#blueprint

402296 messages · Page 708 of 403

sudden tusk
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its inside of a function, i create a temp holding variable - but this set texture node needs a target

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and i cannot assign a target before it is set

compact vapor
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Thanks for the advice!

fleet cedar
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@orchid star That's interesting, but I don't want a single tag applied to it, I want a float value... would I just use lots of tags?

sudden tusk
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how do i use that to set the image then?

viscid musk
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I will check this person out. Thank you

orchid star
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and remove set npc image

sudden tusk
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ok

orchid star
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like lets say

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it has

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Tanky tag

sudden tusk
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it doesnt take the type

orchid star
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you use this value with this library

sudden tusk
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@fleet cedar it doesnt take the type

orchid star
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then npcimage is not exactly image widget is it then

fleet cedar
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Would this work if I have 1000 different values?

sudden tusk
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its a map of string; 2d texture

orchid star
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this is not

sudden tusk
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trying to implement a tab target system; when i press tab - need to display the npc stats including image, have figured the other part this image into widget is not working

orchid star
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this is raw reference

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try using 2dtexture

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let me check what it was called

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hold onm

sudden tusk
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yes it is a 2d texture

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just need this bitmap into the image box on the widget like here

orchid star
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ooh

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right

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my bad

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what is npcimage

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class

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in widget

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?

sudden tusk
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its a map of integer to 2d texture

orchid star
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no

orchid star
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npc image

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what is it

sudden tusk
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its a variable in widget class

burnt nest
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Could you maybe press enter when you actually finished typing? 🤔

sudden tusk
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i load this manually - by defining the variable in editor, and then added the bitmaps from content library

orchid star
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then if you want to change the image you use this set brush from texture on the image widget

sudden tusk
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thats what google told me.. but just not sure, also as i mentioned before, what is the target on this node

sudden tusk
analog perch
sudden tusk
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image is not compatible with 2d texture

orchid star
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what is compatible with 2dtexture then

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what is the widget image

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on your widget designer

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you will use that to set brush from texture

sudden tusk
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do i use it like this -

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this gives me an error on play - as tempvariable is tried to be accessed before it is set

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and it doesnt work anyway

orchid star
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I dont understand what is the problem

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you are missing the point

sudden tusk
orchid star
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it is what it is

sudden tusk
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this is my ui widget

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my question is - how do i load this 2d image into this box?

orchid star
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and you are telling me you cannot plug npcimage to target

sudden tusk
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npc image - is a map; i get the first element of it, the value of that is a 2D Texture

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i get that also in runtime; - till that part it is working

orchid star
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dude

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you need better naming

sudden tusk
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only part missing, - is how to convert the 2d texture, and load into widget image box

orchid star
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this is image widget

still needle
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anyone knows how to enable/disable cloud shadows in blueprint??

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im using volumetric clouds

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there is an option in Directional Light to do it but I want to do in a blueprint

sudden tusk
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@orchid star thanks for helping me - i got what you said

azure bolt
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Hey I'm adding a widget to viewport when i collide with a box collison, which works, but it doens't work when i leave the box. The code runs, but it doesn't remove from parent... anyone know whats going on here?

dawn gazelle
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Set the "owning player" to the player controller when you're creating it. See if that helps.

orchid star
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it probably wont

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try to see where it fails

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put a watch on remove from parent

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and check if the reference is right, or if even comes to that

azure bolt
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It doesn't fail thats the thing

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The code runs

orchid star
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check the reference

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you are creating the widget

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setting it

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but you are adding it to viewport

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from create widget pin

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maybe try connecting the variable instead

azure bolt
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Yeah tried that too, didn't seem to work

orchid star
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so

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the code comes to remove from parent

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right ?

azure bolt
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Yep, it runs the whole thing

orchid star
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tbh

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this is wrong aproach anyways

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overlap

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might be getting called twice

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and dropping the first reference

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and therefore not get removed

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use print s to see if overlap happens twice

azure bolt
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Yeah your right, its running 2-3 times

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I'll try putting an if branch in

orchid garden
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even if your using a overlap - you can check to see if the widget exists before adding a new one.

orchid star
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maybe better

orchid star
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but try to control it more reliably

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dont handle widgets outside of controller

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or maybe pawn

orchid garden
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what it sounds like is they are adding the widget - setting the var, the event gets triggered a second time and the widget is added again - overwriting the var for the first one.

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the other approach would be save the widget reference to a array (expecially if it can show more then one at the same time).

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personally for popup widgets, i use a single widget thats part of the hud, and only the information on that widget gets changed during the 'on overlap' on the exit from the overlap it just hides the widget.

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this resolves the problem with overlap being triggered twice or more for me, and seems to be accurate for whats being hit.

azure bolt
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Ah for me making the widgets was giving me a headache so i just made what i wanted this one to look like in photoshop. So its pretty static. but yeah. Is hiding/Showing less resource intensive that remove from parent/add to viewport?

orchid garden
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depends on how complex your widgets are. widgets are only player based so its only going to effect the client its running on.

azure bolt
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Yeah its not really the most complex thing in the world

orchid garden
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yep thats a pretty basic widget, shouldn't impact anything.

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i'll show ya mine here in a sec, waiting on project to load.

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thats my overlap widget, has 3 text areas that get changed and the little white box is a graphic atm for the key to be pressed. The top one only shows if there is a secondary action key for the item.

azure bolt
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Pretty smart

orchid garden
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i also use the little white box to display a graphic sometimes:

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im going to be remaking my project so this one has litterally been turned into a test project now.

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but all in all its a multi-function pop-up widget slim design so i can use and reuse depending on what a trace / overlap hits.

limpid bramble
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for some reason i cant look up or down

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i can look side to side but not up or down

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i do every thing i did for other games and still doesnt work

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i do everything the video does too

trim matrix
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hey I have a boolean in one class and I want accees its state in another blueprint though I have no target I just want to put the boolean value from class a to b; How could I do it because with casting the target part isnt working

prime stump
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Hey, can a custom event be called from a child BP? I know functions can but im using a timeline which cant be put in a function so i cant use them

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nvm figured it out

fierce birch
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Hello all. im currently encountering an issue with enemy respawn logic that i made. I cant get the array of enemies to update. I was wondering if you could drag out of the spawn actor

sonic pine
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Hiho to use a function Library i have to set a cast from Widget to this library, dont i?

lusty elbow
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Functions from a function library are available everywhere. It's macros that are tied to a specific class

sonic pine
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And this function is a function from the SkillFuncLibrary ^^

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so i think he want to have a cast or something like that ^^

lusty elbow
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Judging from the icon at the top left of the node, it's a function from a blueprint called "Skill Func Lib", but it's not from a BFL (a Blueprint Function Library). Please, double check that.

sonic pine
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its a blueprint function

lusty elbow
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Good news is, you can easily copy paste the functions from one to another. Not talking about copy pasting the blueprint code, but the functions directly

sonic pine
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the function + code?

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That would be nice in my Library i have 311 Skills so 311 Functions XD

lusty elbow
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Damn! I don't know if you can select several of them at the same time

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Doesn't look like it

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But

desert juniper
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you have clearly architected this incorrectly.

lusty elbow
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In the function list on the left on the origin BP, right click the relevant function. Copy. Then go to the destination BFL and Ctr+V. It should appear on the left, on the function list

desert juniper
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you should most likely have a single function that modifies any of those skills

lusty elbow
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If you're going to refactor in the original BP, you'll have an easier time moving them

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I wonder if there's an easier way

sonic pine
rose gull
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Can someone help me up with a lill system in my project-
I basically want to make a battlefield style loadout system where you can chose the weapon you wanna spawn with

white lynx
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Is there a way to open the same blueprint multiple times? I want to transfer settings from one struct to another (which are incompatible, so can't copy them) in their components' defaults

rose gull
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Store it in a variable?

sonic pine
white lynx
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I already have the variables - I want to transfer their settings from Property A to Property B

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but the structs are incompatible, so I can't copy - paste them

maiden wadi
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In a datatable, or?

desert juniper
white lynx
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in their components' defaults

white lynx
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I guess I'll just duplicate the BP then

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then delete when done

rose gull
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I had the same problem

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I was using actor as a child in another actor

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And i changed the actor to one of its children overtime but it somehow never changed the properties

desert juniper
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what do the skills look like? have an example BP?

rose gull
desert juniper
rose gull
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Why would i make an inventory system?

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Think of it as a death match mp based game

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I just want to change the primary weapon and its properties

desert juniper
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a loadout is a collection of items, stored and equipped in a certain manner

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i.e.: an inventory

rose gull
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Well true

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But im still confused

desert juniper
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and an equipment inventory is just an extension of that inventory system

rose gull
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Can i not use a main BP and just have the mesh and stuff stored in enums

desert juniper
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rooThink1 you can. won't be as extensible. but if you're scope is pretty small, then this will work

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not the enums, but just having all the properties on the character

rose gull
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I tried to do it

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But it sucked

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Hm alrighty i guess ill go try again

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Thnx

maiden wadi
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I think you mean structs? You can't store anything but 256 whole numbers in Enums.

hushed badge
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anyone knows whats wrong with this ? i cant look up or down with the mouse

orchid star
hushed badge
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where do i check?

orchid star
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spring arm

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how is your camera setup ?

hushed badge
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its in my character bp i know

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but where is the controller rotation thing?

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found it

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its not checked

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should i check it?

orchid star
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yes

hushed badge
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nice

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thanks alot

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btw is how is this ? is this even gona work?

orchid star
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idk

hushed badge
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im still knew to these things, i ges i have to fail to learn

late blaze
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Does anyone know how to take a wave player in a sound cue and decide a looping point to start and then one looping point to end?

orchid garden
barren fern
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Hey guys, I had a question that I was wondering if you had the answer to because my own research has left me unsure. I am creating a level editor type of game where you can drag in actors and place them in the world. One of the tedious tasks I have is needing to create UI buttons for each of the objects you can place which takes up time considering there is hundresds.

My question is, UE4 already renders an image in the editor when I am looking at the BP in its folder. Is there a way to take that image and turn it into a texture that could be applied to a button?

orchid garden
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lite version is free, regular version is 14.99

barren fern
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Thanks @orchid garden the other plugins in the store next to this one look exactly like what I need. It will save me a ton of time instead of having to manually create them myself.

hushed badge
grave relic
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Is there someone that is handy with interfaces? I'm having a controller that controls the time of day. It takes different times of day and stores them as ints, so sun rise is 0, morning is 1 etc. And i want the the sun-controller to send out to all interface users that this currently the time of day is X. So for test i have a actor that has the Day time output, but the script never reaches the actor from the controller.

trim matrix
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@grave relic On the sun controller, when you call DayTimeOutPut, you need to specificly tell the controller which actor to send the data to.

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Right now when you call DayTimeOutPut

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on the sun controller,

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The sun controller is trying to send that time data to itself

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since the target is "self"

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you need to get a reference to that specific blooming flower within your level, plug that into the "target" input on the DayTimeOutPut

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I belive your missunderstanding how interfaces work

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you dont just call the interface funtion and it magicly sends the data to all interface users. You still need to specify a reference.

grave relic
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Okey i see, im planing of having a lot of entities tied to this controller. So was thinking of an interface to broadcast to every user of the interface. Cause i know i can just put in a target, the problem is that im gonna have 100+ entities that are going to be dependent on the sun controller. And it was my understanding that a interface is a best way to achieve this.

trim matrix
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Interfaces could be very usefull there yes. But not in the way I believe your thinking.

grave relic
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So basically i need a way to get this message to every entities dependent on the time of day, and it was my understanding that an interface would be best for this. But seems i was wrong 😮 Any other ideas? Would really appreciate the help ❤️

trim matrix
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Nono your kinda right here.

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yes interfaces would help you alot

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Its just

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Well first off just to make sure, do you understand what I mean when i say "reference" ?

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just to be clear xD.

grave relic
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I do, im aware of most of the basics, just trying to learn interfaces 🙂

trim matrix
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okok sorry then but just to make sure lol

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kk so an interface isnt some call that automaticly sends out the event to all its users

grave relic
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Np! if you dont know that i know you cant tell me 😛

trim matrix
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its just like calling direct logic on something.

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you need to have a reference to the actor to call logic on it

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Though the thing that makes interfaces special is that they can be used to call the same logic, on many many different types of actors.

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anyways,

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in your case. I would store a reference to every actor that needs to that time of day information.

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Then, loop through them all.

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and directly call that interface funtion on each of them

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just like you would have todo if you were not using an interface.

grave relic
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So for example i could use get all actor with interface, store them in a array ref, and then when im gonna tell everyone what time of day it is, use the ref and plug it into the Day time output?

trim matrix
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yea

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that would work mhm

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That would be the way to accomplish this using an interface

grave relic
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But then im thining what type of reference i should use. Cause the Day time output requires a reference of type interface, while the get all actors makes an array of actors. And the reference is incompatible, and i don't think there is a way of converting actor to interface ref

trim matrix
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oh

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actor references still yes

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Try dragging off one of those actor references

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and trying the name of the interface funtion

spark steppe
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also this is not a broadcast or whatever

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if you use get all actors of class, it's more like a wild guess

grave relic
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Oh right forgot you can do that! That will solve it, thx for the help Morgana 🙂

trim matrix
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The reason your seeing it require a interface type input is because the SunController also has the interface implemented

spark steppe
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your actors could subscribe to a event dispatcher on your daytime controller

trim matrix
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you were using the version of the interface function that exists on the SunController,

spark steppe
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so your daytime controller has a event dispatcher named onTimeChanged for example, and notifies everyone that is subscribed on time changes

trim matrix
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yea that to but he asked about interfaces xD

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trying to learn them

trim matrix
grave relic
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Ah i see would you say that i should use event dispacher intsteed @spark steppe ?

trim matrix
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tbh that would also be a great solution to

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although both would work

spark steppe
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that's what i would do, it was just a suggestion

trim matrix
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same xD

grave relic
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I see, you are a great teacher Morgana, feel safer about interfaces atleast ^^

trim matrix
grave relic
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Will lookl into event dispatchers, and more into interfaces, thx for the help both of you ^^

trim matrix
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Good luck worrySalute

grave relic
limpid bramble
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i coded everything as the video and what i have done in that past said and it wont work

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it wont let me look up and down

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thats the problem

hushed badge
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you mean the camera?

limpid bramble
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i can look side to side

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but not up or down

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i can send a video

hushed badge
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had the same thing earlier

limpid bramble
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did you fix it?

hushed badge
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yeah

limpid bramble
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how

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i have been trying to figure this out for housr

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hours

hushed badge
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someone here told me to select the camera or the spring arm and then check the controller rotation

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it worked for me

limpid bramble
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where would i find the controller rotation

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@hushed badge

hushed badge
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you use code? or blueprints?

limpid bramble
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blueprints

hushed badge
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you could just send a screenshot

limpid bramble
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there is my movement

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i figured it out

hushed badge
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on the right scroll down

limpid bramble
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thank you

hushed badge
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ohhhh

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np

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did it work?

limpid bramble
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YES

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i have been working for hours to fix this

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thank you so much

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i was going to restart the whole thing

hushed badge
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waw i ges you and i are at the same pace lol next i have to do blend spaces

limpid bramble
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nice

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im the only dev in a team so its hard to do everything

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lmao

hushed badge
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same

limpid bramble
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one other person is learning so hope it helps

hushed badge
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hope so gl !!

normal stream
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okay i've been punching around this problem for about 2 hours; I'm trying to rig up a really basic projectile collision logic. Right now I've just got a basic projectile BP with a collision cube, a static mesh, and a particle system that spawns on hit.

In the projectile's collision component, if I turn on 'world dynamic' to overlap, the projectiles spawn and instantly count as hitting something.

woeful pelican
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Something like this.

normal stream
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i'm currently using the content examples, which hooks into a scene component variable of 'Projectile Owner', which I think is also incorrect...

woeful pelican
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Mind if you take a screenshot of the blueprint?

normal stream
woeful pelican
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I'd suggest doing something like this to find out what is making it destroyed. You don't have to do the casting, just put the print string after your branch.

ornate folio
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Anyone know of a way in BP I could check for if the player simply moved the camera and also track the speed of that camera movement?

normal stream
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it's hitting bpPlayerShipPawn...

gentle urchin
normal stream
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i have the projectiles spawning through two scene components (two hardpoints beneath the wings), no matter where i move them, they seem to be hitting something.

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the scene components are nested under the static mesh

woeful pelican
normal stream
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which is under a box collider

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i don't think so...

woeful pelican
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That'll be why that's occuring

normal stream
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Hmm. That's interesting.

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so i put down in the BP projectile event graph, EventBegin Play > 'set owner to Projectile Owner'

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and now the other-actor print is saying it's hitting itself

woeful pelican
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This is what I have in a projectile I made before. Haven't tested it much but it should work.

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Either make this populate the variable, or check it upon overlap if the former doesn't work

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I also have a check in the projectile to ignore if it hits or overlaps itself

normal stream
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Hmm. I should stress that I am extremely inexperienced.

woeful pelican
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Same lol

normal stream
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so I'm not sure where the Is Valid check is going, for example

woeful pelican
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Oh, one sec

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Not sure you need to do this though

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This might work too

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Not sure which is best performance wise

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And if BeginPlay always occurs before hit/overlap

zealous sundial
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Sorry

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but, what the hell ?

tight schooner
# zealous sundial

Not sure. Is it a function? It could be that it must "return", in which case you can add another "return node" for clarity

zealous sundial
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it's a macro

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but it doesn't matter, this is a engine bug here

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and... a huge one tbh.

normal stream
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Hmm. Might have to start the projecitle logic from scratch. Oh well, learning by repetition is learning

supple dome
spark steppe
supple dome
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just trust your code when that happens i guess

fleet cedar
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Is there a volume that I can use to block sphere traces that are inside it?

supple dome
fleet cedar
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I guess because I am using a multi trace it passes through it?

supple dome
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multi traces should stop at the first blocking hit

fleet cedar
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Oh? Hmmm

normal stream
fleet cedar
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So if I have 20 colliders and put a large box over them and set it to block all, it shouldn't hit the ones inside?

woeful pelican
normal stream
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gotcha

woeful pelican
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But the examples I linked should be ways to check it

supple dome
dusky prairie
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Hey there, was trying to fix this last night but I couldn't figure it out. I've been looking more and in this timeline, after activating once, it will stop at seemingly random values. Does anyone know why my timeline will stop randomly at different points halfway through? I will attach screenshots of BP below, thank you 🙂

formal cedar
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Hey guys im kinda new to unreal engine but I was wondering if there is a certain tutorial or asset that can make weapons that only kill certain enemies>

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for example, I want this pistol to kill every enemy except these two

flint vector
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are all enemy's the same class?

formal cedar
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yes I am using the AI tookit NPCs

flint vector
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oh

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that makes it a little harder

formal cedar
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what if the two enemies were not NPCs from the toolkit?

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I could use render targets for an alternative option, any tutorials on how to use render targets for spawning in game and clearing render targets with certain weapons?

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I basically want to create a mop that I can hit people with and also clean puddles

vapid ibex
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I've got my millipede npc mostly working:
https://i.gyazo.com/c34f2a3e7b91463c7c188949d2dd7299.mp4

I'd like to next implement self-collision check, so that it wouldn't cross it's own tail.

But I dunno how.

Right now it moves by just constantly feeding movement input along the forward vector of the head segment, and head segment slowly turns to look at whatever target destination location currently is - there's no AI controller in the thing.
It generates spline path behind it, that's used to lay out the rest of the body segments. It's quite simple setup, but I don't know how to factor in a self-collision check without tossing away the current movement setup, which ensures that velocity vector is never changed sharply, like it does with the regular AI controller.

I guess body segments should "deflect" the head away from them, but how can I go about that?

weary crown
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I'm using BLUI to do HTML UI in certain elements of my project. How would I go about calling functions somewhere when the user clicks a button on the ui?

hallow sentinel
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So really general question (maybe, at least I hope so) and apologize if this is the wrong place for this question. But I am fuzzy on when I should use pawn and when I should use character. The bit that confuses me is that character specifically says for bipedal implementations, yet I have so much trouble finding good resources for how to correctly implement movement on a pawn without the CharacterMovementComponent. Lets say in the context of a generic slime monster in an RPG, would you make your blueprint from pawn or from character?

thorny marsh
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Even something like a Deer could be a Character, only the visual element is a quadruped.

hallow sentinel
thorny marsh
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Yes, another reason would be optimization.

hallow sentinel
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or something not "living"

thorny marsh
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CMC is quite advanced.

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It has a lot of functionality you may not need, so you would have reason to create your own minimalist movement component that achieves only what you need it to do.

thorny marsh
hallow sentinel
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do you know any good resources/examples of using a movement component on a pawn? google/youtube just like to spit out videos using the character

orchid garden
glass crypt
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Hi, I'm running into a really strange issue with traces on my foliage. I'm doing a box trace that moves across the landscape and spawns fire emitters on the foliage it hits but for some reason foliage on the corner of the landscape which is not being hit by the trace is also spawning emitters. Anyone know what's going on? Thank you.

surreal peak
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Is it a 1 to 1 thing?

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If you only trace one and set it on fire, does it exactly burn one on the corner?

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Might be sharing data somehow?

dire atlas
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Hello everyone, can you give me a hotkey for aligning nodes and connecting lines?

atomic salmon
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@dire atlas select and hit "Q"

fallen glade
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Hello all! I want to keep this macro as is and use the "Spline component" only when "Single" is true .... why am I getting these errors even when "Single" is false?

surreal peak
fallen glade
surreal peak
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What is "SplineMaterialGradient"?

fallen glade
surreal peak
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Hm, it's trying to fall back to self on that SplineComponent pin

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Which is obviously wrong since that's probably some actor

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So it's not about the boolean

fallen glade
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yeah it is .... maybe I should just recreate it if it shouldn't happen

surreal peak
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But about the unconnected SplineComponent Pin

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You could just make two macros if it's not solvable

fallen glade
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so I can't have the empty pins just hanging there if unused?

surreal peak
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Apparently not

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Idk how Macros work internally

fallen glade
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oh ok, thank you 🙂

surreal peak
#

Maybe there is some setting on the Input

#

But it tries to use "self/this", and that is whereever you have that macro in

fallen glade
#

i'll try to make it a function first and then separate them If I can't thank you for your time, very helpful as usual @surreal peak 🙂 ❤️ 🙏

fallen glade
atomic salmon
#

@fallen glade you need to connect something to the input Spline Component

#

Even if the error appears inside the Macro it is actually in the way you call it

fallen glade
atomic salmon
#

Spline Component is the name of the input pin, it doesn't mean a reference to Spline Component is passed to it, you need to actually connect the reference to the pin

#

Macros are just replaced by the contained code when you compile the BP (a bit like C++ macros)

fallen glade
#

so they need everything to be connected to work .... makes sense

atomic salmon
#

If the function acts on a Target and the target is the actor itself, then it will work with the default (this)

atomic salmon
fallen glade
#

I see, so why is the same function not giving me errors?

atomic salmon
#

@fallen glade probably it is using the Spline Component reference as target or it has internalized the reference when you have created the function. Can you show the function?

fallen glade
atomic salmon
#

@fallen glade and can you show how you call that function?

#

From the EventGraph

fallen glade
#

here: and

atomic salmon
#

You are actually passing something as New Param 1 (being blue I assume it is a reference), that's why it works. If you do the same with the Macro it will work as well.

fallen glade
#

the bottom one was fine as a macro, the top one was giving me errors

atomic salmon
#

The top one should also give you errors as function honestly, because you are not passing any reference to it.

fallen glade
#

haha no idea what's going on 😛 I might separate them just to be correct...

atomic salmon
#

Bottom one works as functions and as a macro because you are passing all the right arguments to it.

fallen glade
atomic salmon
#

Ok let me clarify this.

#

A Macro has to be valid at compile time. That includes a proper connection of the inputs since, as said earlier, the actual code is just replaced with the code contained in the macro.

#

For a function it is different. It is ok to pass a null reference to a function. In that case the unconnected PIN is fine at compile time, it means you want to pass a null reference to that function and the function may be fine with it.

#

Then the function will fail at runtime

#

in your case

fallen glade
#

I see, didn't know any of that. Thank you for your time explaining things to me !!! 🙏 ❤️ @atomic salmon

atomic salmon
#

You are welcome. 🙂

trim matrix
#

i want help

#

please somebody help

#

@here

maiden wadi
#

It's 32,742

trim matrix
#

please help

#

!!!

dense citrus
#

does anyone know how to get the player controller number? i can't seem to figure out how, but i can get it if i'm in an external blueprint.

maiden wadi
#

No one can help you until you lay out your problem.

trim matrix
#

I want to know how can I make update option inside my game

#

like epic games launcher has in app update

#

I literally searched whole google for that but only got nothing

#

please somebody help me

#

in the blueprints

maiden wadi
#

Usually you update your user's changed files when you patch. Things like Steam do this for you. You don't do this through game coding.

trim matrix
#

because i know about patching

#

but i dont wanna use that

#

i wanna have update option like epic games

#

launcher

maiden wadi
#

You're not going to be able to do that in Blueprint. Even in C++ that is going to be a rather technical topic for in application updating.

orchid star
trim matrix
#

Can you help me

orchid star
#

Did you try reading posts about it online ?

trim matrix
#

i did'nt found anything except patching

orchid star
#

Whats the difference

torn kettleBOT
#

:triangular_flag_on_post: ROYALKINGSJ#2266 received strike 2. As a result, they were muted for 1 hour.

maiden wadi
#

@dense citrus Well.. that happened. Anyhow. Normally controllers are numbered in the order they're created in. In Singleplayer you'll always only have PlayerController 0. In Networking code, this is often pretty useless because you don't really rely on the order of the controllers but the way they connect with other objects.

dense citrus
#

@maiden wadi what's a good way to dictate players then? i'm using a few different player characters, using the same blueprint to make a sorta multiplayer, but the damage is applied to all characters, not just one which is a big ole issue for reasons i'm sure you can imaggine

maiden wadi
#

What is the damage from?

dense citrus
#

it's from an object in game using a blueprint interface @maiden wadi

maiden wadi
#

But how is the object supposed to damage the players? Is it like an AoE, projectile, etc?

dense citrus
#

oh, under this instance, it's a box collission, which sends to the bpInt numbers i want like dmg and such, then to the player bp

maiden wadi
#

So when their character walks into it?

dense citrus
#

yep, beginOverlap

maiden wadi
#

In that case you can get the correct controller by getting the overlapping Pawn, and doing GetController, and cast it to your player controller type.

dense citrus
#

i have done that first bit, butt on the last i cannot seem to get it (thus my issue) is there anything obvious I'm missing? this is my first time doing this

maiden wadi
#

You probably also want to only do this on the server.

dense citrus
#

fair enough, tbh, I'm actually getting pulled away, do sorry but it seems like I'm getting pulled away, sorry about leaving whole you're here but thanks for helping while i could

visual vigil
#

how to make your gun along with your entire arm point towards a target

maiden wadi
#

@visual vigil Depends on how perfectly accurate you want it. Most often the illusion of this is created with 1D or 2D aim offsets, which are just blendspace animations driven by control rotations more or less.

dire atlas
visual vigil
#

i wana do like the one in old tombraider games when her individual hands can aim to different targets

#

tried using look at function but didnt give good results bec bone transforms are inverted

maiden wadi
#

Not really sure how they handled that then, but my first thought is IK effects.

slate moat
#

Hi. Is there a way to make the editor break execution at a node that generates a warning like it breaks execution at errors?

terse latch
#

Might there be anyone who has worked with superior rpg? I ran into a trouble some problem with the targeting thing. I want to disable it (for now anyway). But even tho I set the input keys to none. When I hit Q it locks the mouse up if aiming at a "enemy".

slate moat
# icy dragon Breakpoints exists.

well, thank you. the thing is that the warning I get involves a node that is called tens of times at startup but throws a warning just twice. I would rather not spend 2 hours going through each call to see why " Attempted to access index -1 from array of length 0".

maiden wadi
#

It would probably be easier to find out why your accessor is -1.

errant cradle
#

Hi, I'm trying to teleport a character
Does anyone have any idea how to get a teleport position so that the character will not fall off
For example if you teleport to the edge of the object then the coordinate will change so that the character won't fall off

earnest tangle
errant cradle
#

@earnest tangle nice idea, i will try thx

#

@earnest tangle wow, its perfect
it worked thanks again 🙂

earnest tangle
#

nice :)

thorny glen
#

Hello Everyone,
i'm working on a shooter game project and it has 7-8 maps . i make a build for ANDROID, and it's working fine But when i make a build for IOS It's only loading the default maps nothing else working except the default map . i can't Switch to other maps, they are not opening . please help.

runic terrace
#

Did you specify which maps to include in the build? It must be in the Project Settings - Packaging

runic terrace
#

Expand the first dropdown in Project Settings -> Packaging, you should see this

thorny glen
#

Still not working

runic terrace
#

Not sure then, I didn't work with IOS before

trim matrix
#

May I ask a question? I found that the variable called PressedJump in the Jump function is read-only. How can I change that?

runic terrace
#

Why would you want to change that? It would just reset to its original value

trim matrix
#

In the official document, the variable is changed to set the value of "IsJumping" to be used in the state machine. I wonder how they can make it.

runic terrace
#

I'm guessing it's a custom created variable not a built in one

#

Can you link the document?

trim matrix
runic terrace
#

Below the "Creating the Animation Blueprint"

#

they create custom variables and set it

#

Create a boolean "is Jumping" variable in the animation blueprint, then set it to the read only "Pressed Jump" variable of the Character blueprint.

#

Pressed Jump isn't being changed here

trim matrix
#

I wonder the value of isJumping is set by PressedJump. PressedJump is not changed here, but I can't change it either after press the spacebar in the character bp

#

so the value of isJumping is always false.

runic terrace
#

Is the cast to the character successful?

trim matrix
#

yes. I made all other actions successfully.

runic terrace
#

Okay wait I'll try testing it

#

Oh yeah, pressed jump doesn't seem to change its value

#

You can use is falling as an alternative to check if the player jumped and is in air

trim matrix
#

Yes, I tried that. So the official document really makes me confused.

runic terrace
#

Might be an old document and the variable is deprecated

trim matrix
#

Maybe. Thank you after all.

runic terrace
#

You're welcome

main smelt
#

I have a really basic question. So I have a mask and all I want is to make a parameter to invert it. I know I have to use oneminus but don't know how to tie everything together to trigger the switch. How do I do that?

#

I also want to effect all parameters that are already there

earnest tangle
#

so you want a parameter that chooses when the mask is flipped?

main smelt
#

Yes and all parameters will control the invert so that I believe should be before everything?

earnest tangle
#

if so, plug the non-flipped mask into Lerp, and then the flipped mask into it as well. Set the parameter as the alpha value. That should do it.. also #graphics is better for material Q's

#

(There's probably some other ways to do it as well)

main smelt
#

Understood, but I want to have a enable/disable option for inversion so it has to be a parameter. How do I do that going from the existing "emissive mask" node? And once the inversion parameter is enabled it takes over the original one.

#

Will write there next time.

earnest tangle
#

Yeah as said you create a parameter and plug it into the lerp's alpha param. That would allow you to toggle which lerp input is used based on it

main smelt
#

How do I make a parameter since oneminus nor lerp can be one?

earnest tangle
#

the node is called scalar parameter or something like that

#

or just copypaste one of the existing parameter nodes and rename the parameter to something else :)

main smelt
#

ohh I'm stupid, I didn't see lerp has an alpha value for parameter haha

earnest tangle
#

heh

modern shuttle
#

hi guys. i have a problem with a car. i have 2 event 1 that trigger the brake 1 that trigger handbrake. i want to set a material for the brake. i cant get work by the 2 event. how can get it work ?

main smelt
earnest tangle
#

👍

main smelt
#

Btw instead of scalar parameter is there one that has only 0 and 1 without float?

earnest tangle
#

I don't think so

#

I think there's a boolean switch thing or something, but afaik it doesn't work with dynamic material instances, so it depends on what you're doing with it I guess

dapper forum
hushed badge
#

my character is always looking forward anyone knows how to fix it?

orchid garden
#

fix it to do what exactly?

atomic salmon
#

@hushed badge check whether "use controller rotation yaw" is active

#

also check orient rotation to movement inside the character movement component

tacit oyster
#

Hi everyone, I have an actor with a box collision as root component. The actor has a procedural mesh component (it works as a normal static mesh component) that I set at runtime. But when I set the mesh it doensn't fill the collision, the pivot of mesh is not at the perfect center.

orchid garden
#

whats the non-physics based version of this? just set velocity?

formal cedar
#

Hey guys is it possible to make a game pause when no keys are being pressed? I basically want to make a game where it resumes when the player holds down W, and as soon as the player let's go of W, the game pauses until its held down again

atomic salmon
#

@orchid garden there is no non-physics based version of that. You need to move your actor kinematically which means the velocity results from how you move it between 2 adjacent frames.

#

In the case of a physics simulating actor velocity is a property of the connected physics bodies and the actor will maintain it until either you set is specifically or forces/torques are applied to alter it (Newton's first law)

tacit oyster
#

@formal cedar yes set game pause on on W pressed and set game pause off on event W released. It should work.

formal cedar
#

Thank you Jobim, quick question can I also have the player walk when We is held down and not walk when no key is pressed?

#

In addition to this pause system

tacit oyster
#

How to you make that character walk?

formal cedar
#

I want to have the character walk for a long time (holds down W) and then the game pauses when we stops walking (let go of W)

#

Only walking forwards no left right or back

hushed badge
#

but after i turn it off only the character moves left and right not the camera

#

i checked the other thing nothing changed

tacit oyster
formal cedar
#

I'll look into it thank you sm Jobim!

tacit oyster
#

You're welcome.

atomic salmon
#

@hushed badge what does your character look like? Is it a standard 1st/3rd person character or what?

hushed badge
#

3rd person

#

i turned both on its better i ges

visual vigil
#

How to get angle between two actors in negative and positive depending upon wether it is in left of char or right

atomic salmon
#

The result is the rotation of the second actor respect to the first actor

#

Probably you are interested in just the yaw

#

As an alternative you can do a FindLookAtRotation from the first actor to the second one

#

but working with Inverse Transforms looks much more professional 😉

wet urchin
#

Does anyone know how to recreate this in UE4

#

I dont know how I can make it so I can Search a URL in game

hallow sentinel
wet urchin
visual vigil
#

is it possible for something like timeline in animBp

maiden wadi
#

@visual vigilThere isn't really a point for that. AnimBlueprints run on tick anyhow. Just set the state. And if you want a particular animation, do a montage and blend it in.

gusty shuttle
#

For localization, how the heck did I end up getting french or whatever language this is in my cultures. These languages/cultures should be reading english, so what gives?

lime moss
#

is there a way to have a cable connect to a child actor

dense citrus
#

hi there, im having this issue where im trying to make a co-op/multiplayer game with a health system, but the issue is, if i apply damage to one character, it's applied to all. does anyone know how to make it so the damage is seperate? (for context, im using a blueprint interface to cast the damage to the player using a box colission)

spark steppe
#

i want to make a drone/quadcopter, what's a good way, in terms of performance, to apply some random position offset/rotation so that it doesn't hover in a static position. is there any better way than running a timeline all the time to apply those values?

earnest tangle
#

Is it just a visual effect or is it going to affect the behavior in some way?

spark steppe
#

well kinda affects behavior, going to work on that it tilts in a reasonable way to get back to its origin position

tight schooner
#

If it's non-gameplay then maybe do the wobble in a vertex shader (material graph), but otherwise...

lofty scarab
#

Would anyone happen to know why this is not changing my movement speed?

zealous moth
zealous moth
spark steppe
#

yea but it takes away a lot of control from me, unless i add material parameters to tweak each setting, not sure if it's worth the effort

#

currently implementing everything onTick, as it's just some vector math + interp nodes

pulsar arrow
#

I recently heard that if you have any kind of cast in your blueprint and not even using it, it will automatically add up to the memory, so it means it could easily get out of control and you would end up casting everything. What about interfaces? Are they the same in this regard?

#

Can using interfaces instead of casting reduce memory usage?

dense mantle
#

yes as you talk to the object that implements the interface no needs to cast at all and nothing to create it is all there already

pulsar arrow
#

So we can say it is better to replace casts or reference variables with blueprint interfaces

frigid ether
#

The way casting works is that casts need to validate EVERYTHING that the cast is related to, so if you cast to an AI for example, and he's holding a gun, you also need to validate the gun, and UE has to hold everything it's validating in the process in memory at the exact same time.
Interfaces don't do this and really all they do is send a message out, if you're a good programmer, it'll work 100% of the time

#

Casting is used for prototyping ideas in controlled environments

#

Interfaces is how you wanna do things in the final product

wind sequoia
#

casting and interfaces serve very different purposes

#

casting is for going down the class tree in a sense

#

casting is not inherently bad

torn kettleBOT
#

:triangular_flag_on_post: LearningCrypto#7155 received strike 1. As a result, they were muted for 10 minutes.

pulsar arrow
#

Thanks for the answers! Could you guys give some example about when to prefer casting or interface?

frigid ether
#

There was some talk I believe where a UE developer pointed out that casts can crash games on consoles, because they have no virtual ram, and because of the validation process casting has to do, but it was old so it might not be relevant anymore

wind sequoia
#

without having to inherit from one universal class

#

most of the time though casts are fine if u use them correctly

frigid ether
#

You can also retrieve the object and talk to it like this, so it's very similar to casting, but I've noticed it sometimes can crash the game if the engine is still in the process of setting the variable and you request data from it

pulsar arrow
#

So casting to animbp makes sense because it will be displayed anyway but casting a boss is no way to go, right?

frigid ether
#

I think the casting really just became an issue once you had a VERY large game

#

since the validation could branch out to hundreds of things

#

It was somewhere in this talk he mentions casts can crash games on consoles

https://www.youtube.com/watch?v=EM_HYqQdToE&t=5345s&ab_channel=UnrealEngine

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
frigid ether
pulsar arrow
#

Thanks, I’ll need to review and rework most of my code then. I should look into other common mistakes before I start I guess.

winter garnet
#

Does any of you know if Unreal caches GetDataTableRowNames? The question is because - should I cache the results manually or can I keep reading from DataTables without having to worry with performance?

spark steppe
#

but one can use isChildOf Class to check if something is of a specific type?!

#

or am i missing something here and it's also doing a lot of validation in the background?

#

ok, then about the cost of casts (everything has to be loaded...) why would i cast something that isn't loaded?

#

e.g.: i cast a lot to my specific character class, but the character is loaded anyways, just trying to understand if thats an expensive cast or not

#

ok, thanks

frigid ether
#

casts aren't that expensive really, the only scenario I can think of is if the cast does the 1 in a thousand validation process and you have like 50 things connected to the thing you're casting to

#

I haven't found much info on the validation process though

#

That's why I think it's a 1 in 1000 type of thing in very large projects, like triple A titles

#

Then it needs to validate everything it's casting to

worthy frost
#

casting is not really expensive

frigid ether
#

The engine, the why I can't figure out

spark steppe
#

the famous if(rand()%1000==1) revalidateEverything();

worthy frost
#

plus micro-optimizing will limit your game dev

frigid ether
#

I've just seen UE devs sometimes talk about it

#

Yeah casting is not expensive

worthy frost
#

make it work, profile, if its good, leave it.

#

just remember, if your doing a lot of calcs or array iterating, then C++ is always going to be faster

#

one thing i highly recommend

#

a base BP class with no references

#

but only BP related logic

#

i have PlayerPawn_Generic_Parent which has no references, no skeletal meshes, etc

#

then PlayerPawn_Generic which has references

#

i cast and put logic in the Parent, to avoid reference loading

#

if i need BP logic (for things that are simple and don't really need to be in C++)

#

i never cast to PlayerPawn_Generic from any other bp

#

heard this from someone some time ago, and it really is a solid approach

spark steppe
#

but couldn't all of this be avoided by making your own CastTo Node which does the c++ way of cast!?

#

just wondering

worthy frost
#

problem with casting is that node needs to load that BP to find what stuff it has

#

if you have a base bp you can cast to then you can avoid the expensive loading and cross-loading of assets

#

especially things like particles, textures, mats, skeletal meshes, etc which your player bp likely has

frigid ether
# pulsar arrow I recently heard that if you have any kind of cast in your blueprint and not eve...

This does answer the first part of your question, he used a bit of an extreme example but it seems yes if you have a cast in a blueprint (they were using it though) it loads whatever the cast is referencing
https://youtu.be/2edoacF53F0?t=1742

This practical discussion led by Senior Dev Rel Tech Artist Zak Parrish presents an overview of common issues that arise during a studio’s first six months on a UE4 project, focusing on solutions. Topics include general best practices, optimization guidelines, and how to avoid common pitfalls of game development.

Learn more at http://www.unreal...

▶ Play video
pulsar arrow
spark steppe
#

i'm having an normal actor, is there any way to add the character movement component which the pawn class uses?

pulsar arrow
trim matrix
#

Why is my PHYSICS VOLUME not changing a thing.

grave relic
#

Im am once again asking for your knowledgeable support. Currently I have a system that tracks what time of day it is, morning, noon etc. I store these as ints, so sunrise is 0, morning 1 etc. I use a event dispatcher to notify all entities that the time has changed. Thing is that currently to tell the entities what time of day it is im casting to the sun controller. And ideally i wouldn't want 100+ entities casting to the controller. 🙂

spark steppe
#

you would add a integer variable as input to your event dispatcher so you can have the timeofday as argument for it

#

you may have to recreate your event things, as they often don't update when changing the signature of the dispatcher

grave relic
#

But how 😮

spark steppe
#

top inputs field, there should be a small plus

#

it's not good integrated in the UI for sure 😄

grave relic
#

Goddamit i legit dident see that one, been trying to figure it out for sooo long. Why cant it just be like with interfaces

spark steppe
#

thats the output, not input

#

however, beside of that you might want to consider to make yourself a custom enumeration with morning/noon/afternoon/etc...

#

it makes your code/bp more readable and it's as cheap as using a integer

grave relic
#

Yeah but thats in my interface, just wanted to shot it as example 😛

#

But will fore sure make a enum, currently in early testing ^^

#

🤙

woeful pelican
#

Using Floating Pawn Movement, how can I make AI pawns avoid hitting collision besides its target?

high ocean
#

Is there a way to change a function with another identical one in the whole project? (similar to the "replace references" upon calling delete on an asset)

earnest tangle
rich prairie
#

Is it possible to have a 10 second cinematic actor, that plays for 5 seconds, then stops and wait for for a blueprint to tell it to continue?

burnt citrus
#

Hey I have a question
Can I get "How long time is animation played"?
I want to get "How long time does animation transition stayed there" so I want "animation playing time"
but "Current Time" and "Time Remaining" seems not work because they won't get "Total play time"

trim matrix
#

Hi so I'am having problem with input in project. I have two axis binds for mouse X. The problem is that when I add second axis bind the first one doesn't receive value. How can I repair it?

pulsar arrow
#

This video series answered all my questions so definitely watch this
https://youtu.be/j6mskTgL7kU

In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recommendations on how to utilize Blueprints to its full potential.

During this advanced class we will go into how to use Blueprints in a future proof and scalable way. We will look into how to c...

▶ Play video
balmy rampart
#

I need to rotate my actor in direction of velocity. It's like a disc that needs to incline itself in the direction.
Tried a lot of ways to do it. I was wondering why this logic that I came up does not work as intended. In despair I tried all types of combinations of x,y,z and it doesnt work as intended.

#

I guess it's a good question for the forums. I've read tons of forums posts and watched some youtube videos. found nothing like this

trim matrix
#

@pulsar arrow So briefly speaking I cannot have Mouse X assigned to two bindings?

glossy glade
#

What is the best practice way of syncing certain events between level/game mode/play controller when the game starts?

#

It seems there's no predictable way to know which of them will be constructed first. And If the one blueprint relies on the others it becomes tricky to know how best to handle it

trim matrix
#

Why is my PHYSICS VOLUME not changing a thing.

burnt citrus
#

Hey I want to get this red allow vector
How to do?

trim matrix
#

trace line from camera get impact point normal make some calc voila

woeful pelican
#

No wait, sorry Luccas

#

hold on I had code for this. This isn't it lol

balmy rampart
#

tried that too. works great pointing the actor to velocity but it does not tilt the mesh towards velocity. this tilt is what Im trying to achieve

#

thanks for replying anyway

frail abyss
#

I'm trying to finish my AI and it was working sort of fine until today something went horribly wrong, i'm trying to set it so that it will chase the player on sight, or go and checkout footsteps sounds when the player isnt in sight, but i'm having some trouble with it, can someone help me out?

balmy rampart
#

I need to tilt the disc to velocity direction.

magic mountain
#

anybody here android game developer using unreal engine????
Iam stuck in one problem
iam using blueprints. When i try to save game using save game to slot node, it works on all android devices except android 11
In simple Save game ( write data) in android 11 not working. Anyone has solution???Kindly tell me

ember pawn
#

can anyone tell me why

#

there is no getrotationYvector?

sand bloom
#

Am I blind, my projectile keeps "exploding" instantly when it's spawned, it's only supposed to do so on a overlap event when it touches something

#

The turret bp has no collision

#

I set it to no collision and also disabled generate overlap events

#

it happened both with actor and sphere overlap

#

I cheated and fixed it with a delay and a gate

#

i still don't know why on earth it triggered on something with no collision but hey this works even if it's dirty

atomic spade
#

Coooooould anyone on here point me towards a way to get distance matching coded in? Also known as "reverse root motion"? I'm finding a ton of examples but 0 tutorial online.

amber dragon
#

I'm having a problem where I get "access none trying to read companionref" when I play the game, but when I just compile, it doesn't show any errors at first. Does anyone knows how to solve it?

dawn gazelle
amber dragon
#

i followed everything from this tutorial, but it's not working

amber dragon
dawn gazelle
#

Connect these nodes:

amber dragon
#

ohh

#

let me try

amber dragon
amber dragon
blazing moth
#

Is there a better way to do hitscan than this? It works, but doesn't hit the center of the screen perfectly.

#

The output vectors are then passed to a shoot routine where the line trace is performed.

spark steppe
#

that's because you seem to trace from the gun, idk if FPS do that, too

#

guess they trace from the camera

blazing moth
#

yeah, I think I'll need to pass three vectors. Two for the actual trace, and another to get the trace particle beam to match up with the gun

runic terrace
#

I had this happen, it still works without any problems that note is lying lol

hexed cloak
#

Can you set an AIPerception component's sense config in blueprint?

radiant mural
#

Hello everyone. I need some help with something here.

How can i assign a Skeleton at runtime? the equivalent of "assigns a skeleton to the selected mesh" at editor level alt text

How can i do this through BP or C++ during runtime?

Thank you

#

If you respond to me, please use the @ so i can actually find it 🙂 Thanks

maiden wadi
#

@glossy gladeBy the time Beginplay runs on your Controller, all three will exist. GameMode is required to hold the classes for both GameState and Controller, GameState is the class that actually calls beginplay, so by the time a controller calls Beginplay they will all three exist. On the other hand if you're talking about Beginplay order, you can't promise that at start of play. There are some ways around it, but in general they all involve simply registering the actors somewhere, and when all three are registered to be ready, then call the functions you need.

maiden wadi
#

@trim matrix No. Nothing is by default unless you mark it to. Most things in blueprint are copied.

true marsh
#

What are the repercussions if your function gets too large? Say with too many additional functions inside it

maiden wadi
#

None really. Just takes slightly longer to process with more stuff to do. Of course that depends on control paths. You can compute half of the world on one control path, but if that path never gets used and the other part of the function is just returning 2+2 as an integer, it's going to be pretty quick.

noble cape
#

does anyone know why this isn't working?

#

I'm trying to stabilise the head bone on my character, I pass in the previous VB head transform as LastHeadTransform and the camera transform as CameraTransform and I have a tolerance on how much the head bone basically lag as the Tolerance.
the tolerance is given in how much the head bone can "lag" relative to the camera, so if the tolerance.x is 0 it means that it shouldn't lag in the x axis at all, relative to the camera.

#

not sure if it's very clear, I just have a virtual bone called VB head attached to the root->head bones

#

idk if i got this completely wrong, since it seems to work sometimes but the rotating the old VB head - new VB head with the camera rotation and then inverse rotating it seems to cause issues since the values don't seem right

#

the one above is wrong, deleted a few nodes by mistake

full wadi
#

Hey i am trying to deform cars and meshes in ue4 can anyone help me, how to do it

atomic spade
#

I'm getting a certain error when trying to pull variables off of a character component into an animation BP. Anybody know what's up with that?

#

I've done this a zillion times idk what's wrong with it.

maiden wadi
#

BP_DistanceMatcher is invalid on that TwinblastPlayerCharacter.

atomic spade
#

I assure you, it's there. Why wouldn't it be valid?

atomic spade
maiden wadi
#

That's odd then if it's a class default.

atomic spade
#

So it isn't just me. That actually makes me feel better, not having done something wrong for once 😂

maiden wadi
#

Does it actually work though and you only get that error once?

atomic spade
#

Nope it throws the error and I get A-pose

orchid garden
#

isn't the error he's getting saying the value he's trying to get from it is invalid rather then BP_DistanceMatcher?

atomic spade
maiden wadi
#

What AnimBP event is this execution line on?

atomic spade
#

Event Blueprint Update Animation

regal canopy
#

Hey guys,

I am working on a game where if the player dies he re-spawns instantly to the nearest checkpoint, but as you can see in the video their are falling platforms. Question is how do I restore them back to their previous locations.

atomic spade
trim matrix
#

i was following this https://youtu.be/eNkmF7u9V8g?list=LL video but it's not working for me any help?

UE4 Graphics Settings Menu / Save And Load Made Easy

Graphics settings creations is actually very simple when using built in unreal engine nodes. And today we are going to do just that.

Join our discord: https://discord.gg/Gr9sPP2

Free assets: https://itsmebro.net
Donate: https://itsmebro.net/donate
Patreon: https://www.patreon.com/ItsMeBro

▶ Play video
#

i can change settings and everthing but it's apply anything

orchid garden
trim matrix
#

Oh thanks

atomic spade
orchid garden
trim matrix
#

ok 🙂

atomic spade
#

I mean there are more complicated ways.

jovial dirge
#

Anyone using advanced steam sessions?

regal canopy
#

Please tell I will take a look

jovial dirge
#

I'm stuck on trying to get the player count in the current session...

#

Always displays 1/(max players)

atomic spade
# regal canopy Please tell I will take a look

Use a timeline with a float curve to drop them and slowly bring them back up?
Set the original location of a platform on begin play, then send out a dispatcher to all platforms to reset to their original location when the character dies?
Use the save game functionality?

#

These are all way more complicated than teleporting them back after a delay

#

in order of least to most complicated

#

@maiden wadi Did you abandon me and label my fluke a lost cause? 😂

regal canopy
#

Thanks bro

orchid garden
#

i'd reset them on player respawn rather then player dies, respawn can take a second or two, costing time with your dropping platforms, making them have to rush with less time while respawning.

trim matrix
#

Can you have two different axis bindings on the same axis. Example Mouse X is assigned to two different axis bindings

orchid garden
#

yes

#

only reason i know ya can is i did it recently in 4.25

trim matrix
#

Oh I love unreal :D, because when I assign to second axis binding The first one stops working any ideas why does it happen? One binding is in blueprint second one in C++

orchid garden
#

o.O intresting, wasn't happening to me (4.25.4)

#

mines fully bp though

#

both mine have the same axis scale, donno if that makes a difference

trim matrix
#

I don't think it makes a difference mine have the same axis scale.

orchid garden
#

hrm... intresting indeed, everything was working properly too...

jovial dirge
#

Anyone familiar with steam advanced sessions?

orchid garden
maiden wadi
#

@atomic spade Hard to say what it is. If it was PIE testing, the cast should fail for the editor preview. For anything else it should work for that class type if it's a default actor component unless you're removing the component somewhere.

trim matrix
#

When I add second binding , the first one doesnt get any axis values. Event is fired properly but axis value is always 0.0 even though second axis binding receives proper values

trim matrix
#

is there a way to find where is game save files?

orchid garden
trim matrix
#

it was projectname\Saved\Config\WindowsNoEditor

#

in appdata

orchid garden
#

yeah was just gonna say try appdata, might default there

trim matrix
#

thanks again i know it was in appdata but idk where can i find it

orchid garden
#

there's a way you can change the save path but i forget how :/ this old brain is like swiss cheese.

trim matrix
#

ok now i will try to how to change location lol

teal root
#

Hi guys, does anyone know how ALS keeps the mesh component attached to capsule component during physics simulation in ragdoll mode? Doesn't physics simulation auto detach mesh from its parent component?

icy dragon
teal root
# icy dragon Because there's no practical reason to do so.

I want to know how ALS did it, meaning keeping mesh component attached to the capsule component during physics simulation. When I enable physics simulation, mesh component auto detach from its parent component. I couldn't figure out how LALS did it.

mental vale
finite dawn
#

Hello there. Need a little help here. Is there a way to record in-game camera at runtime? Considering i need this to work even in a packaged build. And later output it in some common video format. Any suggestions are super appreciated.

cursive path
#

I need help with set visibility in widget not working

trim matrix
#

@finite dawn There is a plugin/script in Marketplacec for that. So it's deffinitly possible but you will have to work it out somehow

#

@cursive path Show your Blueprint

#

try 2 sided?

runic plinth
#

It's spotlight and not pointlight got it

coarse flicker
#

Would it be more efficient to do a sphere trace on tick or have a sphere collision which rotates on tick which checks for overlap? 🤔

maiden wadi
#

Traces are incredibly cheaper than movement stuff usually.

coarse flicker
#

I see thank you.

fiery swallow
#

You could run like 100 Line traces on tick and be chillin, as long as you use a realistic distance

coarse flicker
#

I saw on a tutorial video people saying sphere traces are not efficient. And that is what I'm using hence I got curious

maiden wadi
#

I.. Don't know what they're comparing sphere traces to then. I mean I have a mid line CPU, and I can run thousands of sphere traces per frame in blueprint with little impact to gamethread.

#

I dunno. Maybe they're phone developers or something and traces are terrible on phones? It's hard to believe that anyone using a PC would find shape traces expensive.

atomic salmon
#

Spheres are the most efficient collision primitives since checking for overlaps/hits just involves a comparison with their position and radius.

burnt igloo
#

I am watching the unreal tutorial on blueprint essential concepts, and I don't get how it takes like 20 blueprints just to open the door!!!

gaunt lotus
#

Does anybody has good tutorials/guides on making 3rd person raycast/crosshair ?

brazen pike
paper galleon
#

Like ricochet?

#

Increase the bounciness in your projectile movement component

#

If you want it to precisely bounce from one enemy to another, you'd need to setup homing and homing targets

burnt nest
#

You could take the OnHit event, then GetAllActorsOfClass, loop through your enemy classes and check which one is closest and if it's close enough for a bounce, and if the projectile has bounces left and then whatever logic to fire the projectile at the new target.

paper galleon
#

There's one by Matthew Palaje on YouTube. Seemed straightforward and worked well.

burnt nest
#

I believe if you activate homing when the projectile hits something initially (if it hit an enemy), and then set the homing target component, it should automatically go to the new target.

paper galleon
#

@mystic bough

burnt igloo
#

I am looking for any novice blueprint tutorials that have helped you in any way please send them my way thanks.

peak gull
#

ok ive been stuck here for a minute. any advice on how to fix this/resources to learn what im doing wrong? lol basicly my problem is when my player character "dies" in my third person shooter, im still able to move around and shoot while laying on the ground. Thanks in advance

#

i think this is where the problem is, i copy pasted from my ai blueprint. (the connection to disable input from "get controller" was my last attempt at a fix

unique wasp
#

I managed to get Unreal into a state where the editor crashes on startup after I made a change to a Blueprint (it also crashed when I made the change). Is there some way of handling this kind of problem without recreating that entire Blueprint?

wraith comet
unique wasp
#

@wraith comet That's good to know for next time! For now it won't help me because I started by cleaning my project folder, hoping that would fix the problem, thus deleting those backups. A good choice of mine... ;)

For now I'll just recreate the Blueprint, but for next time this will definitely help, thanks!

burnt citrus
#

Hey I have a question
How to use output in Blueprint Interface?
adding any function or event isn't allowed in BPI, then how to output something in BPI?
Please show me example if you could

smoky ice
#

Does anyone know if foreach loops in BP execute once silently even if they are never triggered in game? I'm getting this error:

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Blueprint:  BP_WSPGetZonesAvailable Function:  Evaluate Immediate Graph:  ForEachLoop Node:  Branch

From a loop that never gets hit, it's as if it's getting a populated array with null entries.
The break point on the foreach is never even hit, but the mere act of wiring up the nodes will trigger the error.

peak gull
#

for the record, anyone who gets stuck in a similar way to me, it worked perfect when i put a disable input on the blueprint string above where i thought the problem was. after the Custom Death BP rather than the Death anim BP i feel dumb XD

orchid garden
earnest tangle
peak gull
#

so happy i fixed this, a few cups of coffee and some deterimination go a long way (getting up before the kids to work in silence helps too :P) ima just lurk now while i continue to work. Level design step is close now

orchid garden
burnt citrus
orchid garden
burnt citrus
#

BPI out put is useless?

orchid garden
#

no

earnest tangle
#

BPI does not output anything

#

it's more like a declaration of what objects which implement the interface can do

#

you can for example have an interface which is called "interaction interface" and it has a function called "Interact"

#

now in your game you have chests and boxes and people, and you can implement the interface on all of them

orchid garden
#

bpi's do output

earnest tangle
#

and you don't need specific code to handle all those different types of interactions

smoky ice
burnt citrus
earnest tangle
#

@smoky ice perhaps, have you tried adding a print node to check the length of the array or such?

smoky ice
earnest tangle
#

@burnt citrus I would recommend checking this one out, it talks about interfaces amongst other things https://www.youtube.com/watch?v=EM_HYqQdToE

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

▶ Play video
#

It has a table of contents in the description if you want to skip directly to the part with interfaces

smoky ice
earnest tangle
smoky ice
earnest tangle
#

Sounds possible yeah

peak gull
#

@earnest tangle thanks for that live training. honestly if unreal cleaned up their playlists their youtube would be much more helpful imo

earnest tangle
#

Yeah there's a lot of useful stuff in these, but it's a bit of a pain when it's 2 hours to find the bit you need sometimes

radiant mural
#

Repost for visibility: Hello everyone. I need some help with something here.

How can i assign a Skeleton at runtime? the equivalent of "assigns a skeleton to the selected mesh" at editor level alt text

How can i do this through BP or C++ during runtime?

Thank you

If you respond to me, please use the @ so i can actually find it 🙂 Thanks

hasty moat
#

Hi gals and guys, I've got a question, maybe someone can help me.
I'm adding an evade ability to my character. Let's say I want to dash 1.5m forward. I can calculate the end location easily. For the actual move, first I've tried using Apply Root Motion Move to Force, and it worked fine, I could control the move distance precisely, but I cannot apply any curves here to control speed.
Then I tried using Apply Root Motion Move to Actor Force, but I can't get it to work properly. First it takes Location Offset, so I get the offset by subtracting previously calculated End Location and Actor Location. It moves me in right direction, but way too much. Only when some curve is added for horizontal speed does it look fine, but still I lack precise distance control. Does anybody know how to use this function properly. I'm basically blindly changing params until it looks fine, but things may go haywire with the first change that happens 😄

violet jasper
#

Hey friends, i want to add image instead of this text. which component i should use?

hushed pewter
#

is there a node that can take an array of numbers and then just mix them up randomly

#

Oh right shuffle

#

Sorry

hasty moat
slate sedge
#

Hey how are you?
I am having a problem when things are not spawing when I alt tab / lose focus of the game.
Did someone have this problem?

orchid garden
violet jasper
#

@orchid garden @hasty moat i will do it like that, thanks for help.

distant folio
#

Hi all, hoping somebody can help me with what I assume is a really simple oversight. I'm loading in streaming levels via a combo box for different options of a building. Each saved to it's own sub level. This works fine, but I can't figure out how to unload them when the combo box selection changes to a different level

fiery swallow
#

However, it wasn't until they ran 36,000 line traces on event tick that they started losing milliseconds

minor pagoda
#

Hi, i'm trying to upload a file to a GraphQL server and i'm having trouble uploading the file into the JSON. Can someone help me?

#

this is the request i send

runic terrace
#

I didn't use Va Rest that much but aren't you supposed to set the fields in the Json Request object and pass that?

minor pagoda
#

yes, but varest does not allow the field type to be file type

#

only allows objects, string, int and so on

runic terrace
#

I don't think it's possible to upload files directly with VaRest

#

If it's an image you can try converting it to a byte array and send that instead but that would probably require c++

minor pagoda
#

ok, i'll give it a try

hoary orchid
#

How to use single root motion animation for jump?

runic terrace
wise talon
#

Guys how would I get my UI to face my cursor every tick while my mouse button is pressed?

#

specifically a Widget component

wise talon
#

thank you, I'll test that out

runic terrace
#

Make sure the actor that has the widget has input enabled though, otherwise it won't register the mouse button

wise talon
#

yeah, I believe i've got that sorted

runic terrace
#

Or if you don't want that you can trigger the event outside of the actor

runic terrace
radiant mural
#

Hello everyone. Is it possible to do this at runtime?

runic terrace
#

Not as far as I know, but you can change the skeletal mesh at runtime if that's helpful

radiant mural
#

Ok, thank you. I was actually trying to get around that in a way. I had a rather involved plan, but it requires the ability to assign skeleton at runtime.

hoary orchid
#

How to line trace down from 500 - 600 units infront of player?

#

like vertically down

runic terrace
runic terrace
hoary orchid
#

lemme try to draw a rough drawing and tell what I mean

runic terrace
#

are you doing a climbing system of some sort?

hoary orchid
runic terrace
hoary orchid
#

awesome, lol now I feel dumb for making 1 small mistake xD

tight schooner
astral cedar
#

how could i get a characters forward axis that's aligned to the slope its on

tight schooner
#

yeah, but I need it in construction for level editor/workflow purposes. Guess I have to stuff a bunch of public variables into the host class

icy dragon
earnest tangle
#

^this is in general a decent method altho I use functions usually

#

sometimes I need to apply the same changes the construction script would do for example on game load, so it's easy to just call the function to do that logic when the values have loaded

open crypt
#

nav mesh makes no cost/calculations for empty space right? I just wouldn't want it on a big level because I'd pay for the calculations wherever the nav mesh bounds intersects geometry flagged for navigation, correct?

#

Imagine if you had a huge nav mesh bounds but streamed in levels after different heights, like floating islands - there wouldn't be a cost associated with having a huge one in the spaces that the unstreamed islands weren't loaded, because it's empty and has nothing to calculate

fierce birch
#

hello all having issue with enemy reference that is being set by line trace. im aware that i need to add a is valid but i didnt to explain the issue. what im making is a life steal ability that only works if you get up close to an enemy. it works sometimes and doesnt on others. confused on why it doesnt because the line trace is clearly hitting the enemy

open crypt
#

You need an IsValid because some of those crab actors are in the process of being deleted - so if you are shooting them for example, you are activating whatever function destroys their actor and spawns in maybe a mesh ragdoll to be the dead body - but before they are destroyed, they are still hit by the linetrace

#

It's a part of what is known as "garbage collection" because the code is executed so fast, some parts of the actor exist and other parts don't - it's not important to understand what exactly, just put an IsValid after your True branch (the second one)

#

@fierce birch

fierce birch
#

ok

open crypt
#

You "might" need to do anything one on the reference set at the end too

#

I don't know enough about garbage collection to be sure, but if you get the same error again, try adding it there too and seeing if it goes away

fierce birch
#

i did check for the is valid

#

it works fine until a enemy dies

#

then the ref wont update im assuming

open crypt
#

correct

#

because by the time the line trace ended, that enemy was gone

#

rather, destroyed

fierce birch
#

but i thought that the enemy ref will update when i hit another enemy

#

because its on tick that the trace is getting exec

open crypt
fierce birch
#

hmm

open crypt
#

I'm not certain but I believe that error is a safety check built into the engine to avoid crazy crashes - the moment something is flagged for deletion/destroyed, the actor keeps that flag, that way if any code attempts to interact with it, the engine fires a warning - think of how hard it would be to debug problems if you didn't have that code because you were destroying an actor

fierce birch
#

how would i fix it?

open crypt
#

But an IsValid anytime you reference that actor

#

soryr, PUT

fierce birch
#

i am but its not working

#

it just wont let the ability work

open crypt
#

so you need to probably find where you are destroying them and examine the timing of it - maybe put a slight delay in it

#

for example, you could set a boolean on it that sets as TRUE once whatever code you want to run on it when it is hit/destroyed, and then check that variable to be true, before you call the destroy actor event

tight schooner
# earnest tangle sometimes I need to apply the same changes the construction script would do for ...

I'm not sure if I follow. The fundamental issue I'm facing is values in components that I've overridden in the editor seemingly cannot be read by the editor (i.e. before beginplay)... When I Get those values, it gives me the variable's default rather than the value I entered. Is there a way to actually get those values? Or must I fundamentally put those values into the BP actor class to use them in construction?

open crypt
tight schooner
#

I tried... doesn't work

open crypt
#

you need to set them again at begin play

#

can you show me some of the code? like one of your instances?

tight schooner
#

Maybe we're talking about different things. I'm talking about public variables on BP components not being accessible in a construction script. E.g. I changed the variable "Rail bar length" to 3 but when I try to read it during construction, it shows 8 (the default).

Because components don't even have construction scripts, I use the host actor BP's construction script to call an event on the component. For debug purposes, the event appends some stuff into a string variable called Debug_pseudoprint as shown in the screenshot.

#

My actual use case for doing this is to show some level design visual aids in the editor based on the values entered

#

I wonder if editor-only BP functions have the same limitations...

fierce birch
#

@open crypt but I have multiple spells. How would you suggest I work around that

#

Nvm I’m going to try something out

open crypt
#

that triggers the same TYPE of event (like an interface function "HIT WITH SPELL" but is implemented (does different things) differently on the different actors

#

so "HIT with FIRESPELL Event" executed on Plant triggers 200 damage and plays burning animation - but that same event executed on STONE does 10 damage and plays smaller fire animation

fierce birch
#

I’m using an any damage so would a interface be necessary I’m going to add a Boolean and try a few things out

trim matrix
#

would it be a bad idea to put custom events onto a tick node for cleaner bp's?

open crypt
#

depends on the events really, but you could always do them on a delay

#

tick is not the death sentence it is made out to be, you just have to recognize it's more about using events to drive things versus always checking their states

#

I have a vehicle system that uses tick to drive the entire status of a car and it runs fine but there is a slight delay in the tick

trim matrix
#

Yea I just got a bunch of stuff that needs to go on tick tho, Maybe I could use loops but idk

#

but I dont wanna attach everything to the tick node

#

so I made a custom event called linetrace and just hooked it up to the tick node, another one called stamina/health regen. etc etc

#

now that I think about it I could just use one custom event lol

open crypt
#

you can do event by timer too

trim matrix
#

hm let me look up how that works haha

open crypt
#

just run the event by timer, and plug it in to the actual event you want to run, and set the blue one to looping (basically do it at begin play but have a boolean before it so you can stop it )

trim matrix
#

so its a tick event you can stop basicly?

open crypt
#

maybe, others would know more - you can semi-stop a tick by just putting a branch after the tick itself -

#

technically that actor is still ticking but it's just a single node that's ticking

trim matrix
#

yea ticks are still pretty foreign to me

#

I just know theyr bad..ish

open crypt
#

No, they aren't

#

they are like paying someone a 24 hour wage when you need a wakeup call once a day

trim matrix
#

yea theyr just not optimal at all

#

but idk how much resources they take up by just.. attaching a healthregen system to it

open crypt
#

they can be absolutely harmless and I use them frequently when I am prototyping or just one something done fast

trim matrix
#

probably nihill

open crypt
#

you can profile it in the engine, just look up cpu profiling for unreal blueprint