#blueprint

402296 messages · Page 707 of 403

fathom shore
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right now its in my gamewidget if I click certain buttons it saves them and on construct it loads the variables

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so should I put that anywhere else or will that remove the function to save it on clicking the button?

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nvm ill figure it out

stray rock
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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?

sonic pine
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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 ​​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

stray rock
open crypt
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@stray rock are you using F9 on the nodes that should be working and following what the breaks say (stepping through )

stray rock
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f9? lost me there sry

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oh i know which part is broken just dont have any idea how to fix it

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as it works fine with just a input5 but if i call it from a event even if its multicast it wont work

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also i have a bunch of more stuff like recoil in the cross-hair and its made the same way and works fine

signal cosmos
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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?

stray rock
signal cosmos
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wait, I'll send a capture of the graph.

stray rock
signal cosmos
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Here it is 🙂

open crypt
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@stray rock you need to watch a blueprint debugging video

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huh?

stray rock
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oh not you lol

stray rock
signal cosmos
stray rock
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i just cant fix it

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its with the widget itself

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and you ain't really helping by saying search a debug video

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so yeah this is what i was trying to avoid spamming unnecessary stuff

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but here you go the full logic

open crypt
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put breaks on the events

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because you will see that there is probably something not firing

stray rock
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everything runs thats the thing

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even the print string at the end of the widget

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ok it runs the print string on the wrong client it runs it on the one that gets killed

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guess i missed that part xd

open crypt
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get player controller index

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you need to make sure you are targeting the right player, the player index is what you are looking for

stray rock
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yeah im working on it

maiden wadi
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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. :/

stray rock
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yeah it tries to show the ui on the client that just got killed

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but when i use the damage causer it just breaks

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how can i get the one that kills the player if not by damage causer?

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i use pointdamage for the damage logic

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orchid garden
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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?

maiden wadi
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You don't use Controller for things like that. Use the damage causer's PlayerState.

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Player Controllers only exist on the Server and their Owning Client.

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So. If there are three players, and one is a listenserver. Then there are five controllers. Three on the listenserver, one on each client.

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One PlayerState exists per player per machine. So in this same case, nine playerstates.

orchid garden
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i have a picture that shows whats what vs. clients & server

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basically a visual of what @maiden wadi just said 🙂

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(might of saved that from you talking before Authaer lol)

maiden wadi
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I like the sound of my own voice. 🤷‍♂️

orchid garden
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well you give alot of good advice 🙂

elder girder
clear sluice
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#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 ?

maiden wadi
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@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.

stray rock
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how to get the player controller from the damage causer pawn?

maiden wadi
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@elder girderOr more appropriately, you need to disable the UseControllerRotation before the timeline, that would work as well, either way.

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@stray rockAre you still trying to show a client who killed them?

stray rock
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yes XD

elder girder
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Thanks @maiden wadi I'll take a look at the pawn rotation

maiden wadi
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Then you cannot. Controllers for other players do not exist on clients.

stray rock
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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

stray rock
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@maiden wadi do you understand me better now? 😅

elder girder
stray rock
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i tried to turn the damage causer into a instigator but than nothing shows

maiden wadi
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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.

orchid garden
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@maiden wadi maybe you know why this resets to 0,0,0 when the player walks backwards?

maiden wadi
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@elder girderYou have it enabled by default.

stray rock
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this is what i tried but this doesnt work

elder girder
stray rock
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i have the killconfirmuieffect as a multcast event

maiden wadi
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@orchid garden Which part of it is 0,0,0?

whole dune
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Can I make my spline bend my meshes like bones? If not, what are the alternatives.. help is greatly appreciated

orchid garden
stray rock
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helppp im stuck

maiden wadi
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@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.

orchid garden
stray rock
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onrep what?

fast mantle
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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

stray rock
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and i know its chaotic but i have been trying to solve this crap for hours now

stray rock
maiden wadi
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@orchid gardenThat's odd. I don't see anything wrong with it.

fast mantle
stray rock
elder girder
orchid garden
fast mantle
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what does rotation have to do with this

maiden wadi
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@stray rock

stray rock
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but i have it set up like that already!

orchid garden
maiden wadi
fast mantle
stray rock
maiden wadi
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Look at the last image I posted.

fast mantle
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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

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and this is not my problem you see

elder girder
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Bruh, he is trying to help you.

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Chill out

stray rock
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uh fine i will try to do it that way but it didnt wokred before

fast mantle
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sorry

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anyways

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the thing is

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my problem isn't movement or smth

orchid garden
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@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

fast mantle
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i did that

maiden wadi
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@stray rock Where are you even calling the mutlicast from besides that input event?

fast mantle
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it's exactly what i did i just didn't use inputaxis i used z pressed

fast mantle
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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

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i think its some settings problem

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or smth

stray rock
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if you don't see everything than i cant do anything about it sry

maiden wadi
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@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.

orchid garden
stray rock
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@maiden wadi i cleaned it up just for you

stray rock
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it still wont work your way and i have tried this like half an hour ago

maiden wadi
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What is the damage causer in your event?

stray rock
maiden wadi
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Or where are you calling ApplyDamage from?

orchid garden
fast mantle
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how is that a topdown

stray rock
fast mantle
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and here

maiden wadi
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What is Self in this instance?

stray rock
stray rock
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the guy that shoots

fast mantle
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i move the actor in the way he's looking at when i press z

and the other way when i press s

orchid garden
# fast mantle

your issue is the camera isn't staying behind the player?

fast mantle
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EXACTLY

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NO

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NOT EXACTLY

maiden wadi
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The shooter's Pawn?

stray rock
fast mantle
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camera is child of the character mech

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so yes it follows

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my problem

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is

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THE CAMERA ISNT WORKIN

orchid garden
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its not rotating with the pawn i should say

fast mantle
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i didn't even try to rotate the pawn

spark steppe
fast mantle
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i just wanna move forward

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do you understand what is my issue ?

steel geode
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😅

fast mantle
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and what i did ?

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this

orchid garden
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no... sry, your saying you can move the pawn around with WASD but you can't move forward... bit confused....

fast mantle
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noooo

maiden wadi
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@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.

fast mantle
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i can't move the pawn with wasd

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i just move like a ghost

fast mantle
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like i didn't press play at all

whole dune
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Scheiss Unity

fast mantle
stray rock
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it says SERVER:Player_Attacker which is correct

whole dune
maiden wadi
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Nothing prints for the client?

fast mantle
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before clicking play

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after clicking play

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it doesn't show what the camra sees

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camera*

stray rock
fast mantle
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i also tried with a camera that isn't inside the blueprint

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still doesn't work

stray rock
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so it get the damage causer correctly

elder girder
fast mantle
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seems like nobody can help me , and the channel is too animated so i'll try to ask later

steel geode
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Might want to take a break, breath a bit, and come back on that one. Sounds like you are stressed a bit.

maiden wadi
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@stray rock You should be seeing Client prints as well if you're doing that on the Multicast.

fast mantle
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ye

stray rock
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no the damage sendig is from the server

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the ui red thing is the multicast

orchid garden
maiden wadi
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@elder girder

orchid garden
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dragging a reference out from your component and attaching it to 'target'

stray rock
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why would i apply damage multicasted?

elder girder
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Ohhh

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Appreciate it

maiden wadi
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You said you wanted the hit indicator multicasted?

stray rock
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i just thought thats the way to do it

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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

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player B doesnt have to receive anything he is dead

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we can do a call if you still dont get me 😅

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or i can screenshare or anything

orchid garden
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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.

maiden wadi
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@stray rock

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Er.

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Missed a step.

stray rock
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i will try that thanks

maiden wadi
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@stray rockFixed.

stray rock
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i give up i will take a look at it tmrw it still wont work

vague dome
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quick question, whats the easiest way to find a reference to a viewport widget

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i wanna hide it while key is pressed, but im not sure how to get reference to the active widget

sacred minnow
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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?

maiden wadi
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@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

leaden oasis
sacred minnow
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does it work for loading screens?

orchid garden
leaden oasis
orchid garden
sacred minnow
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i made the game when every time the player dies a widget pops up

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is there any way to make a random widget pop up? cause that would work

orchid garden
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you use random interger to get a random number then select your widget you want to pop up based of the random integer.

light violet
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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

sacred minnow
sacred minnow
urban solar
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Anyone know how to fix invalid additive animation type?

orchid garden
spark steppe
lusty elbow
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I want to be able to call a function from basically everywhere. Should I define it in the game instance? Somewhere else?

sacred minnow
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and yes 4.26

spark steppe
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then just put all images in an array and use get random array item or array element, not sure how it's named exactly

late cave
lusty elbow
spark steppe
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thats something you usually put in the blueprint?!

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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

lusty elbow
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A blueprint contains variables and functions, aside from the event graph

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My question is, where and how do I define a function so it's accessible from everywhere

worthy tendon
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blueprint function library

errant snow
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@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++.

lusty elbow
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Sorry I was so dense

formal bolt
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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?

fathom shore
open crypt
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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

hearty gazelle
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Hey guys, SetText node is returning null and I don't know why.

maiden wadi
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@hearty gazelleJust the SetText? Not the AddToViewport as well?

hearty gazelle
maiden wadi
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Can you show the widget in question? It's not normal that a UMG widget loses references to it's children.

maiden wadi
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What happens if you switch those two around? Add then set text?

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I remember a similar issue with that myself. Something about SetText not working under odd conditions.

maiden wadi
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Is this being ran in a multiplayer environment?

hearty gazelle
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Yes

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How did you know

maiden wadi
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Because the only reason CreateWidget returns a null reference is if you do it on a dedicated server.

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Dedicated server doesn't allow the creation of widgets on it. UI is wasted memory and processing.

hearty gazelle
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How would I go about this tho

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I need that widget to appear when either of the players win

maiden wadi
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You have your server tell them to show it.

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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.

hearty gazelle
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When you say through the controller you mean directly through the player controller right?

steel torrent
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Would anyone be able to assist me in saving answers from one widgets text inputs and displaying them as text on another widget?

maiden wadi
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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.

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@hearty gazelle For instance. replace the make array with however you're discerning winners.

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Then you could pass that into your widget and display the other winners, etc.

hearty gazelle
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I see, I'll try that

maiden wadi
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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.

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@steel torrentDepends on the relation the widgets have to one another?

final quiver
maiden wadi
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Not really a calling sort of person.

silk hinge
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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..

earnest tangle
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You haven't set a value to the Ant BP variable

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that's what the error means

silk hinge
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I'm supposed to do that into a function I guess ? :?

earnest tangle
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Huh? 🤔

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In that screenshot you're setting the value from the variable Ant BP into the variable Ant BP, so it does effectively nothing

silk hinge
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Nah i'm trying to set the value into my UE4 char BP

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otherwise I wouldnt need to specify the owner actor of the "health" variable

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i will try to see in a function if I can set the value from there

earnest tangle
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What exactly is Ant BP supposed to be in this case?

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If it's an actor in the world, you can do a get actor by class for example

silk hinge
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Ant BP actor a char controlled by AI

final quiver
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i think you need to get the ant bp first i.e. get all actors of type

earnest tangle
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Right, is it a specific Ant BP the player is interacting with?

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as in, could there be more than one, and is it important that you get the correct one

silk hinge
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yeah I see I need to specify that i'm trying to get the actor that player is overlapping with 😄

earnest tangle
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Yeah, so if you are using an overlap, you can set the value of the Ant BP variable from the Begin Overlap event

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you just need to check if you're overlapping with the right kind of thing

silk hinge
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Allright so now i'm running into another issu xD

earnest tangle
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If the first node in the loop doesn't fire then it means the array is empty

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you can probably confirm this by printing out its length

silk hinge
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would mean that its not getting the actor that is overlapping with the capsule of my player right ?

earnest tangle
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Most likely it's not triggering the overlap

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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

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if it isn't, your collision settings are probably wrong

grave relic
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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".

earnest tangle
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Chain several ifs/branches or compare floats together I guess

grave relic
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Was thinking of that aswell but wouldent that be really heavey on the system?

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Looking for some way to optimise it more :x

earnest tangle
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nah, not unless you're planning on running hundreds of thousands if not millions of them per tick

grave relic
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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

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Pfft nha since its only like 5 checks a day im thinking of like 100 + 200 plants every 1-2 min

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Also great advice on the understanding part Lorash!

steel torrent
grave relic
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Yeah thats true! Gonna try some iterations of doing branches or something like it, thx for the help pixel_heart @earnest tangle @trim matrix

fleet cedar
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Okay... this is a new one for me...

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I print the component bounds in construction script

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It prints this many weird values

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why so many values??

mental badge
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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?

silk hinge
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allright I had to bypass my error again and again its still not getting the health from my Bp reference

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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

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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 😄

woeful pelican
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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.

modern stream
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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.

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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).

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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

dawn gazelle
# woeful pelican First time playing with arrays. Is this going to work as I expect it to? The id...

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.

woeful pelican
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Gotcha, thanks!

wet urchin
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does anyone know how to make a system that you can enter a youtube url and the video shows on a plane?

terse latch
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Might there be a way to create a chance drop for items? for example a 5% of a enemy dropping a health pack.

spark steppe
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random int in range 0 - 99 divided by 5 == 0 that was 20%... xD

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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

terse latch
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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

woeful pelican
terse latch
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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.

wet urchin
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can some one help me?

icy dragon
# wet urchin

See Web Browser widgets (the builtin CEF is pretty outdated tho)

wet urchin
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@icy dragon how do I make It were I can change the URL in game tho

lusty elbow
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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.

wet urchin
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@lusty elbow the player startactor

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I delete the main mannequin and then place a player start

lusty elbow
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Thanks!

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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?

marsh seal
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@lusty elbowif you place it on the map, that's the one it will spawn into

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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

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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

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aka, over on the right side where all the variables are

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just search for "pawn" should be some kind of "possess" rules that you can set

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the details panel

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thats what i meant to say

lusty elbow
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Thank you!

orchid garden
orchid garden
lusty elbow
orchid garden
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player start should have the correct settings when you drag it into the scene:

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just as a example:

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I have a player start, and a player pawn in the scene, the player pawn is set to disabled for possession

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when i click play, i spawn at the player start:

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however if i set the first pawn to auto possess, and then click start, it ignores the player start and uses the pawn:

orchid garden
lusty elbow
#

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

orchid garden
#

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.

lusty elbow
#

Mmmh. That's odd

#

I don't think so.

#

But that's okay

#

This might be a problem for future me

orchid garden
#

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

lusty elbow
#

Well, I'll be damned. Yes, it works! Thank you so much

orchid garden
#

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:

lusty elbow
#

mmmh interesting

orchid garden
#

same as before with the tp example:

#

all the pawns are set like that

lusty elbow
#

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!

orchid garden
#

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.

lusty elbow
#

Yes, confirmed. There's only one

#

But really, there's no need for further investigation. You've already helped me heaps

digital gale
#

why does this node not work with my curve?
btw it's a float curve

#

(animbP)

late cave
#

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?

earnest tangle
#

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 :)

lusty elbow
#

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?

earnest tangle
#

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

maiden wadi
#

Also won't work in editor. This would only work as a prebeginplay.

lusty elbow
#

What do I do then? How do I make the cast to succeed? Why is failing?

maiden wadi
#

How are you testing?

lusty elbow
#

Print statement for Cast successful and cast failed

maiden wadi
#

How are you getting the print though? Are you moving it around in the editor?

lusty elbow
#

Also, the "set actor location" not working

lusty elbow
#

It does grab the values if I input directly, so the only option is the cast failing

#

Let me take another screencap

maiden wadi
#

It's possible that it would work if you loaded from one level to another.

lusty elbow
#

I will try and report back

maiden wadi
#

Oh. Well that's interesting

lusty elbow
#

Negative

maiden wadi
#

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.

lusty elbow
#

We have a problem here then

maiden wadi
#

So, getting game instance at construction script only works if you're using it for a spawned actor.

lusty elbow
#

Which is the correct way to save and load character position between levels?

maiden wadi
#

Depends on your save system I suppose. How is your party normally spawned?

lusty elbow
#

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!

late cave
earnest tangle
#

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

late cave
earnest tangle
#

Unless you're having performance issues with your UI you probably wouldn't need that :)

late cave
#

Sure... guess I'll start hammering away on some index tracking

halcyon laurel
#

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.

icy dragon
late cave
#

Well this certainly was a dance...

signal cosmos
#

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?

earnest tangle
#

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

signal cosmos
grave relic
#

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

grave relic
#

Okey, thats a way i also thought of, but then i know that might work ^^

gentle urchin
#

Bool * int ?

#

If the bool represents a value

stoic crest
#

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?

gentle urchin
#

(BoolA * IntValueA) + (BoolB * IntValueB) etc...

spark field
#

How do you saw your skills improved by messing around in unreal

lusty elbow
cold raft
lusty elbow
#

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).

earnest tangle
#

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

lusty elbow
#

Thanks!

short pawn
#

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?

visual vigil
#

how do u run game in window rather than fullscreen

short pawn
#

@visual vigil Execute console command then write fullscreen

native summit
#

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

native summit
orchid garden
#

in mine i set it as a toggle key so the player can turn it on or off

native summit
orchid garden
#

on mine? er....

#

i used a branch instead of a flipflop as the flip flop kept messing up occationally.

native summit
spark steppe
#

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)

orchid garden
#

(with the box checked of course)

open crypt
#

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?

upbeat otter
#

how would i clamp this

#

specifically the make rot going into the add local

open crypt
spark steppe
upbeat otter
#

yeah but i recombined it

spark steppe
#

"simulation generates hit events" is btw. enabled for all physic bodies, so is collision response

open crypt
#

I need to see the collision channel settings

spark steppe
#

theres a setting for the channel? oO

#

i've only noticed that on the actual mesh settings

upbeat otter
spark steppe
#

and visibility is set to blocked (which i trace on) for the skeletal mesh

open crypt
#

and you are tracing for a Physics Asset type on your other collision?

spark steppe
#

no, i'm using a simple LineTraceByChannel

open crypt
#

I'm assuming you've done this -

#

enabled the collision

#

show me the line trace then

spark steppe
#

yea i did do this, wait a sec for the trace

open crypt
#

It all depends on when the rotation is relative or not, I'm always having to check it when I do it

upbeat otter
sharp sigil
#

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.

spark steppe
#

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

open crypt
spark steppe
#

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

open crypt
spark steppe
#

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

sharp sigil
open crypt
#

I've never used them either @spark steppe

open crypt
spark steppe
open crypt
#

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

spark steppe
#

thank you blake, i'll see if i can figure out why it wont respond on the other channel, really weird behavior

open crypt
#

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

spark steppe
#

i think the physics stuff is disabling the capsule

open crypt
#

it's cheaper than using the mesh but more accurate than a simple capsule

spark steppe
#

that, too

open crypt
spark steppe
#

trace by profile works, too

upbeat otter
open crypt
upbeat otter
#

i think the math is messed up somewhere but not sure how

sharp sigil
open crypt
spark steppe
#

urgh, i'm honestly an fool... visibility channel is set to ignored on the profile for some reason, sorry for wasting your time

supple dome
open crypt
#

I know the pain

supple dome
#

for reference my game uses about 120 traces per tick iirc according to the profiler

spark steppe
#

yea thats messed up^^

upbeat otter
#

seems like anything i do it spins uncontrollably

spark steppe
#

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)

upbeat otter
#

does local rotation mess things up

high ocean
#

@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! 🙂

upbeat otter
#

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

brazen pike
#

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....

maiden wadi
#

@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.

azure sparrow
#

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

late cave
#

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?

earnest tangle
#

always asset

late cave
spark steppe
#

if you want to set your hit actor to nothing, you should just connect nothing to the input of the set node

brazen pike
# spark steppe if you want to set your hit actor to nothing, you should just connect nothing to...

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

spark steppe
#

rightclick that hit actor node and convert it to validated get node

#

and only call end highlight if its a valid reference

cinder leaf
#

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

spark steppe
#

also lemon, you have to do the same to the most upper branch, where you access hit actor without checking if its valid

brazen pike
brazen pike
#

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

spark steppe
#

that shouldn't break anything

#

show your node setup with the validated get

brazen pike
#

This works perfectly

#

However, this causes my highlight to never trigger.

spark steppe
#

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

brazen pike
spark steppe
#

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

brazen pike
#

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

spark steppe
#

then what i suggested should fix it, too

brazen pike
#

Yeah probably

onyx violet
#

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

upbeat otter
brazen pike
#

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

onyx violet
#

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

onyx violet
#

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

spark steppe
#

do you handle that client side or why would it fire?

onyx violet
#

no it's an actor

#

that handles the overlap

upbeat otter
#

You might need to create two overlaps basically making sure the ball overlaps both

onyx violet
#

hmm interesting

upbeat otter
#

I’ve had to do that for a basketball game

onyx violet
#

should they be the same in terms of size?

#

or should 1 be smaller?

upbeat otter
#

Depends how your goal is sized

spark steppe
#

is your goal also like in basketball where the ball could enter from both sides?

onyx violet
#

no

#

it's soccer

#

only 1 way in

upbeat otter
#

Then u should be fine

spark steppe
#

one could be smaller by the margin of half ball radius

#

that should still trigger if its on the line

upbeat otter
#

I think u could also do a box trace but it’d be essentially the same thing

onyx violet
#

well what i tried doing was having it get the overlapping components to see if the ball is overlapping

spark steppe
#

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

onyx violet
#

but it still triggered when it shouldn't have

#

the collision is a rectangle basically

spark steppe
#

so not a box?

onyx violet
#

it doesn't fill the whole volume of the net

#

it's a box collision yes

spark steppe
#

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

orchid garden
#

i.e. gun projectiles

#

don't think a soccerball will be moving that fast.

onyx violet
#

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?

spark steppe
#

Ronny Heberson – 211 km/h, thats pretty impressive

orchid garden
#

damn that is

onyx violet
#

yeah soccer balls can get pretty insanely fast

#

only pros kick that hard tho

orchid garden
#

why not make a custom collision thats the size n' shape of the net?

onyx violet
#

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

orchid garden
#

make it so its behind the posts a little bit?

onyx violet
#

it is

#

but the issue then is that goals might not count when they should

spark steppe
#

so this only happens in multiplayer right?

onyx violet
#

yes

orchid garden
#

i.e. a balls length

spark steppe
#

does the server tell the clients when a goal happens or do the clients decide that on their own?

onyx violet
#

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

orchid garden
#

ah mp, the server should be controlling the ball movement + scoring.

onyx violet
#

well yeah the actor is what controls all of it

orchid garden
#

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.

onyx violet
#

yes that's how it works

#

the game works well other than this issue and few other bugs

spark steppe
#

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

onyx violet
#

well do the overlaps fire on client as well?

#

even tho it's an actor?

spark steppe
#

i dont know your project, you should know that 😄

onyx violet
#

well im saying

orchid garden
#

clients shouldn't be reporting goals, only the server should and telling the clients 'they scored' or 'it was blocked'

onyx violet
#

it's firing on an actor

#

but does the overlap fire on clients also?

#

even tho it's in the actor?

spark steppe
#

if the actor exists there

#

but i haven't done MP stuff with unreal myself, so it's just a guess^

orchid garden
onyx violet
#

maybe i can add a "HasAuthority" node?

#

i'll try that see if it helps

orchid garden
#

overlap event fired -> is server? -> yes - > do scoring

spark steppe
#

i'm kinda concerned that the result will be that you notice that almost everything runs on the clients right now 😄

onyx violet
#

I'm pretty sure it doesn't would only be overlaps

#

which that wouldn't be hard to fix anyway

spark steppe
#

yea

onyx violet
#

just add hasauth to every overlap

#

like i said tho the game runs well

spark steppe
#

or maybe in beginplay check if it's the server and otherwise remove the collision compenents

#

or just deactivate them

orchid garden
#

^^ thats a thought

onyx violet
#

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

upbeat otter
#

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^

cinder leaf
#

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

spark steppe
#

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

orchid garden
#

hehe, enderman, i was just thinking that lol....

tired cypress
upbeat otter
#

I’m not sure how that would work with planetary rotation

tired cypress
#

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

upbeat otter
#

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

tired cypress
#

This tutorial is really good if you are clamping camera movement

tight schooner
#

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?

cinder leaf
spark steppe
#

in the details panel of the collision box component

#

and the hitresult of the linetrace contains a reference to the component that was hit

cinder leaf
#

okay I'll try it thanks

eternal kraken
#

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"

spark steppe
#

uhm, maybe make a child bp of your player character and bind it to the specific controller

eternal kraken
#

How would that work..?

spark steppe
#

what part of it?

eternal kraken
#

the entire message, did not understand a thing

#

Both characters have the same parent

spark steppe
#

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

eternal kraken
#

What i don't understand is what the player character you're talking about is (like the 2 player pawn blueprints, eg. BP_Player0?)

cinder leaf
spark steppe
#

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

cinder leaf
#

well I have the square but I don't have the line

spark steppe
#

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

cinder leaf
#

yeah but the thing you told me to check true for the box collision I'm not quite sure what it is

spark steppe
#

is the eye collision box maybe encased by the capsule collision of the character?

cinder leaf
#

actually I expended the box a bit outside the capsule collision of the character

spark steppe
#

get sure that trace response for visibility is set to blocked

cinder leaf
#

IT WORK!!! thank you so much haha today was the 2nd day I'm was trying to do it thank you

vocal shell
#

I don't believe there is a way to streamline the interface in and of itself

tight schooner
#

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.

fleet cedar
#

Confused why this is creating a 4x4 grid not 3x3. Each x loop creates a cube

icy dragon
upbeat otter
trim matrix
#

someone knows why the opacity mask disappear in a long distance?

azure sparrow
#

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

viscid musk
#

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.

viscid musk
azure sparrow
#

np

fringe flame
#

how can i make the health bar smaller

#

tried the draw size but it won't work

surreal peak
#

Try scaling the Component or simply make it smaller in the widget itself

fringe flame
#

i tried that but won't work

chilly jetty
#

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?

blazing meteor
#

Put that in tick

#

the Set Global Time Dilation

brazen pike
#

Otherwise it will only refresh when Q is pressed

#

Or is that intentional?

lusty elbow
# viscid musk I have no idea where else I should put this but I am having problems learning to...

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

icy dragon
trim matrix
#

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?

high ocean
#

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 😐

orchid star
#

You can add

high ocean
#

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?

orchid star
#

but not as instanced

#

you can use nested structs

high ocean
#

yep, perfect, thanks! i'll nest the inv item inside the crafting recipe and have the whole problem go away ty! 😄

lusty elbow
#

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.

high ocean
#

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.

lusty elbow
orchid star
#

you could use enums to ID the factions

#

would be easier to read

high ocean
#

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

orchid star
#

if only you could use them in multiplayer

#

:sad

high ocean
#

😮 u can't?

orchid star
#

I mean you can but cant replicate them

#

TMaps are not supported for replication idk why

high ocean
#

sry, no mp experience whatsoever - scared of that stuff

lusty elbow
fallen glade
#

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

lusty elbow
high ocean
#

@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

fallen glade
high ocean
#

@fallen gladeas I said, another timer xD

#

timer that calls the timer just to update the value of time

#

depends on the context really

unique wasp
#

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?

fallen glade
high ocean
#

@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?

atomic salmon
#

@fallen glade a Timer with Time = Delta Time is basically a Tick Event

unique wasp
#

@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.)

high ocean
#

There must be something else wrong there, my ref getters in the FL are working just fine:

#

@unique wasp

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.

high ocean
#

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

unique wasp
#

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.

high ocean
unique wasp
#

Thanks @high ocean , it's fixed now! :D

lofty scarab
#

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!

atomic salmon
#

@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?

lofty scarab
#

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

atomic salmon
#

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.

rustic kraken
#

@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

atomic salmon
#

Yep. That will work as well. Maybe use the squared distance which is more efficient.

lofty scarab
#

I see!
Thank you very much I'll have a go at it

#

<3

rustic kraken
#

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.

atomic salmon
#

@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.

tall pine
#

how can i make my billboard grass rotate with the player camera? i always have an error with undeclared i

fleet cedar
#

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

rustic kraken
#

@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

limber jacinth
#

@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.

atomic salmon
#

@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.

storm vigil
#

Hi. when we use line traces or spheretraces that is generated by tick right?thanks

atomic salmon
#

@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

storm vigil
atomic salmon
#

You can also call them once on your fire event.

#

They are immediate, so they will return a result right away

gentle urchin
#

I think there's also a flag for constant

#

Which means its a static, never changing value

#

Possibly only avaliable in cpp

fleet cedar
#

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?

trim matrix
#

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. 🙂

fleet cedar
#

How fast is he going that he flies in the air?

trim matrix
#

20,000units

#

could be less if there is a steep difference between hills

rustic kraken
#

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.

fleet cedar
#

If so, I think you need to fix the speed and scale first

sonic pine
#

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? ^^

atomic salmon
#

@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.

dusky prairie
#

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 🙂

fleet cedar
#

Use "Play from Start"

dusky prairie
#

Sadly, one of the first things I found

fleet cedar
#

Hmm let me see then

#

Why is the timeline going down in speed?

dusky prairie
#

Boost speed is 2k units and normal is 1k

fleet cedar
#

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

dusky prairie
fleet cedar
#

Okay... not sure then 😦 But I do think you should use Play from start, even if it isn't solving the problem

dusky prairie
#

I'm not sure if it's a bug or what

#

In theory I see nothing is logically wrong

fleet cedar
#

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

burnt citrus
#

Hi I have a question
Can I "Set new time" without executing "Update" pin in Timeline node?

dusky prairie
dusky prairie
dusky prairie
burnt citrus
#

Hmm....but actually it executes....

atomic salmon
#

@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

burnt citrus
#

well...

atomic salmon
#

On Finished you will set the bool back to false so it can play again

burnt citrus
#

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

trim matrix
#

Why is my jumping so weird? The imported animation is alright.

#

This is the animation imported.

atomic salmon
#

@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

burnt citrus
#

Okay I'll try it thanks

trim matrix
#

Sorry but can anyone help me?...

dusky prairie
trim matrix
#

You see my jumping animation is alright but when I run the level an jump, the arms seem unmovable.

#

Screenshots above.

balmy rampart
#

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

dusky prairie
trim matrix
#

Yep.

dusky prairie
# trim matrix 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

trim matrix
#

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

chilly jetty
#

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

rustic kraken
#

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

dusky prairie
trim matrix
#

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?

dusky prairie
dusky prairie
chilly jetty
trim matrix
dusky prairie
dusky prairie
rustic kraken
#

@chilly jetty I thought the idea is you are making a button to do a 180 when pressed?

dawn gazelle
glass tapir
#

Does anyone know how to set a variable of your animinstance?

chilly jetty
glass tapir
#

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

chilly jetty
#

fixed camera

#

3rd person i guess?

dawn gazelle
#

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?

chilly jetty
#

i just want to have a 180 quick turn

#

from any direction

dawn gazelle
#

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...

glass tapir
#

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

analog perch
dawn gazelle
#

You'd have to cast to your appropriate anim instance BP

glass tapir
#

ah okay makes sense thanks!

glass tapir
#

worked a treat 😁

fathom shore
#

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

orchid star
#

because you dont initialise the value

#

when you open your equip screen

#

there is nothing that indicates if it is equiped or not

fathom shore
#

ill go further into details

orchid star
#

check if cast goes through

fathom shore
#

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

orchid star
#

you need to find where the problem is

fathom shore
#

and when I construct it

#

it distributes them in 3 rows of 8 items each making them 24 total items

orchid star
#

so

#

this save to disk

#

function is called on every item slot ?

fathom shore
orchid star
#

if so here is your problem

fathom shore
orchid star
#

is this save to disk

#

called on the item slots

#

24 of them

fathom shore
#

how to know that?

orchid star
#

how am I supposed to know

fathom shore
#

thats the problem im facing

#

its so hard to explain

orchid star
#

it actualy is not

fathom shore
#

is it allowed to send links here?

#

because i followed a tutorial to do this

orchid star
#

where is this construct BP called on your project

#

as in Widget

fathom shore
orchid star
#

itemslot

#

I mean

fathom shore
orchid star
#

is this itemslot ?

fathom shore
#

yes

orchid star
#

and where do you create the save file

#

is it in itemslot as well ?

fathom shore
#

If thats what you mean then I guess

orchid star
#

it gets overriden

#

probably

#

anyways hard to tell whats wrong here

fathom shore
#

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.

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 ...

▶ Play video
humble panther
#

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 .

slim hull
#

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

▶ Play video
compact vapor
#

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?

fleet cedar
#

@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

sudden tusk
#

hi guys - is it possible to load 2dTexture into a widget Image?

fleet cedar
#

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?

sudden tusk
orchid star
#

after spawning

sudden tusk
#

I have a 2D image - but what do i need to convert this 2D into image widget accepted format?

orchid star
#

you cannot set widget

#

nowhere

sudden tusk
#

but then i run into another problem

orchid star
#

you need to use its functions

fleet cedar