#blueprint
402296 messages · Page 707 of 403
so should I put that anywhere else or will that remove the function to save it on clicking the button?
nvm ill figure it out
hey guys so i wanted to make a like feedback for the player so when he kills the other player the cross-hair flickers red and its working as long as i call it from the inputs but when i call it from a custom event it just doesn't show the animation or run anything from there any idea why?
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:
- Is a library really a good one?
- 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?
- How do I transfer the functions to the skill tree?
Appendix to 3.
A passive skill changes the basic values 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
#gameplay-ability-system @sonic pine
@stray rock are you using F9 on the nodes that should be working and following what the breaks say (stepping through )
f9? lost me there sry
oh i know which part is broken just dont have any idea how to fix it
as it works fine with just a input5 but if i call it from a event even if its multicast it wont work
also i have a bunch of more stuff like recoil in the cross-hair and its made the same way and works fine
Problem with Dynamic Material Instance.
When I create a new Dynamic material Instance in the construction script, it goes back to the original one after compiling. Why is that?
maybe if you would zoom a bit out and i could actually see something i could try and help lol
wait, I'll send a capture of the graph.
okay
Here it is 🙂
oh not you lol
cool itch page btw got a new follower xd
Oh thanks! 🙂 So cool of you!
that wouldnt help in anything i know where the issue is
i just cant fix it
its with the widget itself
and you ain't really helping by saying search a debug video
so yeah this is what i was trying to avoid spamming unnecessary stuff
but here you go the full logic
put breaks on the events
because you will see that there is probably something not firing
everything runs thats the thing
even the print string at the end of the widget
ok it runs the print string on the wrong client it runs it on the one that gets killed
guess i missed that part xd
get player controller index
you need to make sure you are targeting the right player, the player index is what you are looking for
yeah im working on it
On a side note, you shouldn't rely on indexing for the controllers for networking code for pretty much any reason. There are even conditions where using GetPlayerController0 to use on a listenserver for local UI can fail. But I suppose you can't really help it in pure Blueprint. Epic really should make a GameplayStatic function for that. :/
yeah it tries to show the ui on the client that just got killed
but when i use the damage causer it just breaks
how can i get the one that kills the player if not by damage causer?
i use pointdamage for the damage logic
https://forums.unrealengine.com/t/get-player-controller-from-damage-causer/95301 found this but image is removed :/
I am trying to display the steam name of the player who does damage to another player. I have the last half working(I can display the person getting hit with the damage) but I don’t know how to get a player controller reference from a damage causer. Top left of image 2 has the damage causer and I need to attach that to the get net id.
so.... this might sound stupid... (aint done much with mp) ... but.... why not just pass the netid with damage event, that way you already have it?
You don't use Controller for things like that. Use the damage causer's PlayerState.
Player Controllers only exist on the Server and their Owning Client.
So. If there are three players, and one is a listenserver. Then there are five controllers. Three on the listenserver, one on each client.
One PlayerState exists per player per machine. So in this same case, nine playerstates.
i have a picture that shows whats what vs. clients & server
basically a visual of what @maiden wadi just said 🙂
(might of saved that from you talking before Authaer lol)
I like the sound of my own voice. 🤷♂️
well you give alot of good advice 🙂
Still having this issue, figure the more eyes on it the better. Thanks everyone.
https://answers.unrealengine.com/questions/1043945/view.html
#blueprint Hi, quick question is it possible to use Unreal BluePrints as standalone GUI Program for different languages - JavaScript,Python etc, to handle it into Visual Coding Blocks ?
@elder girderNeed to set the pawn's ControlRotation, not the character rotation. The Pawn is set up to use ControlRotation which will override any form of SetActorRotation you apply to it.
how to get the player controller from the damage causer pawn?
@elder girderOr more appropriately, you need to disable the UseControllerRotation before the timeline, that would work as well, either way.
@stray rockAre you still trying to show a client who killed them?
yes XD
Thanks @maiden wadi I'll take a look at the pawn rotation
Then you cannot. Controllers for other players do not exist on clients.
so i send a pointdamage with the causer set as self (as the guy that shoots) this is correct even if i print string the shooter is correctly displayed
but im not trying to show the cleint who killed them the point is for the attacker to know that they killed them sucesfully
@maiden wadi do you understand me better now? 😅
I believe I did this by default through the UI, but I may be miss understanding, it's only after the transition that I turn it back on.
i tried to turn the damage causer into a instigator but than nothing shows
The damage causer should have an instigator. Whether it's a bullet, or pawn, or whatever. You should be able to use GetInstigatorController to get the correct controller on server if you're using that to RPC the hit/kill back.
@maiden wadi maybe you know why this resets to 0,0,0 when the player walks backwards?
@elder girderYou have it enabled by default.
Sorry for the confusion, I was experimenting and turned them back on, but the behavior is the same either way.
i have the killconfirmuieffect as a multcast event
@orchid garden Which part of it is 0,0,0?
Can I make my spline bend my meshes like bones? If not, what are the alternatives.. help is greatly appreciated
only when the player walks backward, foward / left & right calculate properly, but if they walk backward, its going back to 0,0,0 for the direction they face.
helppp im stuck
@stray rockYour blueprint has a lot of bad practices. I don't actually see where you're even calling the multicast. Health is replicated, you should be using on OnRep to update UI, not that OwningClientRPC. And even if you do manage to call that multicast, this blue line will not work. You need to pass it through the multicast or it will never be valid.
backward movement is giving a MoveForward axis value of -1
onrep what?
i need help , i'm sure nobody will answer cuz of how simple it is but i just started using this
anyways i wanted to try and make a movable fps character from scratch , and inspiring myself from the fps template
but it just doesn't work when i hit play ejfiozeufgrz this thing is so messed up i put a camera in my character blueprint but noooo the negine just leaves the camera how it was in editing , and when i press z or s like i made the blueprit for it just doesn't do anything , plz help i'm really frustrated
and i know its chaotic but i have been trying to solve this crap for hours now
this my my controller maybe it helps
@orchid gardenThat's odd. I don't see anything wrong with it.
i don't think the controller is the problem but thank you very much i'll try it now
what do you mean pass what trough the multicast
@maiden wadi Is there a way to set the rotation on the pawn, or do I have to add pitch and yaw inputs?
you need to get the forward and right vector from the control rotation
what does rotation have to do with this
@stray rock
but i have it set up like that already!
try it.
i don't even understand what to try what the hell
Look at the last image I posted.
bro i mentioned i know nothing about blueprinting i started using unreal 3 days ago and all i could make is a spining banana on a turntable do you think i understand a single thing from this image
and this is not my problem you see
uh fine i will try to do it that way but it didnt wokred before
i like spinning bananas 😂
@fast mantle if you want to move the character forward you'll need to get the forward vector like shown in the image, then the scale is moving the character forward by a factor of 1 based on your add movement. you do the same for the right / left movement, but right movement scale factor is 1, left movement is scale factor -1
i did that
@stray rock Where are you even calling the mutlicast from besides that input event?
it's exactly what i did i just didn't use inputaxis i used z pressed
dont make me crazy
i have two problems
the view when i hit play isn't the view in the camera like , it just shows the edit screen in the same position and i can move around like a ghost with wasd
and that the blueprint just doesn't answer when i press z or s
i think its some settings problem
or smth
if you don't see everything than i cant do anything about it sry
@elder girder Generally speaking, if your character's rotation isn't working correctly, then one of two things tend to be happening. Either you have something else trying to rotate it somewhere else in your code at the same time, or the controller's control rotation is setting it. If it's the control rotation, you can get around it with setting some state, but it is likely easier just to get the pawn's controller and set control rotation to rotate the pawn.
your setup like a topdown rather then a first / third person.
@maiden wadi i cleaned it up just for you
it still wont work your way and i have tried this like half an hour ago
What is the damage causer in your event?
im just gonna send a screenshot
Or where are you calling ApplyDamage from?
the movement your describing is like how topdown works.
how is that a topdown
What is Self in this instance?
i move the actor in the way he's looking at when i press z
and the other way when i press s
your issue is the camera isn't staying behind the player?
The shooter's Pawn?
ye ye
camera is child of the character mech
so yes it follows
my problem
is
THE CAMERA ISNT WORKIN
its not rotating with the pawn i should say
i didn't even try to rotate the pawn
wasn't around when you wrote, but basically it's the same as you did before, just that you save/load the variables from/to your playercontroller
😅
no... sry, your saying you can move the pawn around with WASD but you can't move forward... bit confused....
noooo
@stray rockCan you put a print on your multicast and print the name of Damage Causer? Make sure it's being passed through. If you see a print for each machine with a pawn class name then the multicast is working fine and your delegate call needs looked at.
on it boss
like i didn't press play at all
Scheiss Unity
the thing is the camera isn't working when i press start it just stays how it is let me illustrate it with a screenshot
it says SERVER:Player_Attacker which is correct
Does someone know how to do that
Nothing prints for the client?
before clicking play
after clicking play
it doesn't show what the camra sees
camera*
so it get the damage causer correctly
Thank you for your patience, I came to the same conclusion about something else setting it and overriding my rotation. I attempted to implement what you are saying, but with no luck. The rotation has stopped completely now. Am I getting closer to what you mean here?
seems like nobody can help me , and the channel is too animated so i'll try to ask later
Might want to take a break, breath a bit, and come back on that one. Sounds like you are stressed a bit.
@stray rock You should be seeing Client prints as well if you're doing that on the Multicast.
ye
if im understanding right, your characters camera isn't the active camera, so you'd need to set it to the active camera can do that off a event begin play with:
@elder girder
dragging a reference out from your component and attaching it to 'target'
why would i apply damage multicasted?
You said you wanted the hit indicator multicasted?
i never said i wanted it multicasted but im not sure how else to get it to show on the attacker (shooter) damage causer
i just thought thats the way to do it
so waht i want is when player A shoots player B than if player B dies player A gets a red flicker in the crosshair as some info that he killed player B sucesfully
player B doesnt have to receive anything he is dead
we can do a call if you still dont get me 😅
or i can screenshare or anything
i have multiple cameras on my character and i have to switch to the proper camera when the player switches via a routine else i don't get the proper view, expecially if a 'activity' camera is played, have to make sure to flip back:
but thats what it sounds like your saying is the camera isn't being set to the active camera for some reason on your pawn.
i will try that thanks
i give up i will take a look at it tmrw it still wont work
quick question, whats the easiest way to find a reference to a viewport widget
i wanna hide it while key is pressed, but im not sure how to get reference to the active widget
guys im need help: i want to make that every time a player goes to a loading screen i want to appear a random image (in this case each image is a random sentence), whats the bp code to randomize?
@vague domeI find things like this easiest via adding things to a general widget, I store that widget in the HUD class. Then it's easilly accessible via GetLocalPlayerControllerr->GetHUD->GetMainViewportWidget->SetCrosshairWidgetVisibility
Consider using actual text instead of images for that
does it work for loading screens?
that might depend on how he does the image bit, i mean he could use a single image with multiple icons thats moved to position to display the proper one for the widget icons.
It's just that in my experience text on images usually looks blurry
screen scaling can do that... but if they are actual icons rather then text symbols, then using images would be best.
i tested the images and it dosent
i made the game when every time the player dies a widget pops up
is there any way to make a random widget pop up? cause that would work
you use random interger to get a random number then select your widget you want to pop up based of the random integer.
Is it possible to edit a Class Default Object?
If I place this BP in the level, I can then edit it and my BP works as it should - just a little annoying I can't change it within the BP itself
i will try, im not good at BPs
im lost, im trying, but no success
Anyone know how to fix invalid additive animation type?
sent you a link
thats because using random integer isn't a solution at all
what engine version are you using? 4.26?
I want to be able to call a function from basically everywhere. Should I define it in the game instance? Somewhere else?
dont worry i got the solution already thank you
and yes 4.26
then just put all images in an array and use get random array item or array element, not sure how it's named exactly
There's function libraries which you can call from anywhere
What about a user defined function within a given blueprint?
thats something you usually put in the blueprint?!
but you could still use function library if you want to sort out stuff, you can still pass references to anything that's used within the functions
A blueprint contains variables and functions, aside from the event graph
My question is, where and how do I define a function so it's accessible from everywhere
blueprint function library
@lusty elbow You create a blueprint function library (a blueprint derived from UBlueprintFunctionLibrary) and add a function to it. You won't be allowed to add any variables other than those that are local to each function.
Or you write static functions basically anywhere in C++.
Perfect! Thank you!
Sorry I was so dense
I working on my TSS, I have my left stick moving correctly, using the 'Follow Camera' as its forward and backward as it's offset, and I have my right stick as my facing direction, however the direction is still set to world axis. so if Axis-Y on the right stick, the character faces off and to the right instead of using the 'Follow Camera'. How do I fix?
yeah already did everything and it works way more perfectly despite some accessed none errors I fixed
I'm using a path follow plugin and putting my camera on that - is there any way to visualize the movement in sequencer? Otherwise I just have to play it in viewport or see in level editor
Hey guys, SetText node is returning null and I don't know why.
@hearty gazelleJust the SetText? Not the AddToViewport as well?
Let me double check
It's just SetText
Can you show the widget in question? It's not normal that a UMG widget loses references to it's children.
What happens if you switch those two around? Add then set text?
I remember a similar issue with that myself. Something about SetText not working under odd conditions.
Is this being ran in a multiplayer environment?
Because the only reason CreateWidget returns a null reference is if you do it on a dedicated server.
Dedicated server doesn't allow the creation of widgets on it. UI is wasted memory and processing.
How would I go about this tho
I need that widget to appear when either of the players win
You have your server tell them to show it.
GameState for instance, can have an RPC. Send a list of PlayerStates through that are winners or something. You can get the HUD class of the playerstate through the playerstate's associated controller, and have it display the widget. Or do it through the controller, I like all of my UI to go through HUD.
When you say through the controller you mean directly through the player controller right?
Would anyone be able to assist me in saving answers from one widgets text inputs and displaying them as text on another widget?
You can do it through controllers as well. Either way. Personally I'd just multicast an array of winning playerstates and have gamestate get the local hud to display it. That also gets you access to score variables and whatnot from the Playerstates easily.
@hearty gazelle For instance. replace the make array with however you're discerning winners.
Then you could pass that into your widget and display the other winners, etc.
I see, I'll try that
Mind you, this will run on all. You could show a defeat screen the same way by comparing if the local player's playerstate is in the winners array.
@steel torrentDepends on the relation the widgets have to one another?
hi, im trying to use this blueprint node. https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/FileUtils/FindFiles/
but when i search for this node, i cant find anything? is this depreciated or something? I am using unreal 4.26
Find Files
Is a call possible?
Not really a calling sort of person.
Hey there i'm still having this issu over and over again, so I'm trying to reach a variable from "Ant BP" To "UE4Char blueprint" witch is my main char trying to interact with an AI if its low Hp but i'm still having this error..
I'm supposed to do that into a function I guess ? :?
Huh? 🤔
In that screenshot you're setting the value from the variable Ant BP into the variable Ant BP, so it does effectively nothing
Nah i'm trying to set the value into my UE4 char BP
otherwise I wouldnt need to specify the owner actor of the "health" variable
i will try to see in a function if I can set the value from there
What exactly is Ant BP supposed to be in this case?
If it's an actor in the world, you can do a get actor by class for example
Ant BP actor a char controlled by AI
i think you need to get the ant bp first i.e. get all actors of type
Right, is it a specific Ant BP the player is interacting with?
as in, could there be more than one, and is it important that you get the correct one
yeah I see I need to specify that i'm trying to get the actor that player is overlapping with 😄
Yeah, so if you are using an overlap, you can set the value of the Ant BP variable from the Begin Overlap event
you just need to check if you're overlapping with the right kind of thing
If the first node in the loop doesn't fire then it means the array is empty
you can probably confirm this by printing out its length
would mean that its not getting the actor that is overlapping with the capsule of my player right ?
Most likely it's not triggering the overlap
you can use a begin overlap and have it print the name of any actor that starts overlapping, that's a fairly simple way to test whether it's getting triggered when it should
if it isn't, your collision settings are probably wrong
Anyone that is able to help me? Im trying to basically make a clock thats looking tracks the time of day, so im trying to tell it when the time if day is 05:00 now its sun rise and when its 22:00 its sun set. But I also want to be able to say 12:00 is noon, 17:00 is evening etc. But at this moment i can only compare the float with two values, i need a way to compare multiple values of the float that is "time of day".
Chain several ifs/branches or compare floats together I guess
Was thinking of that aswell but wouldent that be really heavey on the system?
Looking for some way to optimise it more :x
nah, not unless you're planning on running hundreds of thousands if not millions of them per tick
Currently its gonna check, sun rise, moring, noon, evening, sun set. And put this to a interface that tells everything, animals plants etc what time its is
Pfft nha since its only like 5 checks a day im thinking of like 100 + 200 plants every 1-2 min
Also great advice on the understanding part Lorash!
How would I do this with a combo box depending on the selection?
https://gyazo.com/3338c34dc41647b72b1a1404f6f1b065
Yeah thats true! Gonna try some iterations of doing branches or something like it, thx for the help
@earnest tangle @trim matrix
Okay... this is a new one for me...
I print the component bounds in construction script
It prints this many weird values
why so many values??
I'm trying to make my stars disappear in my skycube material near the sun from a skylight. How can I do that in blueprint?
allright I had to bypass my error again and again its still not getting the health from my Bp reference
I really dont get, its overlapping I can fire a interface call from this to the Ant BP using "Function name" message to start even licked to interface but I cant acces the value again it dosent make sence to me RN
but i'm still having the same problem with the branch not beign read proprely but its still returning "true" and firing the interface call, my brain hurts, I just dont get 😄
First time playing with arrays. Is this going to work as I expect it to?
The idea is that the player can 'complete' planets. Once that happens, the planet would then activate this event which should pick the next planet that hasn't been recently completed.
Hi! trying BP after a long time.
I wanted to create a library of functions to scatter stuff given a spline, surface or volume, so I created a BP actor to withhold all the common functions like generating random transformations and the like, so i can derive different scattering tools.
I created this function which just create random values for each transformations given a random Stream value.
I inherited from this BP to my spline scattering one, and the random transformation is updating to zero, so nothing is showing because scales are set to zero, if I hardcode scale to 1 the static meshes show but there is no random placement nor rotation.
This is the setup (the cumbersome seed is to make the seed respond to changes in the worl position of the spline).
Technically, there is no bug happening, the thing that Im missing is that the transformation are been set to zero which means no random numbe r in range is being generated.
What am I missing here?
Thanks
No it won't work correctly. The "Random" node for the array gets a new value returned for each call to it to it, so when you are checking the time complete, you're getting 2 (perhaps even 3 if I'm reading it right) calls, and another call to it when you set the boolean. You need to temporarily store the randomly selected object, then do your comparisons and set your bool from that temporary variable, then it should work correctly.
Gotcha, thanks!
does anyone know how to make a system that you can enter a youtube url and the video shows on a plane?
Might there be a way to create a chance drop for items? for example a 5% of a enemy dropping a health pack.
random int in range 0 - 99 divided by 5 == 0 that was 20%... xD
however, i would also add an internal counter which forces the drop if none happened for a series of kills, to not make it too frustrating if RNG is against you
hmmm how might I put that with say spawn actor after death event? or might there be a better way to go about it? :o.
True rng can be a pain tho there will be plenty of enemies (Hordes) and placed items just incase as some events might be unfair.
xD
Well you could probably put a 'pity counter' on the player controller and then just get that when you want the variable
figured out a way, have a random range integer go from 0 to 100 then have a less than check to see if it is less then say 5. If true then the 5% gave a health pack.
can some one help me?
See Web Browser widgets (the builtin CEF is pretty outdated tho)
@icy dragon how do I make It were I can change the URL in game tho
Which is the right way to set starting location of the player character when loading a level? I'm thinking about loading the level and then just setting the player's position directly.
@lusty elbow the player startactor
I delete the main mannequin and then place a player start
Okidoki! Will try that and report back.
Thanks!
I have my player character placed on the map and a player start, but when I hit play, the player doesn't start on Player start, but where it's placed on the map in the viewport. How do I fix this?
@lusty elbowif you place it on the map, that's the one it will spawn into
the player start is for when you dont have ANY player characters on the map at start.. the game mode spawns them into those player starts
also... if you want to still have those character on the map, you can adjust the settings in the "pawn" section of its class defaults
aka, over on the right side where all the variables are
just search for "pawn" should be some kind of "possess" rules that you can set
the details panel
thats what i meant to say
Thank you!
this parts actually incorrect. the only time a player character is used thats placed on the map is when its set to auto possess, if its disabled for auto possess, you could have a 100 player characters on the map and you would still spawn at the spawn point.
to stop it from possessing the character on the map and use the player start point, select the character on the map and in the details panel scroll down to pawn and set auto possess player to disabled
Thanks for the clarification, but it's odd. These seem to be the default settings, but it's still spawning where I place it in the map. Maybe I need to do something with the playerstart actor details?
player start should have the correct settings when you drag it into the scene:
just as a example:
I have a player start, and a player pawn in the scene, the player pawn is set to disabled for possession
when i click play, i spawn at the player start:
however if i set the first pawn to auto possess, and then click start, it ignores the player start and uses the pawn:
you might want to check your player start and make sure its not obstructed, that might keep it from using it. but far as possessing the first actor, thats all according to the settings in that actor (or your coding directly connected to it).
Thanks for the info!
It's still not working, though. I can still hack it using the actor location and saving it. But if anyone has any idea, let me know.
I'm using a modified Top Down template, if it means anything
no should still be the same.
only thing i can think of off the top of my head is if you have coding that linking the player info (and/or searching for a player character) before the player is spawned into the level, that may cause you to posses the placed actor.
Mmmh. That's odd
I don't think so.
But that's okay
This might be a problem for future me
you can check it easy enough by removing the placed actor and running the game and see if it spawns your player, that'll at least tell you that yours spawner is functioning properly.
to get the placed actor back after running it, just Ctrl+Z
Well, I'll be damned. Yes, it works! Thank you so much
if removing the character and the spawn working - somethings either grabbing the pawn thats in the scene code wise before you spawn and going "this is the player" or somethings not working right with your auto possess.
just as a example, 5 player characters, 1 player start:
mmmh interesting
Yes. I have the exact same settings
But for the time being I have a single player. So it's all good for now. Thank you so much!
are you sure that you just don't have two player starts in the game? and its selecting the other player start instead of the one you think it should?
just a random thought. cause i have seen actors spawn inside actors before and their animations sync so you can't actually tell there are two till you move it.
Yes, confirmed. There's only one
But really, there's no need for further investigation. You've already helped me heaps
How do you add a widget to a WidgetSwitcher and how do you know which index it ended up at?
There's like... nothing there... I mean... what? Widget switchers are meant to be static?
just use add child
it's usually a good idea to just type words into the search box, the functions are not always categorized as you might expect
eg. if you type "add" the add child function would show up :)
In order to move the PlayerStart to a given location I am trying to get said location from my game instance in the PlayerStart construction script, but the casting is failing. It says "variable not in scope". I thought the Game Instance was visible by all blueprints?
that's probably just the BP debugger being bad because it often is
you'd be better off logging the value you get from it to be sure
Also won't work in editor. This would only work as a prebeginplay.
What do I do then? How do I make the cast to succeed? Why is failing?
How are you testing?
Print statement for Cast successful and cast failed
How are you getting the print though? Are you moving it around in the editor?
Also, the "set actor location" not working
Yes. But when I Play it, it's clear by its position that it's not grabbing the values.
It does grab the values if I input directly, so the only option is the cast failing
Let me take another screencap
It's possible that it would work if you loaded from one level to another.
I will try and report back
Oh. Well that's interesting
Negative
Yeah. Just ran a small test of my own. It would seem that objects in a level do not run their construction script again at level load. They'll only run them if you spawn that actor.
We have a problem here then
So, getting game instance at construction script only works if you're using it for a spawned actor.
Which is the correct way to save and load character position between levels?
Depends on your save system I suppose. How is your party normally spawned?
I don't have yet a save system. I just wanted to do things the right way, but it seems that it would be better to simply move the party actor itself after loading a level instead of moving the playerstart. Thank you!
So after add child, how do I know its index? Do I need to keep track of it myself (with potential for errors)?
Its index should be children.length - 1
Depending on what you're doing you might not need to track the index, because you can have the switcher switch to a specific widget without using its index
Right... thanks. I also found this: https://github.com/gameDNAstudio/FastSwitcher
Unless you're having performance issues with your UI you probably wouldn't need that :)
Sure... guess I'll start hammering away on some index tracking
i have a question :
I have made a Level blueprint that I can take a High Res Screenshot with a press of a button now I want to open a folder window where the screenshots where saved.
basically I want this:
In Game press Button > screenshot is taken > then automatically opens the folder where the screenshot was saved.
Thanks.
I won't use High Res Shot command if I were you. It disables quite a few of screen effects, anti aliasing included.
what command should i use
Well this certainly was a dance...
Hi guys, I have a big problem with DrawDebugString, it doesn't appear at the correct place. Is it because I'm on a 4K screen?
I found a bug repport about this issue that is concerning the 4.19 version, and it's backlogged. Does that mean that it's been buried, and it won't be fixed?
That's just a debugging feature so it's probably not a high priority
You shouldn't be using it for anything else than debugging that is
Yeah I know, but debugging is very important in programming. Okay it's not high priority, but 4.19 man...
Dose anyone know if thier is a way to set a int value depending of what bool is true, so for example if i have 3 bools. if 1 and 3 is false the int should be 2. If that is understandable hehe
Okey, thats a way i also thought of, but then i know that might work ^^
Hey has anyone encountered similar blueprint corruption? All of sudden one of my AI characters class stopped recognizing one of its interfaces. The interface is totally there, since it's inherited from the parent, but any checks for DoesImplementInterface or interface functions fail 😬 I'm releasing the game in 3 days and replacing this AI class with new one in whole project would be a disaster, what can I do?
(BoolA * IntValueA) + (BoolB * IntValueB) etc...
How do you saw your skills improved by messing around in unreal
I found a very silly blueprint snippet that I made a week ago. I count that as progress 😛
When you open up old code/blueprints you wrote and it looks terrible - you know your skills are improving
Best way to tell apart actors overlapping each other? Tags? Interfaces? I have characters and settlements from different factions roaming a map. The action to trigger when they overlap depends on the factions (including the player faction).
It depends on what you need to do with them and how it needs to work
If you need to call a function on the overlapped actor, then cast or interface
using casts or interfaces is fine for checking their type as well
Thanks!
Hey guys. I know you can use the texturecoordinate to scale and mess around with the tiling on streched meshes but is there a node to alighn the texture better? Or nudge it around so that it is in the correct position?
how do u run game in window rather than fullscreen
@visual vigil Execute console command then write fullscreen
Hey, how can I make the TPP character move with the camera? Not aim offset just turn in place like while walking but in IDLE pose
Where should it be placed?
in mine i set it as a toggle key so the player can turn it on or off
How exactly is it implemented?
on mine? er....
i used a branch instead of a flipflop as the flip flop kept messing up occationally.
Okay but it doesn't answer my question.
The first half of video is what I currently have (camera orbiting the standing character)
The second half contains camera movement when a character is moving (I need a camera to always show the back of the character) even is player is standing in place
https://streamable.com/svjdb4
i got a character with physics asset which doesn't respond to line traces, any ideas what could cause that? (tried to trace complex, but that doesn't work either)
like....
(with the box checked of course)
I'm doing an overlap event that I want to trigger on both an actor OR when a certain component overlaps - in this case, do I want to use Get Display Name and just take the name of the component on my actor?
show me the physic asset itself
did you try breaking the rotator on the add node?
anything you need to see in particular of the detail settings? as it wont fit the whole screen
yeah but i recombined it
"simulation generates hit events" is btw. enabled for all physic bodies, so is collision response
I need to see the collision channel settings
theres a setting for the channel? oO
i've only noticed that on the actual mesh settings
it just spins in endless looping pitch
and visibility is set to blocked (which i trace on) for the skeletal mesh
and you are tracing for a Physics Asset type on your other collision?
no, i'm using a simple LineTraceByChannel
yea i did do this, wait a sec for the trace
You need to also get the current rotation of that actor and add the rotation you want to it
It all depends on when the rotation is relative or not, I'm always having to check it when I do it
im just trying to clamp it to stop it from going to a certain degree like "40, and 89"
Hello, how expensive is running a line trace or sphere trace on tick? I wanna set up an interaction system that highlights objects when the character looks at them.
the trace is going through the actor and responds with the object behind the actor
however, theres a static mesh on the actor i'm trying to get a response from, and for the static mesh the trace works, it's just not working for the mesh/physics stuff
You don't need to tick, just do event overlap -
i'm mostly curious if i need to setup something specific when using physics asset to get the response, as i've never used it before
then you can do a clamp, literally, or ceiling or floor
it's might also be possible that it's a bug in the engine as im on 4.27 dev branch which is probably inbetween the conversion to chaos stuff
Change channel from visibility
like this?
You mean overlap with the pawn?
I've never used them either @spark steppe
You can have something like that, some collision volume that only works on a channel for the things you want to highlight
it's responding on climbable channel, but not on camera/visibility, wth....
Some people make a custom collision channel, like "controller interaction only" and set that as the collision TYPE on the asset they want to do the triggerING, versus the trigger that is looking to overlap on that type
try line trace by profile
thank you blake, i'll see if i can figure out why it wont respond on the other channel, really weird behavior
and why do you need to get the physics asset? why not just a collision mesh, like a capsule component?
nvm, I realize why now
i think the physics stuff is disabling the capsule
it's cheaper than using the mesh but more accurate than a simple capsule
that, too
something along those lines, yes
trace by profile works, too
looks good 😄

i think the math is messed up somewhere but not sure how
Hmm but the problem with that is that it will highlight even if the player is not looking at the object, where as I'm thinking of doing a line trace from the camera to enable the highlighting. Unless there's some way to overlap with the mouse
there is but if you have a collision cone on your player, and it overlaps, you set the highlight material - on the end overlap, you set it to the original material
urgh, i'm honestly an fool... visibility channel is set to ignored on the profile for some reason, sorry for wasting your time
its basically free, when in doubt use the profiler
I hate collision lol
I know the pain
for reference my game uses about 120 traces per tick iirc according to the profiler
yea thats messed up^^
seems like anything i do it spins uncontrollably
you could trace once for every profile/setting combo you need and store the result for the current tick (maybe you are lucky and the engine already does that)
does local rotation mess things up
@maiden wadiRegarding the language (if you can recall the problem with translated enums), I just made a find function that iterates the whole table, breaks the structs and gets the enum's value out instead of searching by table row. Now it's working - thanks for the help! 🙂
when I try to clamp add local it either gets crazy or it will work in increments limiting each part of my rotation
its so funky
there has to be a better way
Hello. I'm trying to do a simple line trace to highlight interactable objects. I've managed to get it to work almost perfectly, however I seem to get a million errors whenever I destroy an actor I was looking at. It would be because the "Hit Actor" object reference is now referring to nothing. How can I stop this? Any help appreciated, thank you!
Everything before that is a normal event tick to line trace with a branch for "Should reset Hit Actor?" which is set to true after an object is destroyed. Although that doesn't seem to stop my errors.
One fix I can imagine would be to set it to refer to some random BP in my level (as it would only try to end a highlight that never started, making no visual change), however that seems a little dodgy. Surely there is a more elegant solution I'm not advanced enough to know about....
@brazen pike For starts, don't mix your execution lines.
This for instance. If you want to set hit actor to something, pass it through the event.
Hey guys i am trying to use my own macro library and also assigned one macro
but when i use that in my bp i fail to save that specific bp class
I don't know what that means.
Is it possible to define a struct locally in a blueprint or does it always have to be its own asset in the content browser?
always asset
Thanks
you are referencing the outhit result variable which is from a different execution stack
if you want to set your hit actor to nothing, you should just connect nothing to the input of the set node
Ah I didn't realise I could do that. It doesn't seem to fix my problem cause I still get this error but thanks anyway, its useful to know.
Blueprint Runtime Error: "Attempted to access BP_Highlight_2 via property K2Node_DynamicCast_AsBPI_End_Highlight, but BP_Highlight_2 is pending kill". Blueprint: FirstPersonCharacter Function: Execute Ubergraph First Person Character Graph: EventGraph Node: End Highlight
rightclick that hit actor node and convert it to validated get node
and only call end highlight if its a valid reference
Hi guys i'm actualy new at coding and I was wondering if you guys know how I could solve this problem Basically I want something to happen when I look into the ennemi eyes
also lemon, you have to do the same to the most upper branch, where you access hit actor without checking if its valid
Ah that has solved it. Thank you a lot
Yeah I thought so
The one you highlighted, if I try to validate it, it actually breaks everything. But the problem node was the bottom, so I didn't need to validate that one.
I haven't used this before. It seems super helpful. I'll probably use it elsewhere now too now that I know its a thing
you might have to rethink how you set your highlight on bool
actually you could just make a sequence, where first step is all the linetrace and hitactor stuff
and 2nd step is just checking if hit actor is valid, and setting your bool based on that
How would that be the cause of the problem? Or is that just another issue you notice... lol
idk what exactly your problem is
and thats something i noticed which could cause trouble
depending on what you do with the boolean at other places
It did cause trouble. When the actor I'm looking at is destroyed, it was never set to false so nothing else would highlight. But I solved that by casting to first person character and setting it to false on destroy actor
then what i suggested should fix it, too
Yeah probably
what's the best way I could accurately tell if an object goes into an area on a very precise level? for my sports game I'm using overlaps to detect if a goal is scored, but occasionally it will trigger even when the ball didn't overlap it. Like it will hit off the post sometimes but still trigger the overlap
You need to make your overlaps tighter and use a do once node so they don’t trigger twice
Could you not just move the trigger backwards a little bit? That way not even a single pixel can hit it unless it goes directly in?
But Will's answer is most likely a better fix since I'm sure you arent that stupid for my fix to work
well it's a sports game and goal line clearances could be a thing
like if a ball went over the line, but stil didn't trigger after crossing the line fully but didn't count as a goal it could be annoying
what do you mean by make them tighter?
also i don't think the issue is that it's firing twice
it's just firing on rare occasion when it shouldn't be
i think it's perhaps an issue as well that's it multiplayer where this issue shows up
because there are times where the goal keeper will save it before it overlaps
but it will still trigger
do you handle that client side or why would it fire?
You might need to create two overlaps basically making sure the ball overlaps both
hmm interesting
I’ve had to do that for a basketball game
Depends how your goal is sized
is your goal also like in basketball where the ball could enter from both sides?
Then u should be fine
one could be smaller by the margin of half ball radius
that should still trigger if its on the line
I think u could also do a box trace but it’d be essentially the same thing
well what i tried doing was having it get the overlapping components to see if the ball is overlapping
also how is your collision shaped? is it a volume which fills the whole goal area behind the line?
so the part which is netted
but it still triggered when it shouldn't have
the collision is a rectangle basically
so not a box?
i've heard/read somewhere that it could happen that if a physics object is too fast it would be predicted behind the collision on the next frame, so it doesn't sweep detect the collision box
but i dunno if that's a resolved issue, or only happens for certain setups
yeah it's def not as fast a bullet
but it's pretty fast
so the solution is just to have 2 overlap boxes, same size and just make sure it overlaps both?
Ronny Heberson – 211 km/h, thats pretty impressive
damn that is
why not make a custom collision thats the size n' shape of the net?
it is
the issue is that it's overlapping when it shouldnt
for example it hits the post
bounces away
or the goalkeeper saves it
still triggers a goal sometimes
make it so its behind the posts a little bit?
so this only happens in multiplayer right?
yes
i.e. a balls length
does the server tell the clients when a goal happens or do the clients decide that on their own?
so I have an actor called the match controller
it has all overlaps in it
when it overlaps it triggers a custom event that does various things
ah mp, the server should be controlling the ball movement + scoring.
well yeah the actor is what controls all of it
the actors should only report to the server when/where they made ball contact, then the server does the math + movement of the ball, sending that info back to the clients.
yes that's how it works
the game works well other than this issue and few other bugs
have you compared the hit location? actually not sure if the overlap event provides it
but i would compare if all instances report the goal at the same position
to rule out syncing/replication issues
i dont know your project, you should know that 😄
well im saying
clients shouldn't be reporting goals, only the server should and telling the clients 'they scored' or 'it was blocked'
it's firing on an actor
but does the overlap fire on clients also?
even tho it's in the actor?
if the actor exists there
but i haven't done MP stuff with unreal myself, so it's just a guess^
that would depend on your code
overlap event fired -> is server? -> yes - > do scoring
i'm kinda concerned that the result will be that you notice that almost everything runs on the clients right now 😄
I'm pretty sure it doesn't would only be overlaps
which that wouldn't be hard to fix anyway
yea
or maybe in beginplay check if it's the server and otherwise remove the collision compenents
or just deactivate them
^^ thats a thought
i was also wondering if unchecking "Net Load on client" would do it
cuz yeah it would still be on the server but not on clients so that prob would fix it then
I still don’t know how to clamp my input axis for my pitch considering the rotation is always changing
This causes the camera to glitch out^
Hi guys i'm actualy new at coding and I was wondering if you guys know how I could solve this problem Basically I want something to happen when I look into the ennemi eyes
you would add an collision box to your enemy which covers the area that should trigger your event and set the collision response for visibility channel to true on that component
then you linetrace from your player/camera, and see if the hitresult is of that specific actor, and check if the hit component is the collision box you created
then you can start to do your enderman stuff
hehe, enderman, i was just thinking that lol....
Could you use Clamp instead of Clamp Angle? Since it's a delta, you should be able to just use floats.
Maybe? I’m not at my computer right now
I’m not sure how that would work with planetary rotation
I guess I'd need to know more about what this is implementing
Usually if I want to clamp how far a camera can move, for example, I use the Camera Manager
I mean chances are it prolly won’t work I think I need to do little more math to get the rotation to clamp. But I’m not that big brain lol
I was asked during a recent live stream how to clamp the movement of a camera so it is fixed to face ahead of you only. Here is how to accomplish this.
Support me on Patreon and get access to videos early, join our developer community on Discord, get exclusive behind the scenes videos on my projects and much more over at https://www.patreon.com...
This tutorial is really good if you are clamping camera movement
I have a blueprint architecture/workflow question. I'm experimenting with using BP/scene components more. For example, I have components for enemy health, collision, movement and etc. but the editor workflow — placing an instance of the actor class into the level, scrolling through the actor's component list, and finding the component I want to set public variables on — is rather fiddly. Is there a way to simplify this?
For example, is there a way to expose component variables on the actor's main Details panel so that I don't have to hunt for individual components? (That is, without duping component variables into the host actor class and doing some construction script shenanigans.)
Or... Is there a way to hide components from the actor's Details panel in the level editor so that I don't have to scroll through all the mesh components just to get to the ones that matter?
where I set the collision reponse for visibility channel to true? and how I check if the hit component is the collision box I created? ty for the help
in the details panel of the collision box component
and the hitresult of the linetrace contains a reference to the component that was hit
okay I'll try it thanks
Does anyone know of a way to make both players that are gonna spawn 2 different characters?
Like let's say player 0 will always be spawned as "BP_Player0" and player 1 is always gonna be spawned as "BP_Player1"
uhm, maybe make a child bp of your player character and bind it to the specific controller
How would that work..?
what part of it?
the entire message, did not understand a thing
Both characters have the same parent
and what you could do is create a child bp of your playercharacter blueprint, rightclick it and select create child
then open the child blueprint, and search for auto receive input and set it to player2
then place both in your level, and the child should always be player2
What i don't understand is what the player character you're talking about is (like the 2 player pawn blueprints, eg. BP_Player0?)
I still didn't find it but I have my blueprint maybe it's something wrong with it
trace channel in the linetrace node should be set to visibility
the other stuff looks okay to me, the debug line trace shows that its hitting his face?
(should show a red square on the face, and the line should also be visible when you move the camera)
when standing still the line shouldn't be visible, just the square
well I have the square but I don't have the line
as long as the square is where you look at, it should be ok
just wanted to get sure that your trace goes the right path
yeah but the thing you told me to check true for the box collision I'm not quite sure what it is
is the eye collision box maybe encased by the capsule collision of the character?
actually I expended the box a bit outside the capsule collision of the character
when you select the collision box in your actor BP, there's a tab for collision settings in the details panel
get sure that trace response for visibility is set to blocked
IT WORK!!! thank you so much haha today was the 2nd day I'm was trying to do it thank you
You can always manually replicate all the relevant variables in your actor and then on begin play or in the construction script or whatever propagate them out to your components
I don't believe there is a way to streamline the interface in and of itself
yeah, I wanted to avoid doing something that contrived b/c some components are going to be part of a hierarchical family of component classes with their own unique variables and stuff, so I'll probably have to live with the level editor workflow as-is. Anyway thanks for the reply.
For screenshots, I'd just left it to the player, and just give the option to completely hide the UI.
try all the methods no luck :/ i think the problem is way more complicated then i think
someone knows why the opacity mask disappear in a long distance?
Hey guys i am trying to use my own macro library and also assigned one macro
but when i use that in my bp i fail to save that specific bp class
I have no idea where else I should put this but I am having problems learning to blueprint/code. I cant seem to wrap my head around some concepts like event dispatchers and I need someone to help me out.
I understand that is a lot to ask for and I want to offer my art in return. I am proposing a work for work/art for code trade or even an art for tutorial session. Please let me know if I should be posting this somewhere else
Please ping me or I may miss any replies.
ah thank you
np
Try scaling the Component or simply make it smaller in the widget itself
i tried that but won't work
I'm trying to use the fInterp to constant to get the time dilation from 1 to 0.1 in 3 seconds
am I missing something?
Have you checked Mathew Wadstein on youtube? He has tutorials on each node imaginable so you can learn as you go and the MVP tutorial is a good start for any UE4 dev. https://www.youtube.com/playlist?list=PLSlkDq2rO1t7eEyfF8eiTsGGGtFOBz1vb
How is it not working? Are you not scaling down the widget itself?
How do i handle input in a widget?
for example I want to press F1 in the main menu to show a "Help" widget and then f1 again to hide it?
Uhm... How can I reference structs between themselves? Is this impossible? I have two structs which each should contain the other: S_InventoryItem should contain S_CraftingRecipe & S_CraftingRecipe should contain S_InventoryItem. I successfully added S_InventoryItem to crafting recipe, but now I can't add S_CraftingRecipe to S_InventoryItem... It makes some sense, but then again, in terms of how you utilize them, it doesn't 😐
You can add
Maybe the problem is that in the end, the Inventory item would contain itself... Actually I'm sure that is the problem 🤔 . Any way of going around it except for duplicating the struct and adding it thus?
yep, perfect, thanks! i'll nest the inv item inside the crafting recipe and have the whole problem go away ty! 😄
I have several factions in the game. I want to store the "Friendliness value" of each faction towards each other, from 0 to 100. 100 represents perfectly friendly relations (such as a faction with itself). For 3 factions, this is a 3x3 symmetric matrix. How would you do this, assuming a larger number of factions? I'm thinking about making one array per faction and matrix row, but I wonder if there's a better way.
oh wait...but then, since the inventory item will contain crafting recipe which will contain inventory item will it still not refuse to work? I'd rather think about before changing two structs as this has high chances of crashing the engine so i'll need to rollback backup every time.
@lusty elbowI'd just make a struct for each faction with scores for each other faction. Then compare values as needed. This way you can complicate/extend on the system at will.
A struct of arrays then? Ok.Thank you!
or that, or even maps with faction name/enum <score>
I often find maps easier to work with than arrays, especially since you never need duplicate values
😮 u can't?
I mean you can but cant replicate them
TMaps are not supported for replication idk why
sry, no mp experience whatsoever - scared of that stuff
Yeah, that crossed my mind too. Same with the enums. Thank you two for the feedback
does anyone know how timer behaves in this setup? does the time interval stay the same as the first input given or does it update with the current delta time?
this test seems to imply that the time is updating because of the inconsistent prints
A map with enum as key and integers as values seems like it will work best. Thanks again!
@fallen gladeThe timer will have it's time SET when the function is called. If you call the timer on another timer, then you can update it. Otherwise, the "time" input will SET the time var inside the Timer function so it only cares about the value when you called it.
@orchid starIt doesn't work with nested vars either 😕
Maybe I'll just rename the fker and try that way 🤷♂️
but it's weird...Any game with crafting will have a craftin "item" which will require other "items" that make up another "item". So basically, the whole system is based on circular refs of data... this is weird
oh, bummer, any way to update it manually?
@fallen gladeas I said, another timer xD
timer that calls the timer just to update the value of time
depends on the context really
I can't make builds anymore and based on Googling I'm guessing it's because I need to provide a World Context Object to GetGameMode inside a Blueprint Function Library. Now my question is: how do I get one while in UMG? My usual approach would be to store one in the GameMode, but I'm trying to get the GameMode here, so that's not going to work. I don't have more than one world, is there some way to get the default world?
now I understand how the people dazzled by inception felt ... I need some time to process that haha, thank you!
@unique waspidk why u need to ref the GM through a FL. Why not ref it directly through an interface or just directly from the widget?
@fallen glade a Timer with Time = Delta Time is basically a Tick Event
@high ocean Would that make a difference? Does the widget have the world?
(The reason I'm doing it in a function is because I need to get a manager class quite often, like this, and don't want to copy this entire bit every time.)
There must be something else wrong there, my ref getters in the FL are working just fine:
@unique wasp
I guess this was the problem because my builds are giving me this error:
The odd thing is that it works fine in the editor, and I didn't get those errors until recently. So I agree that the problem might be elsewhere, but then I don't know where.
remove that input in the function first...
go through your blueprints and file->refresh nodes
maybe something pops up
recompile bps
it may just be a function you've scrapped and forgotten about, then changed and it still has some invalid pin supposed to execute something/get data
oh hey, I hadn't seen that input! Removing that indeed fixes the problem.
I read somewhere that copying a function might add an unwanted world context object parameter, but hadn't noticed this had happened to me.
🤷♂️ never happened to me, but it's good to know/look for 😄
Thanks @high ocean , it's fixed now! :D
Hey friends!
I've been fooling around with UE5 and I got a question.
I essentially want to check if a ball is in range.
I remember using a layermask in Unity but I'm not sure what the equivalent of it is in UE.
Thank you in advance!
@lofty scarab do you mean checking if the ball is within a certain range (distance) from the player?
Layermasks in Unity are linked to raycasting, aren't they?
To put it simply I want to draw a circle around the player and if the ball enters that circle I want the player to be able to kick the ball
Or a sphere I guess
There are few ways to go about it, the simplest is to add a collision sphere to your player and set it to overlap the ball. When the ball enters the sphere you will get a BeginOverlap event and you can react to it.
@lofty scarab The other way to do it is with a distance check to either the player or the ball from the opposite actor in this scenario
Yep. That will work as well. Maybe use the squared distance which is more efficient.
oh I see. makes sense
I'm trying to make an aimbot feature within my game to auto aim for the player. Does anyone know how I can get the center of mass for the skeletal mesh? When I use the "Actor eyes" or "get actor location" they return points just in front of the actor.
@rustic krakenget actor location for a Character should return the center of the capsule (root component). If you are aiming for the skeletal mesh within it and it is actually offset respect to the capsule, just get the location of the skeletal mesh component itself.
how can i make my billboard grass rotate with the player camera? i always have an error with undeclared i
Hope this is an easy one. Is there a way to read out a value on my actor's details? like a variable, but one that isn't modifiable, just something I can read
Hmm I figured out a way, just set it in construction. It's still editable, but just have to use common sense I guess
@atomic salmon Thanks mate this was great advice.
Unfortunately this method isn't accurate enough for my needs. So now I will need to explore either finding a specific bone location or creating a socket on each ai to check for
@rustic kraken you can get the capsule half height which should get you close, though iirc it will end up about waist height so you would need to add a bit to it in the Z.
Coupled with Marco's suggestion of course.
@rustic krakenyou can use a scene component parented to your skeletal mesh and attached to a specific bone or socket and aim for that one. Then you can reference it and get its world location. That should make it very accurate.
Hi. when we use line traces or spheretraces that is generated by tick right?thanks
@storm vigilusually you call those traces On Tick, so yes, they happen On Tick
if you need them to run more frequently you need to use physics substepping
Thanks. I am currently using them for a weapon block to detect the wall. I just forgot the tick part since its not visually connected to an event tick but by logic it does, I just needed to confirm it. hehe
You can also call them once on your fire event.
They are immediate, so they will return a result right away
You could set it to private, then atleast no other bp can edit it
I think there's also a flag for constant
Which means its a static, never changing value
Possibly only avaliable in cpp
Thanks Squize
Photo from Sammers
The 'initial cube size' is 200, but the "read only subdivi amt" comes out at 192, which I thought it would be like 3 or 4
Did I do something wrong?
How could I make character with characterer movement component stick to the ground SMOOTHLY all time?. For example going through a "hilly" geometry on fast speeds wont launch him in the air. 🙂
How fast is he going that he flies in the air?
I tried a few different ways including getting a specific bone location. The issue I am having is that the "Look at" location is always a little bit in front of the desired location. I added a debug sphere here so you can see.
I'm new to Unreal units, but is that this?
If so, I think you need to fix the speed and scale first
Hiho im looking for a better Way to work with different Characters in the Skilltree. Somone told me to use the Gameplay Ability System but i have to change too mutch to use this system. Maybe someone know a better Way for me ^^
this is the "Tribe Skill Slot" there are only 3 different tribes at the next Skillslot i need 13 different way for 13 Character Classes
Some Ideas? ^^
@rustic krakencorrect it manually then. Take the rotator from the lookat, make a forward X vector from it, multiply it by a constant (say 10) and add it to the location you get from the socket or bone. That will get "deeper" into the character.
Hey there, trying to get back into Unreal. Making a speed boost powerup that a player can run into, get a boost for x seconds and then go back to normal. I've tried to do this and it will not fire the 'Finished' node half of the time. Please help, I have been scouring the internet for hours to figure out what I am doing wrong and I feel my monitor will end up smashed by me soon 😂
Thank you very much 🙂
Use "Play from Start"
Does not work
Sadly, one of the first things I found
Starts player with immediate speed boost and then returns to their normal speed
Boost speed is 2k units and normal is 1k
I see
Not sure if this is the issue, but it'd probably be worth putting in a check that the colliding actor is the player
That's what the cast is for, if it fails, timeline doesn't start
Okay... not sure then 😦 But I do think you should use Play from start, even if it isn't solving the problem
Yeah will do, thanks for trying to help anyway 🙂 I appreciate it
I'm not sure if it's a bug or what
In theory I see nothing is logically wrong
same... all I can think is that raising the max walk speed allows the character to move that fast, but he still needs to have full input and accelerate to that speed, but I assume he would be
Hi I have a question
Can I "Set new time" without executing "Update" pin in Timeline node?
I would think so according to docs, was looking at it 5 mins ago for my problem lol
Afaik yes it would not execute update
Yeah, it's only adjusting the walk speed and the timeline is only one second, so in theory to me the last frame fires and finished is called but it doesn't, even with 'Use Last Keyframe' on
Hmm....but actually it executes....
@burnt citrus I would first make sure the overlap doesn't fire multiple times, which sometimes it may do
So create a guard bool and Play the timeline only if the bool is false
It will be Begin Overlap --> Branch(!isPlaying) --> Set isPlaying = True --> Play Timeline
well...
On Finished you will set the bool back to false so it can play again
Is there a setting about execute "Update" or not?
I want to use timeline because I'm making wall climb system and I want to decrease launch velocity gradually
Then, I want to make timeline Play --> Finished --> 1 sec delay --> Set position to start
but If I use "Set New Time", it actually "Update" and Timeline is played, so Launch is executed even though I don't press any button
Why is my jumping so weird? The imported animation is alright.
This is the animation imported.
@burnt citrus you need to rethink your logic a bit and use one ore more bool variables to handle the transition from one state to the next (like a mini state machine). Not sure you can pull it off just by connecting lines around your timeline.
Set New Time to 0 is equivalent to Play from Start
You can also call Set New Time to 0 and immediately call Stop
Use a Sequence for that
Okay I'll try it thanks
Sorry but can anyone help me?...
What's up with it?
You see my jumping animation is alright but when I run the level an jump, the arms seem unmovable.
Screenshots above.
hello everyone. someone can help me figure out how to relative rotate a static mesh inside an actor towards the actor velocity? found some people suggesting using find look at rotation. but that solution does not translate so well to drive relative rotation
So do the arms move in the animation preview?
Yep.
I would think it's something in your animation BP then, because obv the skeleton and pure animation works if it works in the preview
Could be wrong
Probably. It's strange that when I delete my animation in the state machine, I can still jump like above. Let check again, maybe I made a stupid mistake LOL
Hi there
I'm trying to make a button where when i press it the character turns 180
I have this which works when i press an input key
but i want it where even when I'm standing still I'll do a 180
I think your issue might be that you are getting your move right and left
You could try getting the players control rotation and negating it
Forward and Right Vector maybe?
I want to make a shield that is attached to an enemy's gun and bounces off/block projectiles shot by the player. The shield (static mesh) is attached to the gun mesh component and still passes the damage through to the enemy. Does the shield inherits collision presets after the parent component? how can i make such a shield?
Afaik yes they do inherit collision presets, so you might need to check what's happening when the projectile hits or overlaps (depending on what you want) the shield and adjusting there
And in regards to my earlier post, I just saw that the timeline will stop at random values, like 1240.12, 1674.35 and 1326.64 each time so if anyone can figure out what is going wrong in these three nodes I would greatly greatly appreciate that 🙂 Scratching my head rn
that doesnt work, as soon as i rotate either left or right and then press q it doesnt even do a full 180
I delete all terms in AnimBP related with Jump but is still able to jump in my level, but when I delete the Jump function in CharacterBP, I'm unable to jump, and re-add it allows jumping again. Interesting.
Get player's forward and right vector? Maybe of camera/capsule component (depending on whether you do a TPS/FPS)
Yeah so probably something funky happening in the Anim BP 😂
@chilly jetty I thought the idea is you are making a button to do a 180 when pressed?
Is the camera in a traditional third or first person setup, or is this like top-down?
no it doesnt work
Does anyone know how to set a variable of your animinstance?
yeah, from any direction the character is facing
I have a player with an animinstance, but I don't know how to set a bool of the animinstance from the eventgraph of my player
its like Resident Evil
fixed camera
3rd person i guess?
Ok, but the camera isn't attached to the player in that sense, right? Your character moves around but the camera is stationary within a scene?
yea
i just want to have a 180 quick turn
from any direction
So you should be able to get the forward vector of your character's mesh
Then you can plug that forward vector into the input of this node and I think it should work as you expect.
or even...
Does anyone know how to set a variable of your animinstance?
Trying to set a boolean within the anim instance, from within the character's event graph
can't see any "Set Bool" functions or anything though
cast to your anim bp
You'd have to cast to your appropriate anim instance BP
ah okay makes sense thanks!
got it, thanks
worked a treat 😁
I have a boolean that is connected to a flip flop on a button clicked which sets a text to Equipped if the boolean is true (A in FlipFlop) and sets the text to Not Equipped if the boolean is false (B in FlipFlop) in a widget and it works but
I have a boolean that is connected to a flip flop on a button clicked which sets a text to Equipped if the boolean is true (A in FlipFlop) and sets the text to Not Equipped if the boolean is false (B in FlipFlop) in a widget and it works but
I can't seem to be able to save the boolean so if i create the widget again it loads the text as Equipped but if i load it it is "Not Equipped"
or not being able to load it
not sure where the problem occurs
because you dont initialise the value
when you open your equip screen
there is nothing that indicates if it is equiped or not
check if cast goes through
my item slot
it seems so hard to explain
as I was following a tutorial
I have an inventory widget which is different from the item slot widget
you need to find where the problem is
and when I construct it
it distributes them in 3 rows of 8 items each making them 24 total items
wait
if so here is your problem
what is my problem
how to know that?
how am I supposed to know
it actualy is not
the itemslot widget or inventory itself?
is this itemslot ?
yes
im doing the same thing in the inventory
@orchid star
this in my playerinventory not itemslot
@orchid star this is also in my player inventory
https://www.youtube.com/watch?v=83iDyza6dWc I followed this tutorial till episode 6
In this series we will be creating an in-game shop with a NPC where you can spend in game currency.
In episode 1 we create our NPC and set up the transition from game to shop UI with the NPC.
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Hi, can i somehow get who shot projectile (spawned by SpawnActor)? When the projectile hit someone, I want to increment number of deaths for one player and number of hits for the second one, but i dont know how to get the shooter instance .
Hey Slackers 💖 , I need Your help coz I'm loosing my bananas here. I need to synchronise particle system activation (or anything in the future) at specific moment of animation. Imagine animated levers or doors or engine (that are part of some bigger blueprint), and at some point of animation I want to triger particles. It's a BP_vehicle with multiple "skeletal mesh components" "static mesh components" sound and particles components etc. And all I need is to activate particle system component based on particular frame in Time.
I found that it potentially could be done with animation notify (based on this tutorial https://www.youtube.com/watch?v=vY8ENkjBY2I ) but it's not good for me coz I don't use animation blueprint. My case is "hard surface"- much simpler.
I just want to get notified or call call this animNotify from my BP_vehicle which consists many "skeletal mesh components" and run other component based on that.
I consider using maybe sequencer animation /actor sequence component but a. it seems its experimental (engine 4.25.4) b. not sure if its the right way to do it. Animation is looped though.
Please point me in the right direction 🥺
What is the Anim Notify Class in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup
I want to make it so that my players can build WWII trenches into the terrain for strategic purposes. I want to make it so that the landscape will be cut out and replaced with a trench.
Is this possible with blueprints?
@compact vapor You can displace geometry, but this doesn't solve collision (I'm facing this at the moment too)
You could swap ground titles with one that has the collision set up, if you don't mind locking the placement to some degree
Voxels seems like the idea way to do it, people keep recommending the plugin to me, though I'm not sure if you need the paid one or free one
That's the best I got at the moment
hi guys - is it possible to load 2dTexture into a widget Image?
Is there a way to attach an attribute to an object in ue4? I want each spawn to have an ID associated with it... or should I just store them as variables?
you can give tags
after spawning
I have a 2D image - but what do i need to convert this 2D into image widget accepted format?
but then i run into another problem
you need to use its functions
😮