#blueprint

402296 messages ยท Page 706 of 403

azure smelt
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Directional Gravity

high ocean
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@azure smeltu using 1st person?

azure smelt
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3rd person

cursive path
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How can i when attack when i idle when change pose it doesnt repeat animattion

high ocean
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@azure smeltthrow a fkin cam boon in there and see how that handles the problem. Try it ๐Ÿ˜„

azure smelt
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I am using a camera boom

sand bloom
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Is there a way to use add movement input even if you're calling a function from another actor? Because my character isn't uh moving

high ocean
sand bloom
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It's constantly printing the string but not doing anything else

cursive path
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Anyhelp pls need tips

paper galleon
paper galleon
paper galleon
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Then you have to work out the math to solve your rotation problem yourself. Iirc, in the CMC the gimbal lock is resolved

orchid garden
azure smelt
paper galleon
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No worries.

azure smelt
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I should be able to find a resolution online

glossy egret
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@paper galleon
XD nah epic get the memo an just didnt give a damn.
the varable updates correctly in the player. as told to me by the print string getting the right values.

but when i take that variable and give it to the make damage node it just sends the original value.

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so pen is default at 10101 for testing.
i check. players does 10101 damage.
update to value of 2, print screen reads 2 strait out of pen variable
go to test again, does 10101 damage.

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well i have to go to work. but thanks for helping. i may just have to do this differently.
because it just doesnt want to work

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its possibly an engine bug

paper galleon
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๐Ÿ˜…. Maybe. I hope you're able to get it working

glossy egret
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hopefully. ill try again when i get home

heady burrow
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In a RTS game, where you are about to place a new building, and you see this "ghost" building that is attached to your mouse, what makes more sense, to have a different actor altogether to show this silhouette or to be the same building with a different style?.

still swallow
paper galleon
patent hornet
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still p new to bluprints, trying to have an object look at an animation blueprint

heady burrow
patent hornet
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this is the set-up i have but seem to be running into a bit of an issue?

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any help is appreciated thank u

paper galleon
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What is the issue. The warning on the node?

patent hornet
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wait lol thats illegible

paper galleon
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Which blueprint is that?

patent hornet
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attatched a blueprint to a static mesh

paper galleon
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Wouldn't work. That node is exclusive to an anim instance

patent hornet
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ok for sure

paper galleon
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How'd that even get there. Copy paste?

patent hornet
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so there's no way to get a static object to follow the location of an anim blueprint then

paper galleon
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An anim blueprint does not move. It's not an actor.
What are you trying to achieve

patent hornet
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do u mind if i dm?

paper galleon
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Nope

patent hornet
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thank u

sand bloom
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Does anyone know whether or not I can use add movement input without possessing the character(i'm triggering the function from another blueprint and the values aswell)

for some reason nothing is happening, and i checked the values are being updated, it has values to access it's just.. not doing anything with it. And it's constantly being triggered.

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really confused with the node just not doing anything at all

paper galleon
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You can. I do that for my horse mounting system

sand bloom
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do you see anything wrong with my function?

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I could have sworn it should work

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nice to hear you actually can though, just so i'm not crazy

paper galleon
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Is it in a multiplayer environment?

sand bloom
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no purely single player

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I have a vr pawn in which this all happens

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it's basically getting my axis value, vector value, and movement input to my functions inside the character

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the character however refuses to move

paper galleon
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You're calling the movement function before setting that movement variables. I think the order should be reversed

sand bloom
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that's fair, i figured with it being triggered constantly and therefore updated constantly it should be fine but ill change it rn

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yeah that didn't change anything, right now i'm in the am I crazy or should this move stage, so it's kinda rough

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my main objective is actually moving it somehow rn

paper galleon
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I'd pass in the scale value and movement direction directly into the move function rather than create separate variables for them.

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Then get rid of the sequence and use the branch directly.

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Give me a moment to power up my pc and show you my setup

sand bloom
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I'm not sure how i'd put it directly inside the function, the reason I created the variables was just so I could actually get those numbers inside the function

Alright ty catthumbs

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I can't get an input to work inside the character so this seemed like the next best thing

paper galleon
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The variables just create an extra layer of complexity. If the move function is the only use case of the variables, no need to use them in the first place

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Editor is taking a while to load

midnight cove
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Hey does anyone know how would you rotate an fps cam when moving left or right,

sand bloom
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I hear what you're saying but I don't know any better way of getting them inside the function since it's in another blueprint

alright take your time no rush

paper galleon
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You use input pins

sand bloom
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right, but there's no way i'm seeing to get it inside of there because there's no pin to enter it

paper galleon
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You create them in the move sidestuff itself.

sand bloom
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ohhh

paper galleon
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Yup. You understand now?

sand bloom
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well damn, that's useful for sure

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yeah that's great ๐Ÿ˜„

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way more efficient

paper galleon
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Exactly

paper galleon
midnight cove
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like roll slightly to left when moving left

paper galleon
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@sand bloom , you solved it or do I still send my setup?

sand bloom
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It's still not doing anything though harold

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I don't know what i'm doing wrong lol

paper galleon
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Hold on

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@sand bloom

sand bloom
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Thanks I have the same thing as you, but maybe I need to use control rotation's vector instead of camera based i'll try that now

paper galleon
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You trying to convert enums to string?

high ocean
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@paper galleonNope ๐Ÿ™‚ nvm though, I got it - doh! just need to set the appended string for each iteration. I got it. Thanks anyway! ๐Ÿ˜„

sand bloom
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still nothing this is maddening

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Thank you for your help though I appreciate it

paper galleon
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show your setup again

paper galleon
sand bloom
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Here is my setup in the vrpawn

paper galleon
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remove that check and pass it directly.

sand bloom
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inside the function

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The string is printing

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so I know it's working technically

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right, i suppose i don't need that old branch anymore

paper galleon
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Oh, right. Then its a problem from the character referenced itself

sand bloom
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I made sure to spawn it in my vrpawn so i could make sure i had a good easy reference

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I promoted the return value to a variable

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and use that as my reference

paper galleon
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I meant in the blueprint of the referenced character

sand bloom
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oh

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besides the functions the character is empty in the event graph

paper galleon
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Maybe from the move comp or something. Check movement speed

sand bloom
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like all it essentially has is the functions

paper galleon
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max walk speed

sand bloom
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still at default

paper galleon
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Hmm weird. Mine works fine.

sand bloom
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Yeah idk either

paper galleon
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No movement at all?

sand bloom
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There's a navmesh volume for the vr that's the only thing left I can think of

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yeah 0 movement

paper galleon
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Is the char ref a regular character?

sand bloom
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set directly from the pin to upgrade to variable

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and the character is a character

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So I assume it is

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I can use a generic character ref instead though

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but everything else to the function works

paper galleon
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Hold on

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do this in testing char blueprint

sand bloom
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okay

paper galleon
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and drag that character into the level, run the game and check if it moves

sand bloom
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yeah it did

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which is good

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now I just need that but inside the function

paper galleon
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Yeah. That setup should work. Wait.... why is the scale so small

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when spawning, I mean

sand bloom
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because the character has to be small but regardless of the size it moves with event tick I made sure to try diff sizes

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it moves(fast though lol)

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I think the issue is my spawned character

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it's floating

paper galleon
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oh no wonder it isn't moving

sand bloom
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something must be wrong when I spawn it

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vs putting it down

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yeah idk what's up

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what I could try is putting only one in my level and then accessing that for a reference, instead of spawning it

paper galleon
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If it is floating, gravity isn't affecting it for some reason

sand bloom
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yeah it's super weird

paper galleon
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It needs to be grounded to move. Placing a character manually usually ensures its grounded most times.

sand bloom
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hmm I see

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I'll try getting a reference when placed manually right now

paper galleon
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It will work if placed manually

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I tested spawning here too for some reason, it doesn't want to fall

sand bloom
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wow, I wonder how this is going to work for respawning the character if it dies lol

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But for now i'll go and test it

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working on the bp rn

paper galleon
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I found a fix

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In the class defaults go to the Pawn section. Select the auto possess ai option to placed in world or spawned

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it will fall and should be able to move then

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@sand bloom

sand bloom
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omg

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will try spawned again then

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oh god

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that was the whole issue

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thank you, I can't believe I spent hours only for the fix to be this simple

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it's actually moving now, I just have to figure out the rotation but this is amazing

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thanks man

paper galleon
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No problem. Glad I was able to help

sand bloom
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man it works perfect with camera vector's this is awesome I can progress now

paper galleon
sand bloom
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Haha yeah I feel you, i spent hours on all kinds of stuff because i didn't realize this was the issue

sand bloom
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thank you catthumbs

amber dragon
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does anyone knows how to disable a different character moviment when the enemy catches the player? Because even when I get caught im still able to move around

sand bloom
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your cast isn't plugged into anything in this screenshot

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Maybe you have force on in your movement node?

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force can override it afaik

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so you want to keep that off

amber dragon
paper galleon
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You're casting to game mode not character

amber dragon
sand bloom
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Yeah whenever you cast like this it needs a way to see which object to cast to, it's probably not force

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since that's off by default

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also yeah you're casting to the gamemode

amber dragon
paper galleon
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You need a reference to the character first

amber dragon
amber dragon
paper galleon
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Depends on how you do the catching.

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How do you determine if a player has been caught

amber dragon
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i used a boolean to determine if the player has been caught, than the camera turns to the enemy direction, it plays an animation caught -> fade camera -> open level again

paper galleon
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How is the Boolean set? I'm looking for angles where the character can be referenced in your blueprint.

amber dragon
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oh i guess it worked now, because i used cast to thirdpersoncharacter, then reused a get player character from another part of the caught system

paper galleon
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Yep this is better.

amber dragon
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@sand bloom @paper galleon thxx for helping rabbotok yatparty

sand bloom
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I did very little, ozymandias did the work but i'm glad it worked out for you

paper galleon
trim matrix
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huh, if I have an object and I want to know the class of that object do I just cast it until I get the right one? Isn't there something like c++ myobject->IsA(MyClass)

frosty goblet
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I know that I am missing something simple... but I am trying to make a title screen in the 3d Sidescroller basic template, but I cannot find anything that will allow me to just pull a camera placed in a level to be the viewport for the title screen. It always spawns the player character. Any advice or direction to a tutorial would be awesome. Thanks!

spark steppe
jade nova
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can anyone help me find a way to do a top down racing game / isometric

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i really wanna do it so if u want to help pls dm me

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anyone who wants to teach me how to do the blueprints

pine trellis
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does anyone know how I can get footsteps to play if a character is walking on a wall? the footsteps sounds only work on the floor and not the walls and celiings

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this is my code now

dense pulsar
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Ironically I am also having I very hard time with line traces. Are your footsteps decals or static instances?

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Oh nevermind, I read that wrong.

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So you want sound to play based on the type of mesh you're walking on right?

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Have you tried just using onCollision and checking if the collision object is a wall? Or Overlap?

pine trellis
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I was thinking trying to use sockets but I cant figure out how to get the from the animation blueprints

spark steppe
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rotate the end vector of your line trace to match the actor x/y rotation and it might be fixed

pine trellis
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@spark steppe you mean like this ? put a 150 on the x and y?

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it only works like that if I am surrounded but if I am outside the vent it wont work

dense pulsar
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Have you tried doing a multibox trace?

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Just fill the circumference of the vent and get an array from that?

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On a similar note, anyone have any idea how to get a trace to pick up static instance components? I can trace regular static instances and meshes and but I can't seem to get a hit on any of the components I'm trying to get.

dense pulsar
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I basically have an instance that spawns HISM of its components and I'm trying to trace those.

candid nest
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hey can anybody fix this my ai timer and ammo counter is not working after i added a respwan system plz help

trim matrix
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how can i make my character open and close eyes?

lament ginkgo
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Hey, I have a function for hold RMB and move the camera around a third person character. Problem is my cursor hits the edge of the screen and it stops. Does anyone know if there's a way to simulate a cursor wrap-around?

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OH nm, figured it out - set input to game only when holding and it works like a charm.

native grotto
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Can someone please help me with some animation shit

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I have been stuck on this for 2 days

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how do i make an actor do a specific animation when approaching it
i use get distance to and an animation bp but it always stays in idle

candid nest
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hey guys i got a small problem i have a chekpoint system and a timer i wanted that when my player reaches the checkpoit the time increses

eternal pollen
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hi everyone need some help as i am a noob so the issue is i want to create a lobby for matchmaking but cant find a proper guide or path to start can any one point me in the right direction

lunar nest
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I think one cast should be from GetPlayerCharacter, while the other should be from TryGetPawnOwner

sudden nimbus
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i dunno, what are you doing with those graph points

ornate trail
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proc gen points, the onPaint is just for debugging but would rather build this event driven, just not sure how

earnest tangle
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I'm not quite sure what you mean by "event driven" in this context

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How would you like that to work?

sudden nimbus
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to answer your original Q: yeah just "push the data on event instead of every tick" :-)

trim matrix
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  • Question * So I am trying to add combination of buttons to my input bindings but as far as I know you can add only one button to this? I want to activate this for example when player presses dpad and trigger etc.
sudden nimbus
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you can handle it at a higher level though, keeping track of whether both buttons have been pressed

trim matrix
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@sudden nimbus That's a great solution!

ornate trail
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usually this would go in the player controller afaik, if button 1 and button2 etc..

fallen glade
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can someone have a look at this please? I have a simple mesh (1) that for testing reasons I scale (1,2,2) and in game the collision mesh is not stretching to accommodate this new scale? never happened before

ornate trail
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unreal stretches collision for you ? ๐Ÿ‘€

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idk any better but other engines I just recreate the collision

fallen glade
ornate trail
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lol, no I just dont know the engine. Im used to scaling collision causing physics issues

fallen glade
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It's like the un game collisione is scaled to 222 instead

fiery glen
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is this collision capsule part of the static mesh or part of the blueprint?

fallen glade
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Same result if i place it in gam and scale it normally

fiery glen
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yeah, weird

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I'm seeing an old bug report about this

earnest tangle
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Scaling colliders is definitely fucky in various ways, sometimes it doesn't update when visuals update etc.

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It works sometimes and if you do everything right

fallen glade
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Ok so it should work

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only a problem with capsule collision..... I guess I'm using box :/

rain egret
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i have the case of the classic "wont move forward if look down" forward axis works with W/ S and gamepad stick up/ down.
now the problem only occures when i use the gamepad option here, i added a print to check the axis and in both cases i am getting 1 and -1

worthy tendon
rain egret
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exactly

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first i tried using the gamepad and then the keys

worthy tendon
stray rain
# rain egret exactly

now I am not sure 100% but if you have a movement component on your actor you can get the "get actor forward vector" node and the "get actor right vector" node so you dont need anything else when plugin into the world direction of your "Add movement input"

(noob here so maybe someone else knows better haha)

candid nest
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hey guys i have a problem my ai shoots when he sees me i want to make shoot him when he equip gun in hand

stray rain
rain egret
candid nest
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i did it but he used that delay for shooting like i put a 1 sec delay so he shoots me after every 1 sec

stray rain
candid nest
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so he will shoot after every 5 sec like i put a delay he fire then take a rest of 5 sec then shoot

stray rain
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I mean not after every shot, I mean when he sees you, you imediately go to the shooting event right?

candid nest
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actually he roam when he see me he come closer and then shoot me but if i am closer and he sees me then this problem occurs

stray rain
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would need blueprint to judge

candid nest
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okay

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go to this and go to on hunt is the place were he shoots me

stray rain
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I would create an event for "Equip Weapon" and have a delay there and then go to the "AIfire" event after the "equip Weapon" event has been completed

worthy tendon
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if you create logic and rules for your player like how many times he can shoot, with what accuracy and fire rate, it will be easier to make your AI use the existing logic for shooting. that is possible with some good blueprint, but it will be hard to do if everything in your blueprint is coupled together

burnt grove
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Erm, how do I connect to my dedicated server by IP? open IP or the blueprint node Open with IP as the map name doesn't seem to work

candid nest
orchid star
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@burnt grove you also need to put in port

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open 111.111.11.1:17777

burnt grove
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7777 or 17777?

orchid star
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unreal default is 17777 if you are in editor

burnt grove
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ah

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mm nope

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I get this after calling open 86.126.139.126:7777 (the dedicated server should be running on 7777 right?)

LogNet: Browse: 86.126.139.126/Game/SurvivalGameKitV2/Maps/MenuMap
LogInit: WinSock: Socket queue. Rx: 32768 (config 32768) Tx: 32768 (config 32768)
LogNet: Created socket for bind address: 0.0.0.0 on port 0
PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
LogNet: Game client on port 7777, rate 100000
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The map doesn't change, although the server is running a different map

candid nest
trim matrix
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Feedback on my item respawn script?

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Handles stuff like respawning berries on bushes and pickable items like mushrooms

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Although I should probably move most of the interact logic to the respawn function

worthy tendon
trim matrix
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If its empty it simply won't loop over elements

worthy tendon
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I don't understand why you have that timer for?

trim matrix
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Multiple items to respawn

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lets say I have a bush with 3 berries

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I pick up all

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I want them to grow out one at a time every x seconds

trim matrix
orchid star
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if you are controlling all of them from one actor

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it gets reset on every pickup I assume

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you either fire multiple timers or handle them seperately

trim matrix
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Nah, because of the "fullyRespawned"

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wait, lemme pop up screenshare

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voice chat

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wait cant share screen here why

worthy tendon
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what is pickable actors? is it fruits? or the bush?!

orchid star
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I think they mentioned something about getting a permission first to be able to stream your screen

worthy tendon
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the bush should handle respawning fruits by itself.

trim matrix
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well thats what it does

orchid star
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the thing is fully respawned is handled if all of them are available right

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so if you pick up two

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second pick up will reset the timer from start

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so they will spawn at the same time

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whatever you do with this current setup

trim matrix
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@orchid star@worthy tendon hop in, streaming

thorny glen
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Hello everyone ,
i'm trying to use the local api from my unreal engine project . but i'm not able to access it. i'm using vaRest plugin for this. My local Api is working fine i tested it with cURL.( curl -X POST http://localhost:5555/talk -d โ€œmessage=Kati hiโ€ ) this is how my api working. it's takes the message and gives you valid response. i attached a little chat with my api.
If anyone know how to access this with unreal please help.

rapid robin
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Hi Folks, is there a way I can get all actors in a certain radius in just blueprints (without putting a collision sphere around the actor)? I swear I've used a GetAllActorsInRadius node before, but guess that might have been a custom one?

random quail
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will be quite slow so better not call too often

rapid robin
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Thanks @random quail A radius would be fine, so you think best to just slap in a sphere collider and then get all overlapping actors? I'm cool doing it every couple of seconds or so, so not too concerned about speed.

random quail
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works too, an actor component inheriting spherecomponent with some logic about overlap tracking / storing things inside

rapid robin
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I'm just confused that I can't find the node GetAllActorsInRadius, as, like I said, I'm sure I used it previously ๐Ÿค”

random quail
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doesn't seem to be an engine node

rapid robin
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Cool, yeah must have been a custom project-specific one then. Thanks!

dusky topaz
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So I am trying to set up a camera actor to capture a screenshot with an editor event. The event works, it changes the view target to the camera, and takes a screenshot, but the screenshot is taken from the original viewport camera despite it swapping. Anyone have any idea how to do this?

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Here's the blueprint I've got currently

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disregard that the target blend is disconnected, I was just trying if it actually made a difference

atomic salmon
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@dusky topazdid you try to use a small Delay?

dusky topaz
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Delay oddly enough seems to make the time it is in the correct camera shorter

atomic salmon
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The one at the bottom of the screen shot node?

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Or just adding a Delay before that node?

dusky topaz
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Both

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Or rather, the delay in the screenshot node does nothing, and a delay before it breaks the entire operation

atomic salmon
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And there is nothing switching back the camera after the screenshot? Or?

dusky topaz
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Nothing in the blueprint, no, it just does it automatically

atomic salmon
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you may try delaying the switch back because I am pretty sure the screenshot is taken asynchronously and it may have switched back to the original camera before it is recorded. Would need to check the source code to verify that, but a quick test may confirm it.

pine trellis
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does anyone know how to get the down vector of an actor? I see up, forward and right but no down and I am trying to use this fix

dusky topaz
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Another oddity with this situation is that it gives me two notifications that a screenshot has been taken every time I press the button, but the actual event is only called once

frail inlet
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do blueprint perform the same as c++?

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better, worse?

icy dragon
frail inlet
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wdym

trim matrix
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Anyone here that has made a stats/levels system that could assist me a bit?

maiden wadi
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@trim matrix Possibly. What are you looking for?

trim matrix
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@maiden wadi hop in voice?

trim matrix
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๐Ÿ‘€

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should I use a loop or is this fine? lol

earnest tangle
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That seems fine to me. A loop wouldn't help because delays don't really play nice with those

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You could use a timer which could be a bit cleaner, but if you only have three delays chained like that, it's not really that big of a deal - but if it's more than that, then a timer based system would probably be better

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also worth noting is that if you for some reason need to abort or restart your delay chain, that wouldn't work... with a timer you could do it

spark steppe
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as an alternative a timeline would work, too. just got to floor the result (still the timeline would be more cpu demanding, but guess its negligible)

candid nest
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hey guys i want to make many ai but i want to use 1 bp for all i created child and retargeted but the mesh is not using that animation can anybody help me

trim matrix
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thanks Ben and Zomg ๐Ÿ˜„

brazen pike
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Hello. I am trying to make a map that is toggled by the M key and shows the player location on it. I found that I need to get the location of the player, divide X and Y values by the size of the level in-game then times those values by the size of the image of the map. I found that my values of the level size were innacurate which ruins the entire concept as the placement is all wrong and the player icon moves faster than it should....

Is there any way to find the size of my level accurately if the level isn't a perfect square/rectangle?

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Here is my level for reference. Its very large.

orchid garden
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landscape X & Y are the position values of the landscape

ripe tiger
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Is there some kind of node that takes a number like 24178 and outputs it as 5 different numbers one for each place 2 4 1 7 and 8 and a way to do the opposite? Or some help with picking out search terms so I can figure it out?

brazen pike
orchid garden
split cosmos
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hello begineer here. i am trying to make it so when i look at a block it gets highlighted and not highlighted when im not looking at it. I have the highlight mat and i made this basic trace. How do i make it so it stops getting highlighted when im not looking at the cube? i cant figure it out

orchid star
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@split cosmos What I did in similiar situation was

orchid garden
orchid star
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that I started looping every 1 second on the highlighted object to stop highlighting

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so if it was not colliding

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highlight would gone 1 sec later

split cosmos
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if its every second it will look really sloppy though

fast blaze
#

hello all what will be the best option to track the angle of the stick for the combo tricks in a game, for example I move stick down and next to the left for one quick motion. Now I do branch when move down is true, after moving to the left, but how can I track full movement of the stick? thx

orchid star
#

well you use tick anyways so

#

๐Ÿ˜„

split cosmos
#

fair enough ๐Ÿ˜„

orchid star
#

also you are casting constanlty

split cosmos
#

yup

orchid star
#

what you can do is store the hit result

#

and stop highlighting just before setting the new variable

#

you can even check for if it is the same actor, that way you wouldnt need to constantly call set render custom depth on an already highlighted actor

trim matrix
#

kk got a basic experience system working, its trash but it'll have to do xD

split cosmos
trim matrix
#

There is actually a really good tutorial on this @split cosmos

orchid star
#

Trace > Check If Hit >
True : Check LastHit equals Currenthit >
True: Do nothing
False: Stophighlighting Lasthit > Set Current Hit as Last Hit > Highlight LastHit
False : Stop Highlighting LastHit > Remove reference to LastHit

#

@split cosmos

split cosmos
#

tyvm

loud badge
#

Hello there!
can someone tell me which is the proper way to configure an actor with collision box as root component and a child static mesh with physics enabled?
I am getting weird behaviors, for instance:

Having simulate physics only on mesh -> the location of the collision box doesn't update location together with the world location of the mesh.
Having simulate physics both on the mesh and collision box -> after pushing the mesh a little bit, sometimes the actor disappears from the world.

Note: I have overlap all dynamic for the collision box and blockalldynamic for the mesh as collision settings.
This might be really simple, but I am getting so frustrated, i've been on this for like 2 days already :/

lament ginkgo
#

Hey, question - I have a trigger with an onbeginoverlap event, but I noticed if you spawn a player IN that trigger, it doesn't fire off the event. Is there a way to ensure the event will trigger if someone spawns there?

brazen pike
#

It seems to be offset by about -330 X and -20 Y when I start and when I move my player icon does not follow properly

orchid garden
#

I might also add my landscape image that you saw on my map picture - I took a snippet of the landscape from top down view in unreal engine, and sized the image itself to the edges of the actual landscape.

brazen pike
#

Ah yeah that might be my problem, my image is not the entire map

orchid garden
#

make sure the X & Y values for the two vars for landscape are also set to the X/Y location of the landscape

fringe flame
#

when i rotate my character his face won't change

#

if i rotate to left and i press w he won't forward but right

orchid garden
brazen pike
#

Oh man I'm so bad at math

orchid garden
brazen pike
# orchid garden whats the concept of how your map should work in your project?

As the player moves, the icon will show where they are located. Super simple. But the problem is my level is huge and the landscape extends well past where the actual playable area is since it needs to look like a normal forest, so the in-game map would be a tiny area in the middle of a huge window... so I zoomed in the camera.

#

I've placed two reference cubes at the corners of where I estimate the map's edges are. Hopefully by finding the difference between them I can get the proper map size

#

This has not worked

orchid star
#

what I think you can do is:

#

use your reference cubes on the map

#

yes

#

but handle the calculation via lerp

#

lets say

#

-10000 <> - 10000 top left
10000 <> 10000 bottom right

#

Those are X and Y in order

#

so if your player is in lets say 4500, 5000

#

Lerp(4500, -10000, 10000)
Lerp(5000, -10000, 10000)

#

you get the positon on X , Y between 0..1

#

after that its about converting this lerped value reversed to your map size

#

as for the zoom, it gets a bit tricky

#

you can use materials to do the trick

brazen pike
#

Materials?

orchid star
#

you make an UI material

#

and put your map texture in it

#

and manipulate it with parameters to zoom in / out

#

I think you can use text coords to zoom in out

#

to specify where to zoom

#

Im not sure how at the moment

#

but you can find a solution to that once you get there

#

this doesn`t include a full map

#

but a bit of work did the trick

#

it has mini map with always centered player

#

all you need to figure out is make it show up on bigger area

#

and figure out a way to get rid of centering

#

also it had no panning so we added panning as well

#

although problem with this is(Im not exactly sure) it specifically tells you to use 4096x4096 texture size

#

I havent tried it yet if it would work on 8k for more detail

#

as we also have a big map

orchid garden
#

thats why i did the resolution scaling bit @orchid star so i could use a 2k, 4k, 8k or even a 16k map for it.

orchid star
#

I meant the texture

#

the plugin might be using 4096 as hard reference point

#

so it might not work with others unless you tinker with it

orchid garden
#

texture size doesn't matter with the map, just as long as its the same dimensions as the landscape , so i could use a 1024, 2048, or even 4096 squared sense my landscape is square.

orchid star
#

you dont need to match it with the map as well

#

I was talking about the plugin link I posted above

orchid garden
#

with how my code works, yep i do ๐Ÿ˜‰

orchid star
#

oh

orchid garden
#

so i.e. if my map is 2048x2048, as long as my map image is square, then even a 256x256 image would work on it.

#

but its the full world, not just a section like what @brazen pike in trying to do

#

@orchid star do have to say though, Piontek does make some really nice hud packages, i have a few of his kits ๐Ÿ™‚

orchid star
#

well me too but I really dont like the way they implement the UI

#

they use Sizeboxes everywhere

#

padding as well

nova jasper
#

i hope this is the right chat to ask this. Is it possible to change the roll of a spline? like banking a turn of a roller coaster that was made along a spline?

orchid star
#

@orchid garden btw if you encountered the problems about sizeboxes I talked about, do you know a way to bypass those

orchid garden
orchid star
#

like is there a magic option to make it work within unreal to match whatever resolution to

#

1920 1080

#

god I hope not, if there is it means I wasted too many time on UI implementing

orchid garden
#

um... i'd have to open my other project... just a sec...

maiden wadi
#

Making what match the resolution?

orchid star
#

lets say I used mostly sizeboxes

#

fixed sizes

#

but it looks great on 1920 1080

orchid garden
#

i used safezone and sizeboxes for hud scaling, but my hud is broken up into multiple sections and anchored to specific locations to keep the parts in place.

orchid star
#

the moment you switch to different resolution

#

it will be screwed as it had fixed pixel size, pixel padding

#

what I meant by matching the resolution is this

#

if I said 100x100 on 1920x 1080

#

3840x2160

#

so 100x100 becomes 200x200

brazen pike
maiden wadi
#

Most UI does this automatically with Canvas panels.

orchid garden
orchid star
#

Most UI is kind of not enough tho

orchid garden
#

its all scaled according to the screen size

orchid star
#

IF you worked with UIs deeply

#

you would see what im going with this

#

creating a main layout is easy

#

just use anchors on canvas

#

the problem comes to you

#

when you go nested widgets

#

vertical boxes lists / grids

#

If I want to create a bit of space between two elements on a vertical box

#

sure I can use 5pixel padding

#

it wouldnt look odd

orchid garden
#

on mine thats dependant of actual screen resolutions.

orchid star
#

but most of the time you have to use FILL option to specify

#

it means you cant make the space with simple

#

5 button to padding

#

you need to create a spacer

#

calculate it

orchid garden
#

your talking like this:

orchid star
#

yes

#

we have a similiar menu as well

#

nice one btw ๐Ÿ‘

orchid garden
#

as long as its working with actual screen resolutions it works fine, and for widescreens it does this:

orchid star
#

let me check ours

#

how did you handle the size of the itemslots

orchid garden
#

fullscreen at 1080 looks like:

orchid star
#

I used 100x100 fixed size

orchid garden
#

my panels use canvas panels with fixed locations/sizes insize a safezone.

orchid star
#

hmm what is safe zone let me chcek

orchid garden
#

now i've heard mixed statements about safe zone, but in my case it seems to be working for both ineditor and game play for making sure things stay scaled properly.

orchid star
#

this is ours

orchid garden
#

looks like a good layout

orchid star
#

still not sure what the safe zone is

#

does it just stop your elements from leaving the screen

orchid garden
orchid star
#

basically a scale box alternative

#

kinda nice

orchid garden
#

yes and no

#

scale boxes work abit differently

#

now mind you my huds use widget elements to give those end results too:

#

each panel is basically its own widget.

#

those i could stick inside scale boxes and everything would scale uniformly, but if you had multiples in a single scale box you could end up with some odd results.

#

i.e. overlapping panels

orchid star
#

thank you for explaining

#

I will tinker around it

orchid garden
#

i pulled apart alot of different projects to see how they built their ui's, it was defiantly a good learning experience

#

even the UE examples - the complete RPG and the old 'ShooterGame' examples.

#

oh there it goes, guess it only loaded half the page when i clicked on 'learn' lol.... it shows under 'games'.

orchid star
#

thanks !

hearty gazelle
#

Hey guys, is there a way to access a widget blueprint through the gamemode blueprint?

orchid garden
#

get the actor its attached to then access the widget via that?

hearty gazelle
#

So then via this?

orchid garden
#

or... when you setup the widget on the actor - set a reference in game mode to the widget?

hearty gazelle
#

Then did this

#

But its saying that NewVar _0 is null

quartz pawn
#

hi

#

so I have a widget

#

and I am trying to create that widget

#

but how do I pass variables to that widget

#

like the image above?

orchid star
gritty elm
#

create a variable inside your widget, and mark as expose on spawn and instance editable

gentle drum
#

can someone help me ? Trying to adapt a social system to SGK. I do not want to pull player list from the data table. I am want to pull player name from saved slot . As you can see by my screen shot i need to finish the logic. How could i move forward with such a thing?
as you can see above my load from slot was the logic that came with the social system. Just want the same function but not use the data table but the slot

#

I wouldn't mind using the data table provided by the demo. Just have yet to be able to figure out how to allow a player through widget update their name from text slot and onto update data table "player list"
This is so simple to most i assume but by my name "Learning to Game" this issue is owning me

#

Bet for some of you this is a no brainer but been struggling with this for days

maiden wadi
#

@gentle drum What exactly is the Datatable?

gentle drum
#

@maiden wadi thank you for a quick reply . Let me take a screenshot

#

that's all that's in the data table.

maiden wadi
#

In general, this isn't how you use Datatables. Datatables are meant for static game data that isn't getting changed at runtime.

#

Like for instance, a classic use case is an inventory item datatable. You'd have a list of items, their icons, stats, meshes, etc. And you could look this up easily with a key. But changing datatables at runtime really isn't a great idea.

gentle drum
#

so i have been trying to do something that's impossible ๐Ÿ˜ฉ

azure smelt
#

Hey good people, can someone help me out with correcting some blueprint nodes? I implemented some Quaternion code to disable the Gimbal lock. Basically the BP nodes are intended for a pawn, but i need it to work for a character, I read in the comments of the tutorial i was watching that i need to rotate the controller as well as the character, and that i need to remove ticks from camera and Movement Comp. Anyways what can i do to get the character and controller to rotate?

gentle drum
#

I don't know a lot but am learning very fast. I just want the players to be able to update their SocialName

azure smelt
gentle drum
#

How would you do it @maiden wadi

#

like the easy method

maiden wadi
#

Really depends on your game style. Most times you just keep this information in a Savegame file on the server. Or keep it locally and let clients update it to server for replication at game start/namechange.

gentle drum
#

as you can see by my first screenshot. I tried pulling from savegame slot but dont know the logic to complete it

runic parrot
#

Hi! one question, if you have multiple camera views on your game (one for X situation, another one for Y situation and etc) would you rather have all in the same PlayerController or have a diferent one for each situation and change them accordingly?

gentle drum
#

@maiden wadi see?

ripe tiger
#

Is there some kind of node that is a foreachloop but for a range of the values in the array? Or do I need to create a new macro for it?

azure smelt
orchid garden
#

pretty good course for teaching you the saving and loading routine

#

just a thought, might help you @gentle drum

runic parrot
limber finch
#

Can anyone think of any reason this wouldn't work?

orchid garden
limber finch
#

The cast keeps failing, and it was working perfectly fine earlier

gentle drum
#

@orchid garden yup did this one . Thank you for the advice. Always welcome.

ripe tiger
#

I figured it out, you use a for loop setting the first and last index as the range and then use the index to get what you want out of the array.

maiden wadi
#

@ripe tigerEr.. That's exactly what a ForEach loop is?

#

@gentle drumI would strongly recommend learning some core singleplayer elements for a while. Multiplayer is complicated. This is doubly true if you have no C++ experience or the intention to get it. Blueprint will severely limit you. Specially for things like this.

gritty elm
gentle drum
#

@maiden wadi The thing about this is just trying to save and recall a string value right?

#

actually edit ,save , call string "SocialName" the mulitplayer aspect is already taken care of by the system i purchased

orchid garden
#

couldn't you just use this to find the item in the array?

gentle drum
#

@orchid garden thank going to try it

orchid garden
#

oh sry that was about the people talking about foreach to find a item in array

spark steppe
# gritty elm

that will still iterate over everything, you could use a for loop with break and connect the false branch to the break of the for loop

maiden wadi
#

@gentle drum You load data from the local machine via a string and user ID. Most games leave the ID zero and just use strings unless they have a profile system set up. If this savegame is on the client, run it there and then RPC your data. If it's on the server, just get it from there, RPC a string name if you need to. Without understanding what exactly it is you're trying to implement, it's hard to help.

gritty elm
#

@ripe tiger yes you can also use break, this save performance

spark steppe
#

yea, doesn't look nice but can make a difference in runtime for large arrays

orchid garden
#

isn't that basically what 'Find' does? goes through the array till it finds the item then breaks returning the index?

spark steppe
#

yea, if you know what you are searching for

#

but didn't sound like that his code knows that, but for a specific range i would also use some normal for loop actually

orchid garden
#

well that just confused the heck out of me, how can you search for something in a array if you don't know what your searching for in the first place?

worthy tendon
#

maybe the search pattern is more complicated than just checking if it contains a string.

spark steppe
#

he asked for a specific range of the array, not for specific item of the array

orchid garden
#

so you find the first instance and the last instance to get the range? idk, perhaps my array usage is a little more strict.

restive token
#

I have a variable referencing an actor (camera).

Anyone know why "change view target with blend" from that variable to the player would clear that variable?

If I change from that camera to the player character using that node, the variable gets cleared and I cant change back to it

spark steppe
#

does the camera still exist in the world after you changed view target?

urban solar
#

Anyone know how to fix invalid additive animation type?

ripe tiger
little path
#

I am looking to build an Editor Utility using blueprints, that would allow for rapid prototyping of maps on a square grid. I want to be able to select squares on a grid and decide what to spawn on them on BeginPlay is this feasible with blueprints?

ripe tiger
#

This is how I did it and it works great. In fact it almost feels like that might be what the outgoing index pin is for... although I presume there will be other uses for it.

trim matrix
#

how do I force the mouse cursor?

#

whenever I click its just gone lol

humble panther
#

Hi, cant figure it out from google, docs and ytb so asking for help. I am doing local multiplayer game for two players (but extendable solution would be better) and i want to store for each player how many times he hit someone and how many times he got hitted and respawned. Where should i store this score and what i need to make it work? I tried saving it to player state but i dont know how to get/set it or call an custom event from pawn. Or if there is a better solution.

trim matrix
#

store it in the gamemode bp?

#

and maybe use a custom event?

humble panther
#

Ah, i didnt cast it to my player state bp, so i could not access the custom events. Thanks for help.

azure smelt
#

Hello good people, i obtained some blueprints for altering the camera's pitch settings. It works fine, except i want to be able to use the values of "View Pitch Max" and "View Pitch Min" that are found in the details panel of my "Camera Manager BP" please help, how can i reference these variables through BP nodes?

white field
#

is it possible to nativize a single bp even if it references other bp or is referenced by other bp? e,g, do you need to nativize all linked bp?

trim matrix
#

Is there a function for rounding numbers to the nearest desired value? I need to round to every 500 for my float, am I jsut supposed to write a function to do that?

short lion
#

anyone know if "client play camera shake" has been removed from unreal? Keep in mind I'm dragging it off of the player controller and it doesn't seem to be showing

wet patrol
#

Do you guys know how I would come to make a crouch/prone system? Crouch, Crouch to Stand, Prone and Prone to Stand. I have anim montages to play for Prone and Prone to Stand

vapid ibex
#

Guys, any idea on how to implement a snake-like or centipede-like locomotion for a pawn?
Basically the snake's head is turned in the direction it wants to go, and the body needs to follow the path that the head took. Assume the body is a skeletal mesh, though maybe doing it with segmented static meshes will be cheaper?

trim matrix
#

@wet patrol Make a custom enum with all the movement states you want. Then set your crouch input to switch between those states.

#

node is called switch on - "enum variable name"

wet patrol
sonic pine
#

Hiho, I need some advice.
I am currently considering how to build up the skill mechanics in a meaningful way. My idea was to build a SkillFunction library in which I have a function for every skill. In this function, all important data from the data table are processed, for example:
Name: Fireball
DMG type: magical
MagicDMG: 64
Current Skill LV: 0
Max Skill LV: 10
Mana cost: -15
Cooldown: 12s

I need all of this data in different blueprints. I need the name, the description, the current and max SkillLV in Skilltree, the magicDMG, cooldown, mana costs, I need in the SkillActor_BP and so on.

Now my questions about this are:

  1. Is a library really a good one?
  2. The skill processing such as MagicDMG + Weapon DMG + CharacterBase DMG, should I process this in the Character Stats, the SkillActor_BP or already in the library?
  3. How do I transfer the functions to the skill tree?

Appendix to 3.
A passive skill changes the basic values โ€‹โ€‹of the character as soon as he is skilled, how does the skill tree know that there is a new skill behind the button?

#

I can change the Icon, Discription and so on but if im skilling the skill the same function will start

odd plume
#

What does this mean? That the event dispatcher is wrong and the signature does not match?

short lion
dark crow
last siren
#

Did I miss something with BP_Sky_Sphere or is it only written for equatorial locations when using "Colors Determined By Sun Position" (and then the direciton light coming from say BP_SunPosition for a date+time)?
It seems it wants "Sun Height" to be near -1 for a dark sky but this never happens as the latitude moves further away, and it seems to overwrite any value I set myself.

woeful pelican
#

I know a video that does a classic Snake implementation but that's it

shut hinge
#

can you put box collision triggers inside of each other if they are set to fire from custom events with booleans?. Because I'm having an input issue, the custom events only seen to work once with the mouse and to get them to fire the custom events again with the mouse I have to walk out of the triggers and walk back in them again. But that's not how I want it to fire, for when the boolean has been activated, the trigger should automatically fire off the custom event when I press the mouse button option again when inside of the triggers as I'm doing dialog menu options from the widget using the mouse buttons. I'm puzzled as to why the custom events don't always want to fire

thorn veldt
#

Hello! Whenever I try to cook my project, this error pops up. Any idea on how to fix it?

rapid robin
silk hinge
#

Hey there i'm having an issu with that and, I didnt find any ansers yet every time when I try acces variable from another actor into my character blueprint in just never work. Is there any way to do that ?

#

This Ant Bp is an AI enemy and I'm trying to get his health to be abble to trigger some code ^^ Into the UE4 char blueprint
(variable is public and instance editable)

spark steppe
#

where is the Ant BP variable set?

thorn veldt
silk hinge
#

Into the Ant blueprint reference

#

So i get the actor with a variable from UE4 Char and get the variable "health" linked to this actor

spark steppe
#

does it throw an error?

silk hinge
#

yeah failed to read proprely the branch its plugged to nothing else

spark steppe
#

did you ever set a value for ant bp?

#

because it sounds like you aren't doing that, which is why it fails

silk hinge
#

hum nope I just get the value without setting it ever into the UE4 char BP

#

so before trying to get any variable set up into the Ant BP I would have to set "Ant BP" by calling and seting it somewhere into UE4 char BP ? ๐Ÿ™‚

spark steppe
#

yes, it needs a reference to the actual actor

#

so i guess you have that ant which is AI and a "normal" character which is the player?

#

and the player should be able to interact with the ant

silk hinge
#

exact ๐Ÿ˜„
I do have ant actor variable into UE4 char but never tryed to set the Ant variable before trying to get any of the Ant variable
I will try that on tommorow its really late here, Ty for the help ๐Ÿ™‚

spark steppe
#

yea, your character needs a valid reference to the actual ant actor, which you can only set on runtime

#

theres probably some tutorials on youtube about how to integrate entity interaction

silk hinge
#

probably but i typped things like "how to interact beetwin blueprints" etc... So I saw all the alternativ with interfaces and function etc ...
But bypassing that every time I need to acces a variable is borring now xD

zealous sundial
#

Did someone already have an issue with Server RPC (execute on server) blueprint, fired two time without any reason ?

spark steppe
#

you could make an actor for that, and spawn it in the level, do your stuff in it's beginPlay event and then destroy itself

zealous sundial
#

#blueprint message
Update : Fixed, need to delete and re-do the blueprint, engine bug i guess.

dreamy kindle
#

Does anyone know what the head name change error is about?

spark steppe
#

usually that should've been caught earlier by whatever you use to make your rig, so it's just a guess

pine trellis
#

does anyone know now how I can stop my cubes from being places in a weird angle, it always use to place them flat

#

how its side ways and I always have to rotate them

marsh seal
#

Maybe the global/local rotation button in the viewport? Idk

mild lotus
#

How do I set the enormous number of conditions for a large straight (either 1,2,3,4,5 OR 2,3,4,5,6)

#

since the dice don't have to be in order, they just have to all be there

#

In other words: "If all dice are different and 1 or 6, but not both"

#

then add 40 points

spark steppe
#

are you familar with bitmasks and bitwise operations?

mild lotus
#

(me?)

spark steppe
#

because that seems to be easy to solve with some bit operations

#

yea

mild lotus
#

I'm not

#

Fellow ben, you're my only hope

spark steppe
#

theres >10k other people online

mild lotus
#

literally you

#

my only hope

spark steppe
#

i don't know if you can even use bit stuff in blueprint

fiery glen
#

can you not convert an int to a bitset?

#

or whatever

spark steppe
#

yea you could work around that with ints

mild lotus
#

I have Dice 1 Result, Dice 2 Result, Dice 3 Result, Dice 4 Result, Dice 5 Result --- all stored as Int variables

spark steppe
#

maybe someone comes up with a better and easier idea to solve it

fiery glen
#

why not iterate over them all and add just set the bool to true if one is == 1?

spark steppe
#

yea, i would start with making an array out of the dices

#

so that you can literary iterate over them in a loop

woeful pelican
#

Haven't messed around with arrays or whatever in blueprints yet, but I think it should be possible to put all the values into an array thing and check it has the patterns you want that way

#

Like .includes

spark steppe
#

well theres a ton of possible patterns if your array isn't sorted by value

mild lotus
#

OR, hear me out: 1x2x3x4x5 = 120 and 2x3x4x5x6 = 720 so maybe I just say if the result of D1-5 = either 120 or 720 then you get 40 points

#

and assume there's no other combos

#

DONE

spark steppe
#

xD

woeful pelican
#

.includes or something like it would work fine unsorted. Course I don't think theres any reason to not sort it

spark steppe
#

1*2*2*1*5 nvm, shoot to early ๐Ÿ˜›

woeful pelican
#

But if pure math works go for it. Just verify theres no false positives

mild lotus
#

45116

#

4 5 1 1 6

woeful pelican
#

Easy solution seems to be to put all the values into an array, sort it, then compare it against the two straights

mild lotus
#

Yeah, im just so new to unreal I dont know how to do arrays yet

woeful pelican
#

Same lol. Might be called something different

supple dome
spark steppe
#

no

#

with bitwise you would flag every value, so a 1 on any dice would flip first bit, 4 on any dice the 4th

#

then you would do an bitwise and operation on both straights, if one is true you have a straight

#

if i didnt mess up my logic again, its 5am here... ๐Ÿ˜›

supple dome
#

im saying thats literally the same thing, 01 | 10 & 11, (1 + 2 = 3)

spark steppe
#

but idk how to solve that nice in BP

#

in c++ its like 2 lines of code if you squeeze the for loop into one line

mild lotus
#

ez ez

spark steppe
#

does that really work? i doubt it

mild lotus
#

i just tested it and it does

spark steppe
#

oh thats for the large straight

mild lotus
#

because all the dice have to be different

#

AND = 120 or 720

#

but yeah, small straight will be impossible lol

supple dome
woeful pelican
mild lotus
#

prove it

#

and screenshot the code

#

plz

tired wolf
#

I'm trying to activate events in each player HUD with a Blueprint Interface Message in the gamemode, but every time I try to do it only the server receives the message. Does anyone know why? (I've tried making custom events that go to the server and then multicast it to each hud but it still won't work)

dawn gazelle
#

Game mode only exists on server.

spark steppe
#

the large straight should work in BP with the pseudo bitshifting, where you just do dice1 * 1, dice2 * 2, dice3 * 4, dice4 * 8, ... and then compare it against the two possible results

tired wolf
dawn gazelle
tired wolf
#

Thanks @dawn gazelle , all I needed to do was have all of the events controlled through the game state. I honestly had no idea what game states did but now I do thanks to you

dawn gazelle
heavy burrow
#

Hello Everyone
I had a quick question. Does anyone know why this happens? one side of my mesh has material and the other side is invisible?

mild lotus
#

thats just how some meshes are

#

like things that are exteriors and don't need interiors

crimson saddle
#

Is there a way to have an object that I can always reference easily? Kind of like how you can always get a reference to the level or the game instance. I want a base widget that will always be available, which is where I make notifications or whatever overlays.

heavy burrow
icy dragon
crimson saddle
icy dragon
woeful pelican
mild lotus
#

bruh, I'm not smart enough to understand

#

is this the small straight?

woeful pelican
#

Yep

mild lotus
#

1,2,3,4 or 2,3,4,5 or 3,4,5,6

#

give me a synopsis?

woeful pelican
#

This counts if there are 4 or more unique dice

#

That should work for your purposes

mild lotus
#

2,3,5,6 is unique though

#

and not a small straight

woeful pelican
#

Ah

#

Frick

#

Forgot about that

mild lotus
#

damn

woeful pelican
#

Right, lemme work on it some more then lol

mild lotus
#

ill be awake

#

lol

crimson saddle
woeful pelican
#

So, this is just checking for the raw minimum straights

#

Which are 1,2,3,4 , 2,3,4,5 and 3,4,5,6

#

This should also work, if you wanted less wires. Might even be more efficient but idk how blueprint compiles this

mild lotus
#

fucking brilliant

shut hinge
#

this might resolve the data table problem for dialog branching by putting the choice options into an array

woeful pelican
#

I think the thing I just did is an alternative to the bitwise stuff that was talked about earlier, though don't take my word

#

But theoretically I think you could do the same technique for the bigger straights too

shut hinge
#

yeah I'm trying to drive my dialog choice options using a data table as i have thousands of lines of dialog.

woeful pelican
#

Oh sorry I didn't see your message

#

choice options being in an array sounds like a more sensible way of doing things

#

Though I need to see what exactly you're working with

#

The blueprint above was just for finding straights in dice values

shut hinge
#

but i have to get dialog triggers (collision box) working with mouse, they seem to work once, but after that the booleans don't trigger the custom events. I also have the dialog triggers inside of each other with booleans to set them off when you click the mouse. So the only way I can get them to fire is to have to walk in the trigger and walk back out, triggers don't want to automatically activate when in them for some reason when pressing mouse. So when I click the mouse on the dialog option, it only fires it once instead of firing it always..

#

Dialog is all being run from data table, got that part working, but not dialog options branching fully working yet.

woeful pelican
#

I understood none of that. Screenshot?

shut hinge
#

ok hold on

#

here's what I tried to do with he triggers putting them inside of each other.

#

for each dialog branch but i don't think I can set it up that way.

#

Here's one of the dialog mouse button options

woeful pelican
#

Ideally you want one trigger per initiating npc I think. It'll get rid of the physical trigger confusion anyway.

#

And depending on a previously set variable (int works but there are better ways) within the initiating npc, it'll activate the appropriate conversation

#

That's one of the issues you mentioned right?

shut hinge
#

I find the booleans don't to trigger custom events more than once. I wasn't sure if this was to do with consume input or not. Or it was because of having the triggers inside of each other.

woeful pelican
#

What you probably want to check is the Level_Scripting level in the ContentExamples project

#

That gives proper demonstrations of triggers

#

The double doors in that level uses two custom events (one for opening, one for closing)

#

And one trigger

shut hinge
#

here's how I set up the dialog trigger (when you click on the NPC DIalog ption with the mouse).

woeful pelican
#

Sorry I'm focusing on one issue at a time here. Here's an example of a proper trigger activation. This is in the level blueprint

shut hinge
#

I used a custom event to fire it from the mouse. But found that this way of trying to fire off the code that brings up the dialog widget only works once instead of working always. And it only seems to fire once when inside of the trigger area, but to get it to fire off again, I have to leave the trigger area and walk back into it again which is not what I want the dialog options with the mouse to be doing.

#

I didn't use the level BP as my game has more than 1 map. So I stored the booleans in the game instance.

winter burrow
#

When doing a capsule trace by channel is there anyway to tell the start/end to be the size of a capsule collision mesh you have?

woeful pelican
#

And again, ContentExamples project, level Level_scripting is a good example to learn from

shut hinge
#

i couldn't install in content examples, when I tried installing that project in the engine, the engine all crashed on me. The same as I couldn't install in the other demo projects, I didn't know why the engine crashed when trying to install it..

icy dragon
shut hinge
#

i haven't got it installed in my current project but it is listed in the vault.

woeful pelican
#

You don't install it in the project. It creates a new project

shut hinge
#

Okay.

woeful pelican
#

So, what's the error you get when you press the 'Create Project' button?

shut hinge
#

installing itnow. I am using a PO3 machine. this machine does have an issue of losing HMD1 video signal at random.... Causing a black screen. Only way out of it if that happens it to reboot the machine.

woeful pelican
#

Sounds like a critical graphics card problem, which would explain the crashes

icy dragon
shut hinge
#

but how can that be, iI found out the predator machines have problems with losing the video signal at random.

woeful pelican
#

Do they? That's hilarious.

shut hinge
#

i think so because the machine won't keep its video signal all the time.

#

at the moment i can't do a final build of my game because i have some pack file errors that need resolving... but i can run the game in pie mode.

#

i'm currently using Engine Version 4.25 for my project.

#

I didn't put my game in Unreal Engine 5 as I only have 16 GB. of ram. Not 32 GB which I think is needed for that engine.. I'm running a GE Force 2080 Graphics Video Card.

icy dragon
#

It's just that the whole Nanite thing that's quite costly.

shut hinge
#

okay so can people still upgrade from 4.25 up to unreal engine 5 ?

icy dragon
#

Yes, though at your own risk and only if you know what you're doing, given that it's still in early access and not production ready

shut hinge
#

I decided to stick to 4.25 just to be safe instead of version hopping

#

i haven't touched any packaging settings yet so they are on development.

icy dragon
#

TBH I'm still sticking with 4.26 until my project is complete
(Though I might hop into 4.28 if the master branch is to be believed)

shut hinge
#

how many gigabytes should the pie editor verision be for the project. (not the final packaged build).

#

andi've also got this other problem to resolve when stepping into dialog triggers. Overlapping widgets

woeful pelican
unkempt moth
#

How do I use cast to reference two different characters? They are both child characters of third person bp. Do I just cast to the bp? I'm trying to get an enemy to kill my character(s) and they damage them down to 0 but they don't die and the enemy keeps attacking. I put the death function in the third person bp but I don't know how to get the separate characters to do their death animations after reaching 0 and to get the enemy to stop attacking after <= 0

lusty elbow
#

I have a struct for storing characters and their attributes (name, maxHealth, etc). But I also want to store their skills (e.g. Medical: 54, Marksmanship: 73). What data type should I use for that? A struct (Skill, SkillScore) within the struct? A dictionary/map?

plucky harness
#

How can i make it so that i spawn an actor always behind the owning character? Most likely need to do something with forward vector, but cant figure out what exactly

fading wren
#

really noob question but how to increase variable, till Branch - true branch is connectend to Input Axis (which works similiar as Event Tick)

atomic salmon
#

The * -1.0 inverts the forward vector so it becomes the โ€œbackwardโ€ vector

#
  • distance is needed because those vectors are unit vectors
plucky harness
fringe flame
#

i am spawning bp projectile from character but it seems that is not affected by the scale

#

the scale i setup in the bp projectile

#

i want to make him smaller

#

how can i say except the character

maiden wadi
#

@unkempt mothYou're misunderstanding casting a little. Casting does not get you anything. Casting simply takes a reference you already have and tries to access different levels of the class hierarchy. If your reference is null or invalid, or cannot cast to that type then the cast will fail. But generally speaking, you don't need to cast for anything related to this. Usually you ApplyDamage on an actor being hit, that passes damage along, and you do damage calculations in the actor that got hit, lower their health and then check if they should be dead, if so put them in a dead state, remove their controller, ragdoll their mesh, disable collision, etc.

high ocean
#

Got a shitty problem: I have code iterating through an enum and getting a data table row based on the enum's name (enum to string to name ->get data table row). The problem is that we've added translations and now the whole code broke because the enum's name got changed and the dt entry cannot be found anymore... How would I get around it? ๐Ÿ˜

maiden wadi
#

Why would translations affect that? You shouldn't be storing your enum as a string and using that. You should be storing the enum and using it where it's needed. If you're doing localization correctly, all of your data stays in whatever language you're coding in and only gets translated once it's changed to FText for display.

runic plinth
#

How would I go about separating an array into 2 arrays and pair them based on the index number?

earnest tangle
#

Loop the array and put items into the two separate arrays? Not really sure what the problem there is. You could also create a struct to contain the two items that need to be paired, and just keep them in one array inside the struct

runic plinth
stray wagon
#

Hello do Strings or Event have size limits in packaged games that they dont have in editor?

#

I have a n event with a large string that work fine in editor but not in packaged game

#

I call this even with various strings, and consistently the one with large strings fail

earnest tangle
#

and how you want to split them between the two

runic plinth
# earnest tangle and how you want to split them between the two

Will try to summarize, I have teleport actors in the level with a public actor ref variable that pairs these teleports. I have used the get all actors of class to put them into an array and now I want to split the array of these actors so then I can pair them based on the index.

earnest tangle
#

Ah, so let's say each teleport has a start and end "portal", and you want to have two arrays like StartPortals and EndPortals, where if you take some index from both, you get the matching portals?

runic plinth
earnest tangle
#

Right... This might be easier if you create only one array with a struct which contains a reference to the start portal and end portal

#

You would need to compare the variable in the portal that tells you which other portal they match with when looping and then set up the appropriate values

runic plinth
#

Not sure if it changes anything in your suggestion but I also plan to have it randomize (shuffle) at BeginPlay

earnest tangle
#

Randomize the start/end pairings?

runic plinth
#

Randomize pairs,

earnest tangle
#

Ah, well that makes it easy to do this then

#

Get all the teleports, shuffle the list, then you just add them in order :)

high ocean
#

@maiden wadiThanks! I know I messed up when I made the code now. But is there a solution to it w/o rewriting - basically - 1/2 of the game?

earnest tangle
#

because you've randomized the list, if you iterate it in order, they will get random pairs assigned

runic plinth
#

Oh

maiden wadi
#

@high ocean What is in the Datatable?

#

That you're using the enum to access.

high ocean
#

@maiden wadiitems/resources.

#

then i get those entries to populate recipes

#

but since they're translated, the DT name is never found because I was retarded back when I made the code ๐Ÿคฆโ€โ™‚๏ธ

maiden wadi
#

Why aren't you using the Datatable's key for lookup?

high ocean
#

uhm... DT's "key"?

maiden wadi
#

The RowName.

high ocean
#

oh, it's a map in fact...rightj

runic plinth
earnest tangle
#

๐Ÿ‘

high ocean
#

@maiden wadiIt's what I'm doing, but the enums are translated & I'm using their names:

#

So, i would somehow need to keep their names in english until they retrieve the info...

#

Tried changing language to en then back to it's set value (which I stored) but it won't work. I only get back english instead - maybe I can't change language at runtime ๐Ÿ˜

maiden wadi
#

I'm a little confused, because enum names don't get translated. Not until you turn them in FText O.o

earnest tangle
#

this looks ilke an ftext conversion

#

if I remember the color of the pin correctly at least

#

if you lose that part of it, it should stop translating the names

maiden wadi
#

That's String and Name

earnest tangle
#

it's not, I just checked, the pink pins in the middle that connect the two are text pins

#

so yeah don't convert it to text and it might work correctly then

maiden wadi
#

You can't get Datatable Row from FText. The lighter pink line is an FName.

earnest tangle
#

Yes, but if you look at it it does a conversion to text in the middle of it

#

The value from the loop is first converted into text, then converted into name, this is I'm guessing where the translation occurs and breaks it

#

so it needs to either go directly into name, or go into string, or convert to culture invariant text instead of "regular" text

maiden wadi
#

I'm not following. There's no FText in his screenshot. It's Enum to String, to Name?

earnest tangle
maiden wadi
#

That's a String, not Text.

earnest tangle
#

no it's not string, the pin in my screenshot on the right is string

#

look at the nodes that connect into the pins... the left pin goes into the literal text, the right pin goes into literal string. Text to String conversion :)

maiden wadi
#

You have the "Same" line arrow pointing at two different colors.

earnest tangle
#

it's a slightly different tone because of the compression I'm guessing, but it's definitely not the same color as the string pin

#

here's with less compression :P the pin color is definitely closer to the text pin (left) than the string pin (right)

#

I mean he could just go into the editor and hover over it and tell us what it says lol

#

so we can stop debating over the screenshots lol

maiden wadi
#

Unless he has written a templated blueprintable k2 node to let him get a Datatable row from a FText I can promise that's an FName.

earnest tangle
#

The one on the very right side of the conversion is a name, yes, going into the get DT row

#

but the pins in the middle are what I'm not sure about

maiden wadi
#

You can't convert an enum directly to FText.

earnest tangle
#

hm

#

well then I'm clearly mistaken and I cannot recognize colors

#

:D

#

(it wouldn't be the first time I don't match colors correctly)

#

Although I think you can go from enum to name so the conversion in the middle is still weird :)

#

I have no idea where the translation would be occurring though if not there ๐Ÿค”

maiden wadi
#

@high ocean Are you using Unreal's Localization stuff or are you using a customized thing? Because there is one other way that might fail. Enums get different names in Packaged builds than in editor or standalone. That might mess up your find datatable row, but the enum to string should definitely not be translated.

high ocean
#

@maiden wadiYes, it's really bad practice, I'll try searching through the whole DT based on the enum itself with a search function. I'll come back with updates - thanks for ur help! ๐Ÿ™‚

autumn plover
#

there a way to launch character with animation? Launch gets interrupted with animation...

maiden wadi
#

@high ocean What I did to get around that was just make some quick blueprint library functions for commonly used enums. Just input the enum value and switch on it, return a specific string for lookup.

fathom shore
#

I have a widget blueprint (GameWidget) which has a variable (eg: money) that is binded to a text and increases each time I click a button and I also have another widget blueprint (ShopWidget) that has a textblock that I want to bind to my variable so it can display the amount of money I have but in the shop blueprint so the player doesnt have to go to the GameWidget to see the amount of money he has and goes to the shop again, I tried casting to GameWidget but Im not sure what I should put in object

fleet cedar
#

Is triplanar the same as world aligned texture?

worthy tendon
fathom shore
worthy tendon
#

the better way would be to store money somewhere else, like player state, or player controller or some component of player. it's easier for shop widget to access to player then.

#

that is, both widgets would have access to player and it's variable

fathom shore
worthy tendon
#

you even have your save logic in your widget? that's not really good. widgets should only bother with displaying information, not saving or doing anything else. @fathom shore

fathom shore
#

And I don't know where I should put my saving function either

spark steppe
#

so guess you dont have a player actor at all?

fathom shore
spark steppe
#

well, then you might want to store all player related informations on the player controller (you make a custom one, which adds your variables)

spark steppe
#

is it a multiplayer game?

fathom shore
#

no

spark steppe
#

playerstate seems to be mostly for data which has to be synced across multiple clients, so multiplayer games

fathom shore
spark steppe
#

first you make your own blueprint class which extends playercontroller

fathom shore
spark steppe
#

when you create a new blueprint you get a selection of classes which it can extend of, the lower half of the window has a list of all, search playercontroller there (and select it before you click create)

#

then in the unreal main menu theres a dropdown blueprints icon, there in the menus is some place to change the playercontroller class

fathom shore
#

this? @spark steppe

spark steppe
#

yes

fathom shore
#

alright i gtg for some time to set it up

unkempt moth
#

Third person character

maiden wadi
#

How are you applying damage currently?

unkempt moth
#

Give me one sec

maiden wadi
#

Do either of your prints run?

unkempt moth
#

Yup. Both of them do

#

It prints them out but after they are dead the enemy keeps attacking, but not making the health negative

#

I also tried putting a death animation on one of my characters that activates once they are down, but it isn't working

maiden wadi
#

You're not clearing the array then.

unkempt moth
#

Like this right?

maiden wadi
#

And the overlap is ending?

#

The rest of it looks fine. ApplyDamage, If not dead, lower health, check health, if below or at zero then die. Shouldn't be any issues there.

unkempt moth
#

The overlap does seem like it is ending. But I have two characters on a split screen and can't figure out how to play their death animations when dead.

maiden wadi
#

The Dead print is printing though?

unkempt moth
#

And to keep the enemy from continuing to attack nothing

#

Yup

#

It's working

maiden wadi
#

Hmm. Could be the death animation. As for the AI, you just have to determine what they can attack. In your case don't make them go after anything that is a third person character with IsDead == true.

unkempt moth
#

I have that here

#

Thanks for the help so far!

#

The Player ref is referencing a third person character

maiden wadi
#

And the reference is valid? You're not getting any Accessed None errors? That'll also return false by default if that pointer is invalid.

#

Well, presumably it's not invalid if the AI is going after it.

unkempt moth
#

Nope, no errors

visual vigil
#

how do i fire an event when widget is made visible

desert briar
unkempt moth
#

@maiden wadi

fathom shore
# spark steppe yes

So do i basically create my total clicks variable in playercontroller instead of gamewidget and then cast to playercontroller to get the total clicks in gamewidget and shopwidget?

#

and then do everything I did in game widget but replacing the total clicks variable in it by the playerstate?

jaunty solstice
#

Any BP experts able to tell me how you would get a reference to a SubLevel BP?
Implementing an Interface on my Sublevel BP but in order to call I believe I need a reference to it.

visual vigil
#

Guys is it possible to just add a note in BP, I am not talking about comment Just a small note on top of node

unkempt moth
#

I saw that somewhere, there are three dots above the node but I'm not sure how to access it

#

Ah, hover over the node then the three dots appear, double click them

#

@visual vigil

visual vigil
#

thanks

unkempt moth
#

Np, I'm just glad I could actually answer someone else's question for a change! ๐Ÿ˜„

fathom shore
jaunty solstice
#

Answering my own question in case it helps anyone. From any Actor BP on the current level use 'GetStreamingLevel' which only works with Sublevels and for Package Name use the name of your Sublevel. Then just send a interface message from the Return Value!

signal cosmos
#

Hi guys, I try to get the value of my controller rotation from my Pawn BP, but it resturns 0, whatever the way I try, I can't get my control rotation. Why is that?

fathom shore
fathom shore
signal cosmos
#

I found the solution to my problem. In the controller class defaults you have to uncheck "Set control rotation from pawn movement" in order to get the correct rotation of the controller from the Pawn.

burnt nest
fathom shore
#

the value disappears if i do that @burnt nest

#

beside that mouse cursor should be a number

burnt nest
#

Then your cast is failing, probably because you're not actually using Myplayercontroller as the PlayerController.

fathom shore
burnt nest
#

You do that in the game mode, or here.

fathom shore
burnt nest
#

Then create your own GameMode and change that.

fathom shore
#

Like this?

#

yeah it works now

fathom shore
# spark steppe yes

ok I binded the playercontroller's total clicks to the text and increasing it too but where should I put my saving function