does it stop working?

#

What exactly doesn't work?

glossy egret
#

it only pulls the original variables....

#

i also

#

set it up with an event dispatcher, and then it pulls full 0s on all variables

paper galleon
#

Man, that is some spaghetti πŸ˜…. I can't tell what is going on

glossy egret
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at runtime these varables are getting set correctly and i can see the print string in a full build.
but if i cast i get original variables

quaint dagger
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Anyone able to help, trying to reference my directional light through a line trace and I get this error : Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetActorOfClass_ReturnValue".EventGraph Node: LineTraceByChannel

glossy egret
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spaghetti lol. it was clean untill i got frustrated.

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ive dont fucked with it till i didnt care. and ill definatly clean it up when i get it fixed

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the red lines that i drew is the path to follow

paper galleon
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Yeah
Not sure why the cast is resetting the variables

glossy egret
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me ether. ive got like 4 years experience and im totally stumped.

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because this works great in editor

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and i didnt do anything a live build shouldnt be able to do

azure smelt
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Hello good people, I was hoping someone could lend a hand with some update of camera orientation bp stuff.
To summarize my predicament, i'm working with a gravity plugin for planet like gravity, so my character starts at the top of the planet and walks to the bottom. When he is nearing the mid way of the planet the camera control doesn't update like i want, I think my issue is that the bp nodes i took were for a character with different camera controls and movement controls. My characters camera can do a 360 around him with the mouse, and his movement goes the same as a 3rd Person Character from Unreal New 3rd person project. please help πŸ™‚

glossy egret
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@icy dragon
thankyou because i didnt think it was that bad
and i could be much worse. and ill probably clean it up after i get it working

paper galleon
high ocean
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@quaint daggerMake sure your linetrace actually hits the actor you are trying to reference. Do a check to see if it's a "hit". And make sure you have some form of collision around the light, otherwise, there's nothing to hit with a line trace that traces against collisions.

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@glossy egretidk, just saying, I don't understand what the cast has to do with anything, but are you sure in a built project those text to string conversions aren't getting screwed up?

paper galleon
azure smelt
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What is gimbal lock?

icy dragon
paper galleon
# azure smelt

Try changing the relative rotation node to set world rotation

glossy egret
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@high ocean
after those pictures i added alot of print strings to the widget and they are setting the correct variables to the right values. and i can see the print stings in a launched build.

but when i cast to it and try to get the variables i ether get the original values, or flat 0s, depends on how i try to get them

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when i cast i get defualt.
when i send them with an event dispatcher, i get 0s

cursive path
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I have problem when i attack and switch pose to crouch or crouch walk it restart the attack how can i solve it

paper galleon
high ocean
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@glossy egretTry getting one of them through an interface/dispatcher something, to isolate if the cast itself is the culprit πŸ€·β€β™‚οΈ

azure smelt
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I tried what you said but it didn't seem to work

high ocean
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and btw... (I'm assuming you've checked) but does the cast go through to the correct actor?

glossy egret
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i can try indivdal variables. i pulled the struct with dispater. but mabey the struct is having an issue

paper galleon
azure smelt
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What can i do?

high ocean
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@glossy egretOooooh yes! structs πŸ‘Œ Especially if you've modified them and saved blueprints refering them after. That can cause the weirdest shit ever!

cursive path
high ocean
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say no'mo, it's probably modified structs.

quaint dagger
high ocean
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are u casting?@quaint dagger

paper galleon
# azure smelt What can i do?

Hmm. Most times you have to work with quaternions to avoid gimbal lock.
What is the name of the plugin you're using