#blueprint

402296 messages · Page 709 of 403

trim matrix
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ah I dont know how to do that yet 😛

fierce birch
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Ok

sonic pine
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Hiho anyone knows how to change a string into an other string?
I need something like "if Input is X output 0" or "if input is Y output 1"
The Player have to see Texture: Low, Medium, High or Epic but the code needs a number between 0-3

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the "Selected Item" output is Low, Medium, High or Epic and the command A need 0-3 to change the texture quality

keen geyser
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hi everyone, not sure if my question is put best here or in the automation channel since it is regarding functional tests: I really struggle with figuring out how to put multiple functional test actors into one level to be executed one after another. Couldn't really found much in this regard in the documentation. Does someone has an idea how to setup the functional test blueprint and things?

sonic pine
open crypt
sonic pine
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ah ok nice ^^

keen geyser
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more like the latter. the basic test is the same but with different inputs like spawn thing in place A and check if assertions hold and then reset everything and place something in location B and assert the same

open crypt
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things like trailing white spaces

jovial dirge
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Hello I had a quick question with my logic if someone could help me out 🙂

jovial dirge
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I'm trying to create a server list, rn there's multiple servers on atm, but only 1 is showing

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It seems to only find the first session then add that widget then ends, is there something wrong with my bp?

open crypt
# jovial dirge

When you hit F9 and break on a node to see if it executes and what it's values are, what does it say

jovial dirge
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wdym by f9 and break? Sorry

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This is before it updates sessions where it's finding the session

sonic pine
# keen geyser more like the latter. the basic test is the same but with different inputs like ...

Ok on dedicated server you can spawn more than one client but all of the characters are the same type for example:
Parent_Character_BP = Default spawn
Warrior, mage and Hunter are childs of the parent you can drz one of them to the default spawn and all of them hav his own Health, mana and so on but 4 client = 4 times the same charcter class (mage, Warrior, Hunter or parent) If you want to create a Lobby like in shootergames (5 player vs 5 Player) there are very nice videos on youtube for multiplayer spawning (shooterversion)

open crypt
# jovial dirge wdym by f9 and break? Sorry

Here is a UE4 tutorial about debugging blueprints and using breakpoints. It is a primer for beginners to debugging with blueprints.

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▶ Play video
keen geyser
open crypt
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check up here for your INSTANCE

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you will see, one IS running after the other

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it will say the name there

sonic pine
open crypt
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either one, really

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enum for simplicity

jovial dirge
keen geyser
# sonic pine Ok on dedicated server you can spawn more than one client but all of the charact...

ah no thats not what I meant. Sorry I am to vague. I am trying to letting my AI start running towards a base by blocking off one side of the base with a building. My test is basically if the AI was able to reach the base. Since my AI navigation is buggy right now I want to basically spawn a tower on each side of the base one after another and see if that worked. this all lives in one derived functional test blueprint and has the side of the base parameterized. then I pulled four times this blueprint into my test level and just changed the values of the side. but it does not really work like this ... I try to figure out for hours now didn't went far.

sonic pine
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ah ok

jovial dirge
sonic pine
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not really xD

sonic pine
jovial dirge
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Just having trouble getting current player count in a session

sonic pine
jovial dirge
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Just not able to get the number it always displays 1/(max player count)

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For example on a server list I'd want the correct player count to display

sonic pine
dawn gazelle
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Just make sure the order of the options are right

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Not sure if like 0 = Low

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or if 0 = Epic

sonic pine
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ok

jovial dirge
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Does anyone know why it's only displaying 1 session? (theres multiple)

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It's something to do with "For Each Loop" not sure if I have it set correctly

keen geyser
sonic pine
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i was trying to change the texture like that

jovial dirge
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Does anyone know what I'm doing wrong here?

dawn gazelle
jovial dirge
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When it finds session it has for each loop then it has to break that result in order to update the session,

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supposed to look like this

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but it is repeating whatever the first session found is

modern musk
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So I know it's probably hard to say given the limited amount of information, but I've encountered this a couple times now and I find it extremely hard to debug. Basically, I've got a situation whereby everything works as expected in PIE mode, but my AI does nothing in standalone mode. The last time it seemingly occurred because I had an actor in the level that was the child of a utility actor (the bug disappeared when I re-parented the actor). This time, I have no idea what's causing it. Has anyone encountered any similar problems or knows of an effective way to debug the standalone version?

Edit: Seems like manually registering A.I. for senses at the end of Event Begin Play solved the issue for now. Super strange though.

dawn gazelle
sonic pine
faint thicket
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When binding keys I'm able to execute multiple key presses to an undesired effect, for example pressing L1 and R1 at the same time executes the L1 command and the R1 command.
Aren't there too many combinations to create conditionals? I'm sure I've missed the proper way to do this. Thanks.

keen geyser
zealous moth
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@faint thicket you should buffer your key presses and in between a delay of a few milliseconds

faint thicket
sour sapphire
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Looking for bit of help. I'm following a tutorial on adding a grapple shot mechanic but something is different with how variables are handled (probably due to me using UE5). I need to find the location of the actor that is the best/closest target but the variable type I get when promoting to variable is an Actor Action Utility. Changing the variable manually to Actor Object Reference forces the engine to break the links. I've left a question on the tutorial page already but no response so far. Thoughts?

last abyss
jovial dirge
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yes is there a way to just have it so it loops every session it fines?

last abyss
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well, for one why don't you not use a for each loop and directly plug the results into the 'update sessions'?

jovial dirge
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thats why it breaks steamsessionresutl first but that only gives 1 session output

last abyss
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okay, so then instead you'd probably want the loop body to fill an array and when its completed use that array to update sessions

covert arrow
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in regards to destructible meshes is there a better performant way of doing damage when having multiple destructible meshes in a level, i'm using on component hit on a physics actor then when it hits a destructible mesh it applies damage?

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im not sure if this is the best way of doing damage to a destructible mesh, if you have destructible meshes in your project what do you do to apply damage to them?

teal solstice
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Hello. Im having troubles. I have a sphere as the root component and i have a ProjecttileMovement attach to it. In blueprints i am trying to set a random direction on x,y-axis, with an initial speed. But i can't find out how to set the initial speed to override the velocity so that the velocity becomes direction. Whenever i set a random value to the x,y-axis velocity. It sets those as its speed. I can screenshot if need be.

void comet
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Hey guys. Hoping for a little direction. I am making a 2D platformer but with gravitational gravity planets. I basicly have the 2D (non-paper/sprite) template, turned off gravity and made my own (planets have a collision component that activates aforce on my character toward centre of planet and I rotate character toward that centre point). Left and right controls from template wont work at the horizontal poles, so I added UP/DOWN axis so they character can run around the planets. The problem has come when I try to face my character left or right (in relation to the centre of the planet) when I move left or right. I want when pressing right the character will keep the same direction hes moving even when he flips upside down until the character reverses direction. I've tried like 6 different ways so far to no avail. Any ideas on what would be best way to go about it?

zealous moth
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@void comet use a base reference for a direction and use that. An example would be to use your planets and on a 2d plane if they are located at a specific critical angle the controls reverse

void comet
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Already tried that. It almost works but gets real finicky at the horizontal poles

zealous moth
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Yep so make sure that the trigger is reset when the input os released first

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So if i press up it goes up and when i loop around holding up continues

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But when i release it checks for direction

void comet
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How would I do that in blueprints, cant think

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resetting the trigger

zealous moth
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Your input

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When released do a check for directionality

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And set a bool or something

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@teal solstice use the construction script and set that value and then expose the variable. When you spawn the projectile set it up as a random or desired value

void comet
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Thx, bit slow so i'll think on that . Think I know what to do thx again

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Using input axis'. Trying to think how to do on release

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I guess I just add inputs for WASD? WIll that work? Or will I have to change how I am handling input controls u rekon?

hexed bronze
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Hey so I have a FPS hud widget for my little project that spawns in with my character. That's fine and all, but for one of the levels I want to add a timer to the top middle of the screen with a widget. I try to add the new widget to the viewport via the level blueprint, but I still only get the FPS Hud. Can you only have one widget up at a time?

spark steppe
hexed bronze
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it should be

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I put the new text in a blank space

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This is in my first player character

spark steppe
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just btw. theres a userhud class which can manage the HUD for you (if you have an HUD thats always visible)

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should the timer hud overlap something of your default HUD?

spark steppe
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i mean, does the normal HUD have any background or something in the screen area where the timer hud should spawn?

hexed bronze
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Timer should be in the red space

spark steppe
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ok

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just wanted to get sure that it's not an z-index problem, which it isn't

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can you show layout and widget hierarchy of the timer widget in the UMG Designer?

hexed bronze
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UMG designer? Sorry new to all this

spark steppe
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where you design the widget

hexed bronze
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oh ok

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one sec

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this is the timer widget

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This is the FPS hud

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This is what you wanted right?

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This it the beginning of the level blueprint

spark steppe
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yea, that looks good so far

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sure that the beginplay runs which adds the widget?

hexed bronze
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yeah it should be

spark steppe
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sure that the text in the text block isn't empty? e.g. bound to an empty variable or function which returns an empty string?

hexed bronze
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oh

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it appeared now

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I didn't have anything in the function

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oops

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or the binding or whatever

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omg wow it really is the simplest things that get you

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Thank you so much

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@spark steppe also one last question. Is there anyway to get a variable from the level blueprint?

spark steppe
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not really

hexed bronze
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ok gotcha

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thanks

surreal peak
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At least not via Blueprints

hexed bronze
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I see

void comet
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Can anyone tell me why this doesn't work please. The dot product is always 0

fierce birch
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@void comet I’m not to familiar with dot products but did you put a print string on the result of the dot to see it’s value

void comet
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Yes. Which is why I know tis always 0

fierce birch
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So your trying to change the characters direction?

void comet
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I am trying to determine when the character changes directions

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Got told taking away 2 delta vectors from eachother and getting the dot product would do this

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In a 2D platformer my character is rotated round a sphere when he runs. I want to determine when he changes direction so I can turn him left or right but it gets finicky to do it when he can be upside down if you know what I mean

fierce birch
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It’s for 2d?

void comet
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I explained a bit more if you scroll up a bit

fierce birch
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Well the dot would be 0 if it is perpendicular right?

void comet
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yes

fierce birch
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Try getting the actor forward vector from rotation and compare it to that see if that works

void comet
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my forward vector is like 90 degrees from direction im moving for some reason

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the template character has some weird transforms especially rotation and with the camera I had to kinda reset it get the gravity working and the forward vector is messed up i think cos of that

fierce birch
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Ok so your running on a plannet

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What are you referencing in the center of the plannet

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Can’t you take the dot of your location, or forward vector and compare it to the plannet

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Could you get the planet up vector

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And compare it to that

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Like if I put a scene component in the center of the planet, couldn’t I get the up vector of it and compare it to my location

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Would that work

void comet
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I am getting a vector from my char to centre of planet for the rotation yer

fierce birch
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Did you get it for the upvector of the planet

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Because this was what I was thinking

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1 represents the plannet upvector

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And 0 represents the player location

void comet
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I didnt...i literally am just getting the vector from char location to centre of planet and applying force that direction...nothing fancy

fierce birch
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Ok but you said that didn’t work though right?

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Ok my apologies if that doesn’t work I’m just texting what comes through my head

void comet
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I am prolly not explaining it well enough..nps

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Or I am not understanding well

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Think your giving me what I want I am just unsure how to do it

fierce birch
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Well you want the player to face left or right depending on his position relative to the center of the planet right?

void comet
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nope

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I have that sorted

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I need to turn the player left or right in the Z

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so when hes moving in a circle left he maintains facing left even when the char is going upside down and actually going right

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atm i check if rotation is below or above 0 and then flip the direction he shud b facing...but at the horizontal poles it flips when it shudnt

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Altho I am not happy with the way I am doing it, using a compare float on the axis

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I need to check which direction he is moving and then maintain that facing...unless he changes direction

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Tried so many ways now that are failing in some way....I am confusing myself and making it seem harder than it is i feel

fierce birch
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Ok where is your program for determining his facing position

void comet
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that was the dot product thing I pasted

fierce birch
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Ok

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And that only returns 0?

void comet
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yes

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no matter which way I turn it gives 0

fierce birch
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Why did you use >=

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Why not >

void comet
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I copied this code

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oh i think theres a reason

fierce birch
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Because if it is 0 that is true and if it is greater than 0 it will return true as well

void comet
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cos I want both perpendicular and facing away

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just not towards

fierce birch
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Ok

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My apologies

void comet
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otherwise it would flip when stationary I assume too....i think

fierce birch
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Well where is you plannet upvector, you said it’s 2d

void comet
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yer 2d...started with the 2d playformer template

fierce birch
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Where the initial declaration of previous location?

void comet
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Does there need to be? assumed it would just not work on 1st frame or something then work

zealous moth
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The dot product is 0 if your angle berween vwctors is 90 or 180 degrees

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Dot product follows cosine rules

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So either your vector is 0 or the incident angle is 90

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Why use the dot product?

fierce birch
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@zealous moth would the upvector thing work?

zealous moth
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I am going thru the convo

void comet
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I used someone elses code they said would work....I can change anything you think would do job better

fierce birch
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Cross product?

zealous moth
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Cross follows sine rules

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Sec trying to see what is happening here

void comet
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nps...u lost me a while back 😛

zealous moth
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Can you explain what you are intending? What vectors are you dotting

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I mean you can do a few things also

fierce birch
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I thought he was dotting the player’s location and the planets location. I initially thought to give the planet a upvector and compare it to that

void comet
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its all there...its from actors location - its previous

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which is just the player

zealous moth
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Take forward vwctor of character and plot it on a 2d and find angle compared to normal or static vector. If angle is whatever do something

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@fierce birch technically any upwards vector is the same

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Planet or otherwise

fierce birch
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Your right. It just was the one that came into my mind atm

void comet
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Not sure I understand how to do that

zealous moth
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Uh lets see....

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You started off right

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But you gotta inverse the dot prod function

void comet
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How do I do that?

fierce birch
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Multiply by -1 I believe

zealous moth
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No no

void comet
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I was gonan say rofl

zealous moth
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Read the article

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Arcos the crap outta it

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You will need to learn this eventually since a lot of game stuff revolves around vectora

void comet
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Will this tell me why my dot product is coming out a 0?

full wadi
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Can anyone help me car or mesh deformation

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With*

zealous moth
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I would suggest you read it to at least understand what dot product does and how to reverse it into an angle.

void comet
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I uderstand what a dot product does and what the 0 means. I am unsure why it is coming out a 0 tho

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feel like ive explained what I want really nadly sorry

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badly*

remote meteor
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hi, does anyone know which gameusersettings.ini that standalone uses?

zealous moth
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@void comet print string your function at all nodes

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So print string you vector 1 value and your vector2 value.

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Gonna bet previous loc is 0

void comet
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I was just doing that. I find the code a bit confusing tbh. Since it sets something that doesnt exist til the next line

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or i shud say "sets something that uses data that doesnt exist yet"

zealous moth
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Gonna wish you luck i gotta sleep

void comet
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ty gnight

faint vine
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Anyone know any tutorials to set up a food and water system.

Carnivores eat meat to fill up and drink water from rivers or lakes

Herbivores eat plants to fill up and drink from lakes & rivers etc..?

icy dragon
chilly jetty
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Hi there, is there a way to rotate a character's skeletal mesh on a set bone in a regular BP rather than the anim BP?

hexed bronze
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Anyone know how to fix the issue where the AI doesn't move after pressing play on my main menu?

icy dragon
hexed bronze
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hmm idk. The AI works on all the levels when I test them normally but if I start from the Main Menu scene, the AI just sit in place just doing their idle animations

chilly jetty
formal cedar
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Hey guys, in this tutorial the guy was able to connect the variable into equal, but It wont let me, any reason why? I am on UE5

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nevermind I wrong equal I was using

chilly jetty
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and I dont think RotatingMovement component allows you to set the parent socket to the skeletal mesh bone

faint vine
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@icy dragon k I will look into that thanksn

formal cedar
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how do I replicate the old with the new node?

maiden wadi
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That's not an old and new. Those are two different functions.

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Top is VectorXFloat. Bottom is VectorXVector

formal cedar
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Oh okay thank you!

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does vectorXfloat exist in UE5?

surreal peak
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It should

formal cedar
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I'm having trouble finding it what might it be called?

surreal peak
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  • float
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Should be enough

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If you drag off of the vector

formal cedar
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oh okay so if i right click VectorXVector i have the option to convert to a float

atomic salmon
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@formal cedarwhat do you need that Vector * Vector for? This is something you rarely see or need, unless you want to scale the components of the original vector each one by a different amount.

formal cedar
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I'm new to unreal so I was just following a tutorial on how to get Titanlfall 2 movement I had to use it for 2 blueprints heres one

atomic salmon
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Then definitely you don't want to use Vector * Vector because you need to preserve the direction of the Forward vector and just "prolong it" (aka scale it) along that direction.

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Just use Vector * Float as already pointed out.

formal cedar
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ah gotcha thank you for the info! I came from 3d modeling so my thought was "okay since its connect to something that says forward, Y is usually forward so I will use that" lmao

atomic salmon
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no worries! For a line trace you always need a starting point (in world space) and an ending point. The typical way to calculate the ending point is to take the starting point and a direction from it (in this case the forward vector, which is a unit vector, so its length is 1). You multiply the direction vector by the length of the trace and add the result to the starting point. That gives you the ending point (also in world space).

formal cedar
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Oh I generally get what you mean. Thank you for giving me a better understanding! It's crazy to me how it doesnt say Line trace but you knew exactly what I was going for lol

void comet
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Hey dudes. I am trying to rotate my 2d char along the Z(want him to rotate right and left) not based on world coords but based on his angle. ie. need to find wether he is moving right or left in relation to his angle

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so hes travels 360 degrees round a circle (planet). I want to turn him left or right depending on which way he is moving, which can be upside down so confuses things

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I have the vector from him to the planet...i need to take that and work out the "left" andf "right" in relation to that vector

atomic salmon
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@void comet not sure I fully understand how it is supposed to work, but if you want to check if a vector is oriented along the direction of another vector or is opposite to it, you can calculate the DOT product between the two vectors and check the sign of the result. If the sign of the dot product is positive, then the two vectors are oriented in a similar direction; if it is negative, then they are oriented in the opposite direction

void comet
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kind of what I want but I want that but 90 degrees to the vector I have

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actually I think I got it thx....need to think

atomic salmon
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@void cometif you have a fixed up vector and a forward vector, you can create a right vector from them using the CROSS product. Then you can use that right vector for the DOT product above.

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Got to love vector math 😉

void comet
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Yer wish I knew it better tbh

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Ah I kinda understand what I want to do but Im getting lost how to do it in blueprints

atomic salmon
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@void cometcan you show some visuals or at least a sketch of how it is supposed to work?

void comet
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I have A. I wanted to find wether character was moving in direction B or C without using forward vector etc since I was having trouble with it with my char but I am working on fixing that now

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If you know what I mean now

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I can see how a dot product would help me compare B and C which is what I want...but my forward vector is going, prolly from what I am doing to create the gravity

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is going crazy*

terse latch
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Might anyone know how to have sound play in a certain area and not the whole map?

atomic salmon
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@void cometgot it. Since you are going full circles I would use a simpler way. At each frame, you calculate a movement vector for your character as ( Position at this frame - Position at previous frame) . If the length of this vector is > 0 there has been movement. In that case, you normalize that vector and then calculate the DOT product of that vector with a the right vector of your character. If it doesn't have a right vector, you can just use an arrow component on it and use the forward vector of the arrow. If the DOT product is positive, the movement happened clockwise (along the right vector), otherwise it happened counterclockwise (along the left vector).

void comet
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I had something like that I was trying before

stark spire
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I just got into unreal engine so i could make my dream game. im making my character rn and i used the third person as a template and i want to hide the character and change the walk speed and jump height? how do i do these 3?

void comet
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Obv did it wrong tho

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How would you change that...am i just missing the normalize? It wasnt my code, i got off google

atomic salmon
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@void cometthe vector you do a DOT product with has to be fixed on your character

void comet
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fixed?

atomic salmon
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@void cometyes fixed to your character. I was suggesting above to use an arrow component attached to the character and use the forward vector of that arrow component.

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@terse latchyou need to place the sound in the level and adjust its fall-off

terse latch
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@atomic salmon might there be a way to work with a sound cue?

atomic salmon
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@terse latchsure. The sound may actually be a sound cue.

terse latch
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@atomic salmon Alright, I am looking abit and found radial falloff. This is new area of things to mess with x).

atomic salmon
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@stark spire for the first use SetVisibility or ToggleVisibility on your character. The other two can be adjusted with the Character Movement Component inside your character BP.

void comet
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Tried doing what you said but think I am doing it incorrect, prolly how im storing previous location vector

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Its obvious to me that this way I am always trying to take away the same figure from itself and store nothing

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but not sure how

atomic salmon
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@void cometyou need to update Prev Location after you have used it to calculate the delta. Like you are doing it now the delta will always be zero.

void comet
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you mean just switch the movement vector and prev actor location nodes?

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ah thats better

atomic salmon
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@void cometI bet it is. The other thing to double check is the vector you are using from the arrow. If the arrow points already to the right of your character, that direction will be the forward vector of the arrow itself and not the right vector.

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In other words, the forward vector of the arrow is the right vector of the character, so if you are using the arrow as a reference you need to get its forward vector, not its right vector.

void comet
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I need a smoke break but I think thats what I needed marco

atomic salmon
void comet
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Any chance of a quick explanation if you can on why updating previous location afterwards works? seems so counterintuitive to me

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altho I understand fully why I get the 0 the other way

atomic salmon
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@void cometsure. You need the position value at the present frame and the position value at the previous frame. To make sure the two stay distinct, the best way to do it is to assign the position value at the current frame to the position value at the previous frame only once all the calculations are done (aka as last thing before you move on to the next frame).

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So you do all your calculations using current frame position and previous frame position, then at the end of the current frame, once all calculations are done, you do previous frame position = current frame position. Once you move into the next frame, you have an updated previous frame position to work with.

void comet
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Just seemed to me like I was taking away a vector from another vector that didnt exist until I set the vector after doing the vector - vector

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if that makes sense lol

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ie. setting it after i use it in an equation

atomic salmon
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@void cometactually you have a point there, since on the very first frame (Begin Play) the Previous Position vector is zero, so you may get a glitch. To prevent that from happening, on your Begin Play, just assign the current world location to the Previous Position vector and you are good to go. The rest happens On Tick.

void comet
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To be honest I think I get it now anyway. Just seemed so counterintuitive before

atomic salmon
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Yes I know, it is just a matter of seeing it working and getting used to it

void comet
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Well yer thats who I work. I find it a lot harder to parse it in code or blueprints....id rather test, print strings and reverse a lot of things through trial and error....then go through it afterwards and work out why it worked

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thats how i work*

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I am an artist first 😛

stark spire
void comet
#

Look at the character movement component on the left side there and look down the details panel

stark spire
#

ok

#

is it the custom movement speed?

atomic salmon
void comet
#

Two things I hope to skip and just end up with a completed game 😛 thanks a lot again @atomic salmon

stark spire
#

nvm

#

i think i got it

void comet
#

Good idea to play around with settings and see what everything does....

#

Some options there are stupidly useful

stark spire
#

ok thanks

void needle
#

does anyone has idea, why my game can lag, even through my ram isnt even used for 15% but my fps just drops over time, it starts sat 60 then after like 2 seconds 59 and from 59 it drops to 20 losing 1 fps every second

maiden wadi
#

@void needle Did this just recently start happening?

void comet
#

@atomic salmon Still having problems 😦 Like other ways I have tried it seems to work well until char is upside down

#

Dunno if something is wrong still

icy dragon
atomic salmon
twilit jacinth
#

Hey guys, I want to make Top down shooter from Advanced Locomotion System with absolute coordinates WASD controls for moving and character facing direction of mouse but without changing WASD . I turned off inheritance on the spring arm I set up but the lil guy still changes what wasd does when I rotate my mouse

#

found the couple tutorials on youtube but they miss some steps in their explanation and use GetHitUnderCursorByCHanel that takes into consideration height of the objects and stuff. I only want it to get Vector from character into consideration like 2d games

icy dragon
#

Animation doesn't have to be detailed for something that's viewed from birds eye view.

twilit jacinth
#

I just dont want to go through the whole animating character thing again. ALS have all of the functionalty and even more built-in

#

Like rotating the character in different directions, facing certain direction with upper body

icy dragon
#

But it's overkill for something viewed from far above. Expanding from Third Person template and simple blend space setup is usually sufficient.

#

Twin stick top down shooter is basically what old shooter games are, just without the up/down aiming.

twilit jacinth
#

Its not that far away

#

I just want a bit higher fidelity in animation part because its a lot of hustle for setting up omnidirectional movement with shooting, rolling and climbing for a guy that doesnt have 3d anumation background

atomic salmon
twilit jacinth
#

If you guys know any tutorial based or name of the function that gets only direction of mouse/gamepad reltive from player instead of whole mouse cursor thing

atomic salmon
#

So feed your character rotation with the output of the Mouse X axis.

void comet
#

@atomic salmon i have tried right and forward and tried rotating the arrow

twilit jacinth
#

You mean this?

atomic salmon
void comet
#

oh not a screenshot...not sure how to screenshare

atomic salmon
#

@twilit jacinthyep. So you see it is using the Controller and probably you have the Use Controller Yaw Rotation enabled.

small plover
#

I have the stupidest question, i dont know how to create "constants" like variables but that i can set directly in the blueprint. i can only do it in the material editor. Anybody can help please?

void comet
#

on what componenet? i cant see any use Yaw enabled

atomic salmon
#

@void cometno problems. So you need to use the forward vector of the arrow given the fact it is already pointing to the right. Is your character rotating when it walks one direction or the other? Because that would mess up what we have designed so far.

earnest tangle
atomic salmon
#

The answers about the Controller was for @twilit jacinth

twilit jacinth
earnest tangle
#

@small plover on the left side panels there's an area for variables, you can create new variables from there. These will by default be editable in the blueprint editor, but if you want to also make them editable on instances of the blueprint (eg. actors you place in world), check the box that says "instance editable" or click the eye icon which does the same thing

small plover
atomic salmon
#

@twilit jacinthexactly. So remove the rotation code, get the WASD independent from the rotation of the character, then re-add the rotation code based on the mouse input but without using the rotation of the controller.

void comet
#

@atomic salmon char is rotating on X and Y...so my char always upright but only rotating on Z after the dot product code

earnest tangle
#

@small plover ahh that's what you mean... as far as I know no. You would probably just use variables with a default value set to the number you want for this purpose

atomic salmon
#

Can you share a short video?

earnest tangle
#

You can set the variable to "blueprint read only" if you want to avoid accidentally modifying it

small plover
#

yeah ok

void comet
#

havent got anything set up to capture but can have a look

coarse flicker
#

Hey Guys, I'm creating a multiplayer system. and the inventory HUD of the player is added through the player controller for each connected character. But I need to access this HUD through the character themselves. What's the best way to go about doing this? Shall I use an interface or Cast to Pawn to get Controller?

earnest tangle
#

You should be able to just get controller from the character since a character is a pawn

coarse flicker
#

There is no such issue doing so yea? Since child is basically accessing "parent"

earnest tangle
#

It's a completely standard way of doing things yes

#

This is how inheritance hierarchies function in programming :)

fierce temple
#

Sorry for interrupting anything, I'm creating a vaulting system and I'm having a bit of trouble offsetting an actor because the Character Controller Component is overwriting any position changes I'm trying to make. My initial idea was to temporarily disable the Character Controller while the player is vaulting but I have no idea how I would go about doing that, is that a good way to go about it and if so how or does anyone have any other suggestions?

earnest tangle
#

I recall seeing some videos on vaulting systems on youtube, perhaps those would be of help?

fierce temple
#

Yeah maybe but I'm worried they wont face the same issue I'm facing as my entire project is a mess currently, but I'll have a look around.

earnest tangle
#

Yeah they might not have the same problem but maybe they'll give you some ideas to see how they built it compared to yours :)

fierce temple
#

I've skimmed through a couple of videos and yeah they're all for the most part doing the same things I'm doing or similar to what I'm doing without experiencing the issues I'm experiencing

#

Even disabling collision gets overwritten by the character movement component, instead of falling through the floor when disabling collision for the capsule component I'm using like you would expect it starts to jitter back and fourth on the floor when you move

twilit jacinth
#

now only legs bugging me is rotating lower body but I will look into this tomorrow )

void needle
maiden wadi
#

It would be worth checking whatever you've been working on recently then. Do a Stat Unit and Stat Raw to get some more information. If the issue is your Gamethread, you may also consider just starting up UnrealFrontend and doing a profile to see what is eating up your gamethread time.

small plover
#

Hi there.
I'd like to implement a slide mecanic that lets me go down hills as long as its steep but that only lets me slide a few meters if the terrain is flat, what character movement component parameters should i tweak? i tried ground friction, breaking deceleration and breaking friction (all to 0) but it does not change anything. after a bit, my character stops even in steep slopes

#

i'd like for the gravity to let me slide without input

maiden wadi
#

Set all friction and braking to zero for the duration of the sliding effect.

small plover
#

yeah but then if i slide on a flat surface i also slide indefinitely whioch is not the goal

maiden wadi
#

Could likely just check the ground for it's normal. Base friction off of the dot product from VectorUp.

sly finch
#

Hello
I have a blueprint actor that has a mesh component and a point light component
I enabled the physics for the mesh and when i spawn the actor it simulates physics but the point light doesn't emit any light
How can i fix this?

maiden wadi
#

@small plover If SurfaceNormal-DotProduct-VectorUp > 0.85, assume surface flat, set low friction. Else set friction to zero, surface isn't flat.

#

May need higher number thatn 0.85, depends on how steep of a surface you want to consider flat is.

small plover
#

Okay so i assume gravity does not apply if my character is on a surface that is less steep than "walkable floor angle"

maiden wadi
#

@sly finchCheck that the light has both AffectsWorld checked and that it's set to be Movable.

sly finch
#

It is

small plover
#

so i have to manually apply it

sly finch
maiden wadi
#

Not sure then. I set up a small test with nothing but an actor. In it was a meshcomponent, a light component attached to it. I changed the source radius high enough that it was outside of the mesh, changed color, and upped intensity. Set Simulate physics on the mesh at beginplay. Light follows it fine.

sly finch
#

Oh i think because it's not a child of the mesh component

#

Ok i got it

fallen glade
#

anyone know what this means?

sly finch
#

The array is probably empty

fallen glade
#

it is but it's going to be populated in realtime @sly finch is that an issue or just a warning?

sly finch
#

I'm not sure but as you can see it's a note so it doesn't mean you can't run it

fallen glade
sly finch
#

Np

maiden wadi
#

Seems like an ancient error. I suppose interfaces weren't supposed to allow pass by reference or something but the error has remained despite some people claiming they can pass by reference and it works fine. Wouldn't expect that to change anytime soon though. There's a bug report on it from 2018.

fallen glade
maiden wadi
#

Possibly. I feel like they do a lot of things for Blueprint. But it's a small issue. Could be something as simple as it just hasn't been pushed up the chain enough to get to the person who has authority to remove the notification. Or it has, and they have much more important things going on.

grave relic
#

Anyone that is good at blueprint math that can help explain this? Sec per day = 60 all others 0. Cant find the creators socials so cant contact him. And he dident explain the math, just said do this do that, dont sweat it if you cant, cause neither can i 🙂

earnest tangle
#

Explain what about it?

#

It appears to update current time and calculate time of day and such based on it... and it looks like it's tied to framerate so the day would run at different speeds depending on your fps

#

Not sure what else to say :D

grave relic
#

Well mainly i dont understand what the modolus does here :x I know how to calculate with modolu but not what function it has in this string of floats, its new territory for me so to say 😛

atomic salmon
#

@grave reliclooks like a (pretty bad) way to rotate the sun (or a directional light) based on a simulated time of the day, but running faster than real-time (and definitely frame dependent)

#

The % 26.0 is weird as you would expect something like % 24.0 or at least a proper subdivision of 360

grave relic
#

From the start it was 24, had to bump it up to make the days slightly longer

atomic salmon
#

ok that explains it

grave relic
#

What makes it pretty bad? 🙂

junior crown
#

Can Anyone Help Me PLz, Im trying to make a boost pad on over lap of a pawn but i cant make it work...can someone tell me how to do this please???

atomic salmon
#

but then just decrease your seconds per day

grave relic
#

Fair enough

atomic salmon
#

what makes it "not so good" is that it is done On Tick and doesn't take Delta Seconds into account, so it is FPS dependant

#

Just use a timer

grave relic
#

Yeah, thats why i put the change in ^^ or well the comment, just ahve it as tick now for testing

atomic salmon
#

If you want to get rid of the framerate dependency, you need to adapt the increment of your time to Delta Seconds

#

So take a reference FPS, say 60. At that FPS, 60 * Delta Time = 1.

junior crown
#

Ive tried a couple different ways but they dont work...

grave relic
#

Sweet, appreciate it👍

junior crown
celest steppe
#

what are editor-only soft object references and how can I make them "normal" soft object references?

earnest tangle
#

Context of where you have these refs?

celest steppe
#

I have these refs between an actor (I should mention UE5 EA external actor) and a level sequence asset

#

I wanted the asset to be stored as a soft object reference and async load it at runtime, but it isn't packaged

earnest tangle
#

right- usually if something is editor only, it means that function or property is only compiled in editor builds and it will simply be non-existent in non-editor builds

#

so you would need to somehow assign the soft ref into a non editor only property, or use some non-editor only function to get it

#

how you would need to do this kinda depends on what specific thing you're doing

celest steppe
#

so the "error" is that I set that variable in a construction script?

earnest tangle
#

you can set variables in a construction script, that in itself should not be a problem

celest steppe
#

well, I can't find anything about editor-only in this variable

earnest tangle
#

Can you show where it says it's editor only?

celest steppe
#

it's in the reference viewer

earnest tangle
#

You mean in this thing?

storm dove
#

hi, does anyone know what is this node?

celest steppe
#

yep, and the line is removed when unchecking the "Show EditorOnly References"

earnest tangle
celest steppe
earnest tangle
storm dove
#

whoa nice thanks

celest steppe
#

I mean, technically it's possible that the reference is editor-only since it's only an actor and it's merged into one level when cooking, but practically the sequence isn't cooked at all

celest steppe
earnest tangle
#

Ah

#

Yeah unfortunately I haven't really ever touched the level sequencing stuff 🤔

celest steppe
#

and it looks like also the "hard" references of other external actors are editoronly

#

is it possible that soft referenced assets aren't cooked by default?

earnest tangle
#

I use soft refs in my actors and they function perfectly fine, so it seems it could be something to do with how it's set up with the sequencer I guess

wise talon
#

similar issue but i cant find any help about it, I'm trying to get a UI component to face the cursor but NOT on world space only the mouses XY position.

#

I've been at it for an hour now

celest steppe
#

btw can I visually expose variables to the details panel, but as read only values?

#

I've seen it on some blueprints from packs, but I didn't see any flag that could cause this

runic plinth
#

Hello can I ask for some ideas here. I want the player in a certain part of the level to only be able to cross a corridor sideways, I tried to create a secondary box collision underneath the main capsule collision and then before that part I Set collision node targeting the capsule to ignore overlaps which in theory the game should take into account the smaller box but the player falls through the ground... Any ideas on to fix this or any other approaches?

maiden wadi
#

@wise talon In the widget's tick, get it's screen space location, get the mouse position on viewport. Convert these two to 3d vectors and use FindLookAtRotation, use the Yaw from that to power the angle of your widget's translation.

#

@runic plinthYou mean you want them to walk down the hallway strafing to the left or right rather than pressing like W?

runic plinth
#

They can only fit here if they enter and walk sideways

maiden wadi
#

Hard to say what the best approach is. A ton of games tend to do these things via splines.

#

Like you approach, and at a certain point, the character sets up sideways, and from then on A and D just move the character back and forth along the spline, anim blueprint changes values for it to move the character differently. Once at an end, it transitions the character back to normal.

runic plinth
#

Isn't it as simple as changing the shape of the collision volume from a capsule to a box? 😅

#

In theory and in my imagination it would work but I'm not an expert in this xd

maiden wadi
#

To change that, you'd have to change the CMC to use a different root. Which could have plenty of unforeseen consequences. The class is over fourteen thousand lines of code.

#

Movement components by default only rely on the root object of the actor they're moving.

wise talon
maiden wadi
#

Sec. Need a non work project.

junior crown
#

SORTED!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 😛

runic plinth
opaque blade
#

Depending on what you want to achieve

#

It sounded like a curated sequence to me

runic plinth
#

Ah no no it's a non-sequenced thing just like normal gameplay

opaque blade
#

If it is more free in movement you can change the capsule radius for this sequence like crouch changes height

#

Ie capsule is smaller when strafing

runic plinth
#

I tried that but the idea was to more or less simulate the player being forced to "squeeze through" and walk sideways. Reducing the radius makes the camera glitch through walls and doesn't limit the angle of the fov

maiden wadi
#

If it was me, I'd just make an actor with a spline and two overlap areas at each end. In the character, set a pointer to that spline actor. If it's valid, move the character along the spline instead of adding movement input left/right. On SplineActorSet, get the left/right direction at the spline and see which way the player is facing closest to and lock the camera manager's yaw value between a 45 degree range mostly facing the wall. At the other end of the spline, simple unset the spline actor pointer and unlock camera manager's constraints.

opaque blade
#

Yeah but I think the goal is to not have a tomb raider / uncharted cliff movement where you press against the wall and then move on that path

But rather to do it yourself but then again I don't see the benefit on having it free either as it seems to be error prone and glitchy

runic plinth
#

Didn't know it was prone to glitchs giving the player the mov freedom. I will take that in mind you both have helped me a lot thank you. Saved the answers for future reference 🙂

opaque blade
#

No glitching like you said the camera clips and stuff :)

maiden wadi
#

@wise talon So a little bit of preface. I have one major widget. In it I've dropped this Arrow Widget and set SizeToContent.

#

Arrow Widget is nothing more than Text with some right facing arrows. you can do this with an Image with right facing arrows as well.

#

Arrow widget rotates itself via tick like so.

#

Few other ways you can do it, but I've always found this simplest to follow and it just works well.

wise talon
void needle
#

is it possible to make player go slower after changing direction?

maiden wadi
#

This should work regardless of where the arrow widget is on screen.

opaque blade
maiden wadi
#

@wise talonFor instance. Yellow dot is where my cursor is at.

opaque blade
#

another way so you can just change the "Max Walk Speed", which will do the rest for you ala reducing velocity to match that speed; you still need to calculate the slowdown

earnest tangle
#

This is a pattern I often use to choose values based on multiple bool options but it's a bit iffy... anyone think of a better way of doing it? I mean this still feels a bit better than multiple branches but I dunno

limpid bramble
#

im trying to add a gun in my hands with a socket but inside its going on the back not my hands

#

im following a youtube video and did everything it says to do

#

ping me

#

if you have the answer

fierce birch
#

@open crypt I got it. I set a Boolean is dead before I destroy the actor and delayed 0.2 then destroyed the actor. The line trace will set the enemy ref if is dead is false and if it is true I set the ref to null

open crypt
#

The capsule should be ON your player, or at least attached to it - usually it is a component if not the root component of the character BP

fierce birch
#

@open crypt thankyou for helping me out

formal bolt
#

I'm making a cover system using some online guides and stuff, but when I try and actually get into cover I get this message. I have my interface function set up, my BP seems fine but I keep getting this error message each time I press to Input button. What am I doing wrong?

open crypt
formal bolt
#

will do

native grotto
#

what object wildcard do i use?

#

i tried player pawn but it doesnt quite work

#

i really need help ive been trying to animate this shit for 4 days

maiden wadi
#

@native grotto To understand casting you first need to understand class inheritance. Casting takes an object and tells the compiler that it wants to use it as that type. If the object sent in is not that type or a type that it inherits from or it is an invalid object, then the cast will fail. If the object in question is of that type or inherits from to casting type, it should succeed.

#

So in your case. You're in an AnimInstance. This is attached to a SkeletalMeshComponent, which resides on an actor.

#

Usually you would do TryGetPawnOwner. This returns the Animinstance's SkeletalMeshComponent's Actor.

#

TryGetPawnOwner returns a pawn class type. So if your AI inherits from Pawn, such as Character class, or anything that is childed from them, then it should work.

eternal kraken
#

Been trying to do this for a WHILE now but i can't get it to work

#

My game has 2 players and 2 character pawns that are children of a character pawn called TrueFirstPerson

#

Each character pawn will have their own abilities and stuff but i have no idea how to spawn both players as different characters

astral tangle
#

On the default 3rd person project, for example, when I look up with the camera, it gets stuck on 90degrees or -90 degrees, what is the easist way to fix this? So if I kept rolling camera up or down, it wouldn't get stuck but continue rotating?

formal bolt
#

The 'Take Cover' custom even is the function that's being called. I did find a work around where I put the output from the cast into both the 'Target' and 'Player Character' socket. That got function working. Though I've not worked any deeper into the BP so it looks a whack for now.

https://youtu.be/yn3zixGoWT4

Something has just popped up where then I aim and hold it for more than 2 second, it switches to the cover idle. This I will fix next.

south bane
#

how do i get the player controller from my character blueprint?

maiden wadi
#

GetController->CastToPlayerController

south bane
#

thANKS

mortal bramble
#

hello, i'm trying to make a sensitivity system, i want it to be the same as fortnite one, anyone know whats the value like i put the same i have and its 2.5 times faster

eternal kraken
#

When it comes to the character selection screen i made 2 events that get triggered via the buttons used to pick what character you wanna be and replicated them to the server (and passed the owning player into the event) and this doesn't work either

limpid bramble
#

im trying to add a gun in my hands with a socket but inside its going on the back not my hands
im following a youtube video and did everything it says to do
ping me
if you have the answer

slow phoenix
#

so duplicate a map/level asset using the EditorUtilityWidget not possible?

#

I got the error says asset not accessable cause the type is Map/Level.

sonic silo
#

İs datatables storage the data in ssd or in memory

teal solstice
mortal bramble
#

it's not precisely 2.5, i have just that feeling

south bane
#

how can i bring values across levels? like if in the main menu i have a text input thingo for the players name and then when you get into the game i want to be able to access that name set in the main menu

zealous moth
zealous moth
teal solstice
#

I can send screenshots. I just ended up making an array of different values that i wanted the speed to be in the negative and positive so that it gave it a random directions on x.y with the speed. But if you have the time to some how show me. I would greatly appreciate it.

zealous moth
#

yeah sec

#

@teal solstice can you reitirate your problem? I'll make a bp

#

rather than scroll through so many things

teal solstice
#

Okay. yeah. Give me a second to type it out.

zealous moth
#

i know it's projectiles

south bane
#

i saw someone creating their player character manually to some extent, like possesing it, spawning the pawn and stuff

#

how?

#

i wonna add things using variables that are exposed on spawn but idk

teal solstice
#

Okay. So im making pong. Im new and it seems like the best thing to make to get learning unreal. I have a ball (actor) with a projectile movement attached to it. In blue prints on construction i am setting initial speed to 1000. Then in the event graph, i am setting up the velocity for the x,y to a random value. i have z set to in the settings it says that if you choose a value for initial speed then it will set the x,y,z as direction. But it is not doing that. If i set initial speed as a 1000 in the construction graph then set the x = 1 and y = -1. The ball moves in the direction of x =1, y = -1 at the speed of 1.

#

@zealous moth

zealous moth
#

yup reading

south bane
#

xD

zealous moth
#

ok, seems like that wasn't the issue

#

sounds to me like you gave it a normal vector of 1. Multiply that by 1000 and the speed should follow

teal solstice
#

Yeah i guess i could do that was well.

zealous moth
#

so fyi, what i was saying last night was to create a new variable and tick this

#

then when you spawn it, it is exposed

#

if it is in the construction script or beginplay if you're adventurous, you can then change that velocity you wanted

limpid bramble
#

im trying to add a gun in my hands with a socket but inside its going on the back not my hands
im following a youtube video and did everything it says to do
ping me
if you have the answer

zealous moth
#

however what you are describing is that the math isn't doing it's job and normalizes your vector

#

so just multiply it with a scalar

#

vector * float

teal solstice
#

Im going to try your way first.

zealous moth
#

show me 🙂

#

'cause funny enough i am making a projectile

teal solstice
#

Okay. Give me a minute. Like i said. I am new to this.

#

Where would i find spawnactor?

naive smelt
#

Does anyone know how to make a customisable move set for a player character (like how Combot in Tekken was, where you could select different moves for it's combos)?

I haven't really seen anything about it in Unreal Engine (unlike character customisation stuff)

-hopefully this is the right channel for this question

zealous moth
south bane
#

get player character from game instance?

teal solstice
#

oof... I do not have that option. I am evidently doing something wrong here.

south bane
#

but like the one relative to the game instance

zealous moth
#

where are you right now @teal solstice in what setting? your projectile bp?

teal solstice
zealous moth
#

ah are you in ue5?!?!

teal solstice
#

well that didnt capture the whole thing...

#

yes! lol!

zealous moth
#

oh lord, i havent touched it yet, i dunno if things changed

#

im waiting for the bugs to get cleaned up

teal solstice
#

They have. i messed with ue4 and things are definitely not the same

zealous moth
#

ah then no idea what it does in ue5 :/

teal solstice
#

Im having trouble finding things i found on ue4 as well. I think they hid them to clean it up a bit.

#

Okay. Thank you anyways though

zealous moth
#

they may have renamed

#

np :/

strange grove
#

(Unreal Engine 4.26) if found a strange behaviour: my blueprint reacts in edior different then after packaging the game. seems to filling up the elments in a list in different order (backwards)

earnest tangle
#

Where does the elements come from that you're using to fill it with?

strange grove
#

An interface that has a list with object. this list is filled at a blueprint thats use that interface in the construction script

earnest tangle
#

So where does it get the data from? Is it just doing like a get actors of class or something?

#

What I'm getting at with this is that it's possible that the data is simply going into the original list in a different order, which could happen if it's for example loaded in a slightly different order

strange grove
#

this is how i try to read the data:
like that it works in "game" but in editor not.
for working in the editor i would have to relink the subtraction node to the comparison

#

seems like that but that should not be the case. as workaround it would be an option to check if the game is running in editor... is there a easy solution to check that? - but thats a really bad.... "solution"

earnest tangle
#

Hmm

#

I wonder if the child actors list should be in the same order or not 🤔

strange grove
#

i trying to use insert instead of add.... - lets see what happens

#

thats the part where the list is filled in a for loop creating elements

#

nope same behaviour

strange grove
earnest tangle
#

Yeah I think they should

#

Have you tried logging the order they come in in the packaged build? Just to be sure

dusty solstice
#

Hello guys i have been trying out a little project to try and get collisions on objects which are attached to a character and i cant see a way to add collision like if i add this cart to the capsule if just will go through everything is there a way to give this collision too.

strange grove
teal solstice
#

@zealous moth Think you could help me with one more thing?

ivory valley
#

he guys i am trying to make head bobbing with footstep sounds (i do not use animations and its first person) i have the head bobbing already, the part where i am having trouble is at "add movement input" why u might ask well i cannot add a second note to it

zealous moth
#

@teal solstice whats up?

teal solstice
#

@zealous moth Collisions. It just isnt happening... My pawn player which only moves up an down to bounce the ball back. Well it goes through walls and ive went through all kinds of collisions settings and it just keeps going through. Ive tried making actor and pawn walls. Got any idea?

strange grove
#

is on the mesh also a collision?

teal solstice
#

Dont pay attention to the materials. Just needed something so i could see the ball moving.

zealous moth
#

You gotta make sure all your components have the same collision rules and that the walla aslo can collide. Additionally the base scene root component you get when creating an actor has several bugs with collisions make sure it is not the root.

teal solstice
#

Make sure which is not the root?

#

Ive tried messing with inheritance of the collisions and set to block all

#

would making the collision the root of the player be a good idea?

strange grove
#

has that box a collision on the mesh? without collision there can be no collision an character steps through it

small shore
#

Anyone know how to control character movement without being dependent on the FPS?

teal solstice
#

@strange grove I have no idea....

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How can i tell?

strange grove
#

open the mesh.. right click and browse to folder then double click

#

browse to asset

teal solstice
#

Im inside my Player blueprint.

#

I see no folder for the mesh

#

im just using a basic cube mesh

strange grove
#

hm that should be fine

teal solstice
#

Ill just keep looking around i guess

spark sky
#

hey so question about paper2d. i am porting art from a game i had written from scratch into unreal engine. it is a classic 2d platformer. in the old engine i would import the sprites then have an option to set x/y offsets and scale x/y before it was rendered. i have to do this since most the art is not of identical size and i have to adjust it in game to make it look right. as of now ue4 renders the size of the sprite as it is and i have no option in sprite obejct to adjust anything useful. whats the best way to add an offset/ scale to the "set flip book" command, or is there a better way

strange grove
#

@earnest tangle seems i found a real bug :/ and i have to try to make a workaround - but not today its late here 😄

teal solstice
#

@strange grove I even put a blocking volume in and it still goes through it 🙃

strange grove
#

check this settings?

teal solstice
#

I think thats for a Character. Mine is a Pawn.

#

It may be a UE5 thing. Idk.

small shore
#

should be something like that under the mesh collision?

#

in ue4

bright void
#

I'm trying to remove all references to the FirstPersonBP Parts from my level. But even deleting all actors in that level doesnt remove the reference.

#

Any ideas?

slow phoenix
#

is there anything we can do so that a python running in EditorUtilityWidget can still access local variables?

#

say if the python run and get an array of actors, how do I save it back to my EditorUtilityWidget when it's running.

tight schooner
#

@small shore Get World Delta Seconds will give you the frame time. Multiply any framerate-sensitive values with the frame time

small shore
spark steppe
#

is there an way to determine the closest actor of a specific class within a specific navarea?

#

or to determine the travel cost to a specific actor, that way i could sort them out, too

tight schooner
#

@small shore yeah it'll divide whatever value you were feeding into some node by 60, assuming the framerate you used to tune the value initially was 60fps

#

Cuz at 60fps the world delta seconds is 0.0166666

small shore
#

ah ok as im feeding the value of either 1 or -1 (axis value) so could that be the reason player wasnt moving?

tight schooner
#

Dunno. Try adding another pin on that × node and enter "60"

#

Then test your game at different framerates

small shore
upbeat shore
#

hey all, I've got a question that I cannot find an answer to anywhere else. I'm following an older udemy where I am making a pinball game. The flippers are set up to change from left to right using an enum. The issue I am having is that if the pinball blueprint is hit by the left flipper, it works correctly, but when hit by the right flipper, it is deleted. And I know it isn't just flying away or clipping because the item is disappearing from the world outliner as well

#

I can provide screenshots and such if needed

dark crow
#

Screenshots are kind of a must

fathom hamlet
#

Is there a way to make automatic fire for a gun without using a character blueprint? Like only putting the code in the weapons event graph only? The game I'm modding has multiple modes and each have their own character. By putting all my code on the weapons, I'm able to share my weapons as a dependency that is game mode agnostic without needing a character bp.

I tried messing with replication fire and using a timeline, and each sort of work. The problem is whatever method I've tried that works, only works locally but not on server for multiplayer.

upbeat shore
#

I actually figured it out. It was because I was using the setRelativeScale to mirror the flipper and I guess physics objects don't like that because it was technically a negative scale? I just ended up using a setRotation instead

faint pasture
jovial dirge
#

I have proximity chat setup, and it works as intended the only thing is, it's counting the capsule component from all players, so if you were to hear a player's proximity chat it could be coming from any player, due to it using all the capsule components. Anyway I could avoid this?

solar dawn
#

Hi, may I ask how to spawn random objects synchronice with the audio bpm? something like the beat saber

orchid garden
icy dragon
solar dawn
#

im using 4.25.3, not sure if transferring my assets to 4.26 is okay or not

#

afraid of risk

fiery swallow
#

I don't use structures often but I believe I should be able to access these variables at runtime 🤔

icy dragon
solar dawn
icy dragon
#

BP is forward compatible for 95% of the time.

#

It's that low risk, unless you're jumping from way older versions of UE4.

solar dawn
#

4.25.4 to 4.26 should be fine. may i ask 26.1 or 26.2 which one is stable

icy dragon
orchid garden
icy dragon
#

I'm using 4.26.0 and have no problems with it.

Though bringing my engine modifications from 4.24 to 4.26 is a hassle.

solar dawn
#

sry to ask this dumb question since im still new, how to backup the file? is it simply duplicate the file?

#

im sure the bp code not gonna change much...right?

icy dragon
orchid garden
solar dawn
#

or i can juz restart whole new project... hmm that will be better i think lol

#

since it's halfway n 3d assets ready

orchid garden
solar dawn
#

@icy dragon i juz realized i cant download 4.26 versions anymore. the only i have is 4.26.2 i talked abt? why epic scrap those?

#

4.26- Chaos???

orchid garden
#

4.26.[Redacted]

icy dragon
#

I know this because I have both 4.26.0 (my main modified one) and 4.26.2 (from the launcher)

solar dawn
#

understood

fossil dagger
#

Can anyone recommend me a video for hit reaction for individual body parts?

past coral
#

Is there a simple way to pass an integer to the node "FromMinutes" and negate milliseconds? I only want it to show Minutes and seconds but it shows Minutes, Seconds, and Milliseconds

#

huh. Yea that worked out perfectly thanks 😆

rotund cargo
#

Sorry for the likely stupid question, but when spawning a widget via blueprints, is there anything that enables me to pass constructor variables like default constructors do in C++?

past coral
#

I think you'd have to set the variable as expose on spawn and instance editable

rotund cargo
#

would that ensure that the variables would be accessible on event construct though?

#

or after construct

maiden wadi
#

ExposeOnSpawn set variables are available at Construct. May even be at Initialized.

rotund cargo
#

ok cool, so I don't have to worry about accessing null elements in the construct with them

#

thanks!

jovial dirge
#

Anyone here familiar with Advanced Steam Sessions?

past coral
#

I'm sort of familiar with it

fierce temple
#

I'm still struggling with this issue from yesterday if anyone is willing to help #blueprint message

maiden wadi
#

Sounds like a class variable wasn't saved before the crash or got removed after it?

#

Unsure. I generally solve that sort of issue by removing all of the unnecessary folders, recompiling from IDE fully, and making sure to change affected variables to something else, save, compile, set them back to desired settings, save compile. Usually fixes pretty much anything.

#

9/10 it's just corruption. 1/10 I find I derped and forgot to set something somewhere. 😄

trim matrix
#

I want to rescale a hollow cylinder, so that it spreads like a wave on a level but his inner and outer sides disappear. Only the top and bottom faces are visible. How to fix it?

earnest tangle
#

@mystic bough source control is your friend. Commit early commit often :)

maiden wadi
#

You don't necessarily need to redo it. But do go through the stuff relating to that class, whatever it is. Just follow through the logic chain. Unset and reset variables, etc.

earnest tangle
#

Yeah I set up source control for my projects as soon as it becomes something that I would find annoying to redo from scratch lol

#

And yeah, sometimes BP's seem to save info that isn't there in weird ways, resetting variables or removing the BP from your level and putting it back etc. could help

tidal marlin
#

Hello.
How can I wrap a color in a position. For example, get a white rendering position?

atomic salmon
#

@tidal marlinquestions on shaders/materials are more likely to be answered in #graphics

rigid parcel
#

how do i increase the volume of a music thats playing? increase it higher than the original i mean

dusty solstice
#

hello, i have a character and if i attach an actor to the front of it the collisions dont work. i know this is cause of the root component that you cant change i was wondering if anyone could tell me what i have to do to make a character class see the extra collisions or do i have to make my own class?

maiden wadi
#

@dusty solstice CharacterMovementComponent only uses the root component for collision detection. You can either override this logic on tick and over correct the movement component after it's moved by resetting positions or something. Or write your own movement component.

dusty solstice
untold nimbus
#

hey, quick question. Is there any way to convert UBasicOverlays file to ULocalizedOverlays

maiden wadi
#

@dusty solstice Hard to say initially without testing. It's possible that you could simply do a collision shape trace forward from the character. If the collision hits nothing, don't do anything. If it does hit something, set the character's location to the reverse direction of the trace direction at the desired max distance. As only as the trace encompasses the area, it should give the effect like you are blocked from walking past that point.

#

Set the trace to ignore self and anything attached to self, or only detect profiles for walls/floors, etc.

dusty solstice
#

thanks i will try that out now

golden cipher
#

I know that asking "how would I set up a grid-based 2d game with actors being aware of their placement in the grid" is too big of a question for Discord, but I really can't find any satisfying tutorial on youtube.

#

To be clear, I'm attempting to build a base-building game similar to Oxygen Not Included.

dusty solstice
maiden wadi
#

@golden cipher Having spent far too many hours in that game, I'm fairly sure that buildings are built by checking during placement if they can fit. Building has a grid, and a snap point, usually bottom left. So if the building takes up a 4x3 size. You'd check the grid at the snap point plus 4 right and three up for that layer. Duplicants building code likely checks again before building starts, if cannot be built, error out. If can, place it, claim the grid slots on that layer, and set the building into "being built mode" until construction completed, etc.

#

Personally. I'd make a struct of two integers, a pointer to a base building class to start with. Integers are grid spaces, pointer is the actor reserving that space. When a building is built, reserve the grid spaces in that layer for the building size. This'll allow fairly quick lookup when building per layer.

golden cipher
#

I see, this may work. The actors wouldn't only check for the presence of free space for the building, but also for the state of the snap points in the proximity, so that it can check stuff like the presence of a floor under the building. It makes sense... I wonder how pathfinding will work on a grid system, but that's a problem I can face later.
The real issue is me being a novice in programming. I understand the logic behind a code but lack the expertise needed to translate it into a functioning blueprint, especially when there's almost 0 rts coding examples around for UE. Nevertheless thank you @maiden wadi 👍 this is a start

elder robin
#

i excpected regardless of the ai controller, every instance runs a new instance of a behaviour tree, i have just a simple eqs, wich find the closest waypoint and moves to it, is this even possible to run multiple instances with one ai controller or the same behaviour tree, or iam just doing something wrong here?

chrome fractal
#

Is there any guide to learn python for Ue4

elder robin
icy dragon
maiden wadi
#

@chrome fractal Out of curiosity. If you're going to use a language for UE4, why not just use C++?

tired saddle
#

In C++ we have PostEditPropertyChangedEvent() to respond to changes made in the Details Panel. Is there an equivalent in a Blueprint class?

fossil skiff
slender stream
#

Hi everybody, I'm using EQS to so that AIs can circle around the player and attack from different directions. The problem I'm facing at the moment some AIs choose the same spot. How can I make it so every AI chooses different spot?

Thanks in advance

#

Also, tried overlap, didn't work. Tried getting location of other AIs and choosing the farthest one didn't work either.

runic terrace
#

I'm facing a weird problem with Get Actors in Selection Rectangle node

#

Tried it with both regular mouse positions and DPI scaled positions

#

It only returns a value if I select the very upper left corner of the screen

#

And when it does it always returns all actors that are in the scene

#

I've no idea why this doesn't work

icy dragon
#

Python is a lot slower for real-time scripting compared to Lua and alike.

surreal peak
#

Where do you define the character?

#

By default, the GameMode will spawn the DefaultPawn class. That will only be one.
You can set that to NONE and either do it yourself, via some custom logic in the GameMode, or you make sure your class ends up in the PlayerController of the each Player, then you can use "GetDefaultPawnForPlayer" (or something like that), which is a function in the GameMode you can override.

#

I use that in my Lobby to pull the class from the PlayerController which the players selected previously in the lobby.

#

@eternal kraken

hushed badge
#

i made a 3rd person character but, he is always facing where the camera is facing

eternal kraken
#

I'm having an unworldy amount of trouble with multiplayer in UE

#

Despite watching a lot of tutorials trying to get the hang of how it works

surreal peak
#

That's pretty normal. I'm doing this for years and still struggle :D

#

(maybe I just s*ck)

#

The "sad" thing is, that once you have it working, you notice how minimal of a setup you actually need if you follow along UE4's code

#

E.g. if you get the Class into the PlayerController, it's very easy to grab it from the new Player in that function I mentioned.

surreal peak
hushed badge
#

there is yaw pitch and roll

#

which should be on and off

#

disabled all works better

#

thanks

#

btw for the life of me i cant figure out blend spaces i know they are simple can you help me with it ?

#

here are the animations that i plan to use: idle, walking, jogging, start walking and stopping, left walk strafe and right also for jogging can i make all those into a 1 blend space?

runic phoenix
#

Is there a way to stop this loop-around happening with splines?

limpid bramble
#

im trying to add a gun in my hands with a socket but inside its going on the back not my hands
im following a youtube video and did everything it says to do
ping me
if you have the answer

#

im so annoyed i cant figure this out

worthy tendon
limpid bramble
#

thats not working

#

im trying to make the gun go into my hand using a socket, but inside its using something its not supposed to

limpid bramble
vivid nest
#

Good morning everybody. I'm just starting out with blueprints and am learning by playing with and editing a template I got for free off the marketplace. I'm trying to add some new programming to add a random chance for a critical attack with two integers being compared, and an if/else statement.

The first integer is the Critical Strike Chance of the character in question, which right now, is a base 15 for players, and 5 for enemies.

The second integer is a random integer between 1 and 99 which SHOULD be captured and compared whenever the player attacks. For example, if the player attacks and it rolls a 14, it SHOULD be a critical hit.

The Branch is the if/else statement, where if the crit chance is higher than the random number, it will print 'CRITICAL HIT'. If it's lower, it'll print no crit.

The issue is, I think I've entered it in wrong, or there's an issue with the way I've set up the random integer. I'm having scenarios where I test it out in game, and I'll see that the random integer rolled a 9. Since 15 > 9, it should fire off correctly, but it will still count as a missed crit. Sometimes, even when it rolls a 99, the crit check will succeed. I'm not sure what to do, as having it be a static integer instead of a randomized one will have it working correctly.

limpid bramble
#

i have a will the should work but it doesnt

slender stream
#

Hi everybody, I'm using EQS to so that AIs can circle around the player and attack from different directions. The problem I'm facing at the moment some AIs choose the same spot. How can I make it so every AI chooses different spot?

fossil skiff
#

can someone still help?

steel sequoia
#

im trying to simultaneously run a function within every simple ai

#

this appears to run the function on a single one at random

#

any suggestions?

naive grail
steel sequoia
#

@naive grail ?

worthy tendon
#

dragging out two pins from a RandomInteger counts as using it twice. so to avoid that, store a randomly generated integer in a local variable, then use that variable as much as you need

pulsar arrow
#

Hey everyone, I just started using Size Map feature in order to see how much memory my actors using. I noticed my datatables cause too much memory usage as it has static mesh and texture references in it. Is there any way to reduce this memory usage without touching datatable itself?

orchid garden
vivid nest
worthy tendon
pulsar arrow
#

Thanks for the answer, could you be little more specific? I’m calling Get Datatable Row node, is there a workaround to this?

worthy tendon
vivid nest
#

Oh jeez, that's good to know then. It seems using a variable to store it solved the issue. Thank you so much!!!

worthy tendon
#

so for each property that takes a lot of memory, create a equivalent property but with soft reference, then export datatable and some how copy columns from old properties to new properties and then reimport. maybe there are easier ways around this but I don't know.

steel sequoia
#

figured it thx 🙂

worthy tendon
#

just go to your structure and replace asset references with soft object reference. make sure your data table is still correct and then save. If you don't have version control, make a backup before doing this first so you don't get screwed @pulsar arrow

steel sequoia
#

anyway to combine text and integers?

#

as in i can write "fire balls:" [variablegoeshere]

worthy tendon
#

use "format text" node

steel sequoia
#

thyx#

worthy tendon
steel sequoia
#

how do i get that pin to stay?

#

when i add the extra pin

#

it disappears when i click off

worthy tendon
#

im not sure what you mean

steel sequoia
#

figured it out

#

just needed the []

#

{}*

worthy tendon
#

yeah, just wrap it with {} and it should work

ivory shadow
#

Whats the cons of using soft object reference?

maiden wadi
#

You have to make sure it's loaded before using it. That's all.

pulsar arrow
worthy tendon
maiden wadi
#

Yeah?

pulsar arrow
#

Yeah it’s gonna be pretty useful, it’s a shame I discovered that feature this late

jovial dirge
#

Anyone here familiar with Advancd Steam Session, not able to get the playercount for listen servers…

worthy tendon
maiden wadi
#

@jovial dirge Not familiar with Advanced Sessions plugin so much, but it seems that is a very old problem. People seem to get around it using the Extra Settings or whatever for the sessions. I don't know how we handle this internally, but I assume it's similar to the ExtraSettings stuff. We basically send stringdata to steam from the server running the session and parse it back into data in the session widgets on the clients.

trim matrix
#

if visualization is needed. (see right side. nothing can be added/created)
[btw its within a GameModeClass]

earnest tangle
#

Hard to say for the reasons why, but a lot of the online related functionality is C++ only

trim matrix
earnest tangle
#

It's not too bad if you just want some basic stuff

#

Looks super confusing at first though :P

maiden wadi
#

It's worth it. And if you stay within UE4 guidelines, learning C++ is fairly simple. Takes away a lot of the worry of things like garbage collection and such. May as well be a scripting language.

trim matrix
#

👍

pulsar arrow
#

I guess I'll try to use it as many place as possible. Just wondering what is the drawback of soft references though.

shadow saddle
#

how do i take screenshot and use for thumbnail for my BP as shown below

floral urchin
#

Hi there!
I'd like to have a curve in a Blueprint, with points that designers can set, and that I could Evaluate at a T value, like AnimationCurve if Unity, if it talks to some of you.
I am really new to working with Unreal and can't seem to find that type of variable or if it's even a thing. any advice please?

#

And that also kinda leads to another thing I'm wondering about, is there a way to make assets to hold data , managed in engine, that then we can read from blueprint?

earnest tangle
#

if you create a variable and open the type list and search for curve you should get a few options

#

I forget which one of them is the one you'd want for this, but one of them behaves the way you described

floral urchin
#

Yes, I've tried that but it seems to only let me create a variable for a reference of it

earnest tangle
#

Yeah, so you need to create a curve asset and reference that from it

floral urchin
#

Oh alright, that makes sense, I'll google/try that out

#

Ace, it works, thanks a lot @earnest tangle

earnest tangle
#

👍

floral urchin
#

I didn't realise these things would be separate assets, but I like it

steel sequoia
#

can i plug just straight numbers into this?

cinder leaf
#

guys I'm doing a multiplayer game and I wanted to know how can I change the sky color and all that stuff but only to 2 persons view

earnest tangle
late cave
#

What do you name Exec pins to hide their text again? I keep forgetting...

weary sky
#

Hello! I'm new to unreal and i was playing arround with the "Set View Target With Blend" function in order to seamlessly transition from a static camera to my player's camera at the beginning of the game. But the blending starts at an odd location instead of my static camera. It would be awesome if someone could help me with that

modern musk
#

with lower case e

#

for return nodes it's: then

earnest tangle
#

interesting, didn't know about that either :)

#

although I don't really use custom macros much anyway

late cave
# modern musk execute

omg, thanks! It's so illogical that I can never remember it... saved it to a commonly used global macro now, so hopefully I'll remember where I can look it up in the future 🙂

cinder leaf
#

Hi I'm new to programming but I'm doing a multiplayer game and I wanted to know how can I change the sky color and all that stuff but only to 2 persons view

earnest tangle
cinder leaf
#

okay I'll try ty

fleet cedar
#

I'm playing around with Editor Blueprints. Can I use them to create a new material?

opaque blade
fair magnet
#

Can I use Editor Utility Blueprint in order to select all files inside a folder/multiple Folders?

cinder leaf
fossil dagger
#

How would I use a skeleton mesh of a gun instead of hand models with the vr template? So I don't have to grab it, it IS my hand.

burnt igloo
#

Can anyone tell me why Set Jump Z Velocity will not show unless I un-check Context Sensitive? I am using a tutorial in the 1st person level and for him he does not have to uncheck context sensitive.

fossil dagger
#

Does he draw off character movement component?

burnt igloo
#

Yes

#

Why is set Max walk speed Context sensitive but set jump z velocity is not?

#

i dont know one second it was there now it is showing up

cinder leaf
#

what are you trying to do?

burnt igloo
#

So I am using the learning path for blueprints, and it is a bit outdated.

#

What will happen if I have 2 event begin plays?

#

I am working on character movement and the default character movement already has an event begin play

#

I am trying to add event begin play to this

cinder leaf
#

well as far as I know you can't have 2 event begin play what you could maybe use is a sequence node

#

Event BeginPlay and then you put your sequence node

burnt igloo
#

like that?

#

Looks like it worked thanks Snakou!

true valve
#

How do you delay char rotation using the mouse?

cinder leaf
#

but if it's just to set the Max walk speed you can do it directly into you character blueprint and then into your character movement

cinder leaf
burnt igloo
#

Yeah It is supposed to be how to override variables using the component

#

I am a nooob so I am just going with the tutorials in learn path

cinder leaf
#

yeah you can haha but by pressing this

burnt igloo
#

oh in the details panel?

cinder leaf
#

and then writing this

#

you can do it right there

burnt igloo
#

hmmm i am confused by this tutorial now

cinder leaf
#

if this confuse you, you can follow the tutorial it will work either way

burnt igloo
#

I guess the tutorial was to show me how to create cool comments

#

I like your way better It is what I was using before to change those

cinder leaf
#

when you'll learn about being able to sprint in games that's where it's going to be usefull

rotund cargo
#

Hey, bit of an odd question: do blueprint events run in a truly synchronous manner when they set variables, or does it just run the assignment synchronously and leave the actual allocation and assignment of the value until the next cpu cycle? (sorry for the very odd question, but I'm getting some weird seemingly race-condition bugs)

valid trench
#

Hello. Can anyone help me i have added raw meat to my animals. I kill them and i can consume the raw meat but i want to do something like ark/atlas/valheim where you have to cook the raw meat before you can consume it. If anyone can help please dm me.

fossil dagger
#

@valid trench do you have an inventory system in ace already?

true valve
#

Is it possible to create a function like BlendSpace1D in blueprint?

weary crown
#

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?

shadow saddle
#

anyone know what bug is this , i click my widget button and it shud remove from parent , but it only works after i click for 4 times

#

it wont close at first click

fossil dagger
#

Make sure focus is on the widget and not game. If nit you will have to click at least twice.

shadow saddle
#

set input ui mode only

terse latch
#

Might anyone know if there is a way to have a projectile home in on a object/target (enemy)?

for better clarification. I am using easy ballistics as a base for some of the weapons. But I am not sure where the spawn projectile part is to attach the homing target component. So I am hoping if anyone might have tried to make a projectile that senses a certain category of objects and homes in on them, a fire and forget kind of way.

late shuttle
#

Set the homing target inside of default projectile @terse latch

#

Get the actor reference, push it into the included projectile blueprint, make sure your homing projectile bool is set and you're done.

#

All you have to do from there is tweak velocity, magnitude, etc.

#

Getting a "category of objects" would depend on your game. An easy way is to make a collision type "enemy" then on the firing tick, get all actors of type or collision "enemy" in radius and figure out which one to select. Bam. Done.

terse latch
#

Alright I will see what I can do, heres hoping.

fossil skiff
shadow saddle
#

anyone have this issue with ue4 that
when u set visibility to hidden for buttn
it just wont hide itself

fossil skiff
#

u can do hidden in game

shadow saddle
shadow saddle
#

so how my things work is

#

when i press start button

#

it goes hidden

#

i even have a "is hidden" print string

#

its actually hidden

#

but still showing up

worthy tendon
shadow saddle
#

idk if this is ue4 bug

#

4.25

worthy tendon
#

@shadow saddle this is what you need to change which is the actual visibility in game. it's not a bug, it's a feature.

shadow saddle
#

i know this simple thing

#

its just that

#

instead of going acutally hidden

#

it went to

#

non hit testable

#

its still there wont go away

#

jus that i cant click it like non hit testable

#

nvm

worthy tendon
#

set it to collapsed and see if its hit testable

shadow saddle
#

i found the problem

worthy tendon
#

you probably have two overlapping buttons

shadow saddle
#

i have many instances child

#

which spawn the widget

#

still thanks tho

fossil skiff
dire atlas
#

Why isn't the message displayed on the screen? There is a string print, it is displayed through the function. It does not appear very strange. String print stopped appearing for any debugging.

opaque blade
left carbon
#

How do I paste some nodes into graph without using Ctrl+V? I'm not able to find such option anywhere on the UI..

buoyant gate
#

anyone know why this is only playing on client side? when i run on server the code wont run at all

buoyant gate
#

daynightbp

fair magnet
#

so an actor I presume

fair magnet
#

You most like wanna have it like:
Begin play -> Switch hast authority From Authority pin Calculate your sun rotation -> Save it as a variable -> In the "Replication" Part of the Variable set it to RepNotify
This will create a Function called *_OnRep
Double click it and paste everything after "Set Actor Rotation" and "Update Sun Direction" in there

#

@buoyant gate

#

Also make sure the Actor Is set to Replicated

buoyant gate
fair magnet
#

The Code you made wouldn't run only once anyway :o it's just a delay not a timer

#

and since you never update the rotation again... how is it supposed to work :x

buoyant gate
#

like this then?

fair magnet
#

Yea that's a bit better ^-^

buoyant gate
#

i want to tick looping right?

fair magnet
#

why does it look so complicated ?

#

Have you tried what I told you earlier ? :o

#

The pictures?

buoyant gate
#

this is all right?

fair magnet
#

Doesn't look like it for me

buoyant gate
#

do i not need to run on server or mc or anything?

fair magnet
#

nah

#

but it still looks wrong

buoyant gate
#

alright thank you. what am i missing sorry i just woke up

fair magnet
#

you're not replicating the rotation

#

set it to rep notify

buoyant gate
fair magnet
#

that comes after