#blueprint

402296 messages Β· Page 712 of 403

maiden wadi
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I do something similar with widgets. Makes creating selection wheels very easy.

trim matrix
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anyone have any ideas on my math issue haha at all

grave hornet
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so, those make literal floats are just standinds for the input axis?

maiden wadi
#

Yep.

trim matrix
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plus UE5 dosen't like * or / with different FLoats or Int's

grave hornet
maiden wadi
#

Don't use UE5 if you're learning. Don't even use 4.27 yet. You'll ruin your own progress a lot.

trim matrix
#

in all fairness learning can be done on any as long as you know bugs may occur

trim matrix
grave hornet
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times it by 100

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and round it

trim matrix
#

yeah so done that

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oh hang on it's done it

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it was throwing errors a moment ago

grave hornet
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rule 4 of programming. it wont work till someone else is watching

trim matrix
#

fqair enough hahaha

maiden wadi
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Er, why are you setting health after calling the damage event and not on the damage received event?

trim matrix
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hahaha oppppps

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rookie mistake using wrong thing lets sort that

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πŸ˜†

maiden wadi
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But nah. For real. After 4.26 I won't touch new engines immediately. 4.26 is good now, but on it's first release, you literally could not see C++ interfaces in blueprint. Any of them. That was frustrating. πŸ˜„

trim matrix
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that works fine however nothing will be done

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that throws error

maiden wadi
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@trim matrix

trim matrix
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what different between Int and Int 64 seems I can only floor or ceil or round to Int 64

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nevermind

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seem to be working now

maiden wadi
#

Integer is 32bit. Int64 is 64bit. Int32 goes to 2,147,483,647. Int64 goes to 9,223,372,036,854,775,807. Twice the memory cost. Int64 isn't really used a lot in blueprint.

trim matrix
#

atleast i know all i need to do to show on progress bar is divide by 100 but that shouldn't be that bad to sort

raw dew
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whats the best way to store teams? show i save the players with an int 0 and 1 or is there a better way?

grave hornet
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this appears to always return 0

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was i supposed to keep in that make literal float?

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nope, still 0

maiden wadi
#

Let me see what you have?

grave hornet
maiden wadi
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@raw dewDepends on how many teams you want. If it's pure 1v1. I'd just store the playerstates in the gamestate in two differnt arrays of playerstates.

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@grave hornetOh. My screenshot was bad. The 135 is a +

grave hornet
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i was SO confused by that

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like....racking my brain over "why would you do that"

maiden wadi
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Yaw is made from -180 to 180. Converting that to 0 to 360, minus half of a segment.

grave hornet
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thanks, working great now

maiden wadi
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So. It could have been BreakRotator, +180, -45, /90, but same thing.

signal warren
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why variable inside AnimNotifyState BP is read-only and cannot be set guys

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i want to get a reference to a Sword Actor attached to the player so I can deal damage from the Actor to enemy

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am i doing anything wrong here

fluid lance
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Yeah. Sorry it took so long. I just managed to reproduce it on a clean project

signal warren
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do Cast To Type during Tick event affect performance?

fluid lance
signal warren
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thank you

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i tried to save the casted variable in the Begin event of the Anim Notify State

signal warren
trim matrix
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So can anyone help as to why the Damage amount should be 15 varified is being sent

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Isn't getting over to here and setting on this BP

dawn gazelle
# trim matrix Isn't getting over to here and setting on this BP

Because as soon as you spawn the actor, the Begin Play is firing, and then you're setting the value after it has already run the begin play.
To correct this, you'd want to make "Damage Amount" an "Expose on Spawn" and "Instance Editable" variable. Then on your Spawn Actor node you'll have a direct input to feed the value in so when the begin play is fired, it'll have the value.

raw dew
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Anyone can tell why i cant spawn the player and i get this error no matter what i select?

shell echo
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How can I get the screen space coordinates of an image in a widget blueprint?

dawn gazelle
raw dew
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there are actors on the map tho

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spawnpoints

dawn gazelle
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Put a print string in there and print out your length to see.

raw dew
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hmm it did said 0

dawn gazelle
#

Your error is specifically about an Array "Get Item" call, and "None" being accessed.

quick lark
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Anyone have an idea as to why this is adding 7ms to my game thread?

raw dew
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is it maybe because these actors are on map1 and that thing is in the lobby?

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lobbymap

quick lark
raw dew
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i had that seamless travel ticked tho

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should i add an openlevel in there so the players move to that map with the spawnpoints?

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i just created the widget directly in the playable map (in the map blueprint on begin play), and when i create the server i open that map directly(skipping the lobby map) and it seems to work fine now

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the only problem is when i press play only the server gets spawn, not everyone on the server

trim matrix
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Can anyone help me understand why the fps system dowsnt work. I created a text binding in a widget and did everything the video told me to do

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I think the problem why it doesnt work, the float / float is incorrect but that's what it has in the video. Everything is mostly correct but it shows me FPS: 0. That is all it shows me. I move the character around jumped and still showing 0 fps. Anyone understand why it is like that?

zealous moth
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Whatbis your default value?

orchid garden
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could someone show me a example of how to properly use this node? doesn't seem to be saving the input settings:

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plase @ me if you can show me a example, ty πŸ™‚

zealous moth
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I wonder if you can make it a variable of that type or make

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No computer atm ^^"

bleak rose
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does anyone know how to implement a version of Move to Location that has the pawn follow a curve when turning corners, rather than snapping towards a straight line?

zealous moth
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@bleak rose change the nav mesh obstacle collision like make your character bigger

bleak rose
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That doesn't quite do what I want it to do. I basically want to specify a Turn Radius for the pathfinding

zealous moth
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Hm.... maYbe in the movement component you can specify turn rate

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@bleak rose

bleak rose
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not that I can see, unfortunately :(

honest forge
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Hi all, is it possible to edit the size of a box collision in a BP by using splines? I have a bp actor that has a box collison in it only. When players walk into it their temperature goes up or down. Currently when i drag it into the level I have a variable that allows me to set the box extent but i would like to be able to edit the size and shape of the box using splines. Is this a thing that can be done?

opal sinew
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Why is simulate physics greyed out for a static mesh?

grave hornet
bleak rose
grave hornet
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i done did something wrong, and now my view goes to the middle of my characters chest and not where the camera is

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auto activate was off

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got it

tired cypress
tired cypress
honest forge
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@tired cypress I was hoping to use splines so I could make the volume’s shape fit the area I want to affect(which is usually not a box)

orchid garden
#

ue 4.25.4

tired wolf
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Does anyone know why when I start a Session and open a level with the option '?listen', the player can't move around at all? When I simulate the level directly the player can move (UE5)

tired wolf
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Nvm I just hadn't set the input mode to game only

maiden wadi
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@orchid garden It should work via just adding/removing mappings and then calling save.

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@orchid garden Something like this for instance, should remap an input action named Jump to Spacebar.

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Last function is to differentiate between like PC and Controller controls.

fluid burrow
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does anyone know how to make a static mesh switch to a skeletal mesh when equipped?

worthy tendon
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you can have one static mesh and one skeletal mesh. you can't convert in blueprint afaik.

fluid burrow
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well the physics for my skeletal mesh is wonky compared to the static, plus ive seen a lot of other games have static meshes for weapons until equipped.

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i asked in physics about the skeletal mesh problem, but isnt it better to have static for guns until equipped as well as in their inventory?

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or maybe skeletal mesh is the way to go, idk

pulsar arrow
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Skeletal mesh is the way to go, you don’t have to run animation so it will be just like static mesh

worthy tendon
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I think you would need two assets for it. but I would first measure drawbacks before making my game more complicated and guessing it would make my game better.

fluid burrow
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since its a pistol scaled to real life size, it gives me the bones are to small to create physics, and when i create a UCX in blender the physics in ue4 are a bit wonky, but this is the wrong place to ask about physics. thanks for the help πŸ™‚

worthy tendon
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you can make simple collision in UE4 and also simpler collision behave much better than complex collisions with many polygons.

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in my experience complex collision only works good with queries. like line trace and stuff. but phyiscs are better to be simple (box and spheres or capsules). @fluid burrow

fluid burrow
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@worthy tendon let me try reimporting the model without the custom collision box

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@worthy tendon ty the physics work perfectly on the skeletal now, just switched it to simple instead of complex

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but now the gun just falls out of my hand lol

worthy tendon
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you should disable physics simulation

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after you attach @fluid burrow

fluid burrow
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ohhh let me try that

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is this the wrong way to go about it? @worthy tendon

worthy tendon
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disable simulation of weapon mesh

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not your player

fluid burrow
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oops youre right

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@worthy tendon worked perfectly, thank you πŸ™‚

orchid garden
# maiden wadi

i did like this one, the key is getting set in the game but for some reason its not getting saved to the file, restarting the game the key is the default key again 😦 idk whats wrong.

brittle plinth
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How can I do a linetrace for the whole duration of this Move Component To node?

surreal peak
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Every frame?

brittle plinth
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Yeah

surreal peak
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I mean, the dirty way would be setting a boolean at the start and then on completed and using that to guard some tick logic

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You could also set a timer to loop and kill the timerhandle on completed

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With a lower rate

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Like 0.1 sec or so

brittle plinth
surreal peak
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Just multiply the vector directly?

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(End - Start) * Percent?

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To the Start, but yeah

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Unless you go backwards

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In 1D, if End is 5 and Start is 3. Then End - Start is 2, so you need to add 2 to Start to get to End

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The result should 100% be the same

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Unless you are doing something different to begin with

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It doesn't matter if you multiply Length * Percent * Direction or Leave the Length in the direction and * Percent

sharp pike
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Could anyone point me towards making this post-processing material work with custom depth? I'm trying to "pixelate" an object. Currently it works if I apply it to everything, if I change the ScreenTexture to customdepth my entire scene becomes white.

worn lily
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Is it possible to make object reference variable invalid? I want to put reference in it and when I dont need it I want to make it invalid for check "isvalid" return false.

surreal peak
worn lily
storm dove
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why cant i divide by zero? im getting warnings in my log

surreal peak
surreal peak
worthy tendon
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dividing by zero is undefined in math. use SafeDivide

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before using safe divide, see if there is a problem with your logic. otherwise if you think it's ok to ignore it then use SafeDivide.

surreal peak
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Is SafeDivide a thing in BP?

worthy tendon
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yes

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I think it has a tolerance as well.

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no it doesn't

orchid garden
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@maiden wadi idk, i think somethings broke in my project, it refuses to save the bindings to the ini file. i'll start a new one tomorrow and see if it does the same thing in that. dl'ed someone elses that was suppose to do the same thing, they are using the same logic and it seems to work, so not sure, has to be something messed inside the project stopping it, no errors tossed, tracing it passes through. nothing in the logs.

maiden wadi
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@storm dove You cannot divide by zero because of the way that it's handled. Think of it more like, "How many times can I slice this thing up in this size?" If the slice size is zero, you will never finish slicing, because you will infinitely continue making zero size cuts. To get around it, just do a select. If Divisor nearlyequal 0, use zero, else use number/divisor.

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@orchid gardenAre you testing in editor builds? I can't remember off hand if they don't save there. I can check in a bit, but it might also be a game options thing. Uncertain.

surreal peak
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I think they save

orchid garden
surreal peak
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Is there a chance that your project sits on some SourceControl path and your file is marked readonly?

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@orchid garden

orchid garden
surreal peak
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There goes my nice idea

orchid garden
storm dove
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@surreal peak @worthy tendon very nice!!

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thanks

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time for divide hunt

late cave
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Is there a way to make variables from parent classes appear in child blueprints so you know what you have to play with?

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I mean, I can see the list of overrideable functions, but not any variables... which is weird

worthy tendon
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To left of compile button

late cave
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This is the second time in a very short time that someone has told me of a little checkbox that makes Unreal amazingly easier to use for a beginner!

surreal peak
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For a new and fresh project to learn or so, probably nothing

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We usually don't update engine to .0 versions, unless we reeeeeaaally need something we can spot merge

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:D let others find the bugs

viral sundial
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πŸ˜„ True

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I try to do it just to find bugs relating to my project

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Have been lucky so far though

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And 4.27 is tempting as it's the last UE4 version most likely and has a lot of fixes

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Feels like a nice stability update with Oodle added

raw dew
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hello again, so now when i press start only the server player gets spawned into the game, how can i get that array of player controllers i get from the login event into my startgame event that i call in the widget?

maiden wadi
# viral sundial What's wrong with 4.27?

Possibly nothing. Possibly everything. It just came out. I made the same point about 4.26. A few major things were broken. Which is fine if you know your way around. But for people learning, that is a terrible environment when your 4.21 tutorial is telling you to do something with interfaces and you can't see them in 4.26 and have no idea why.

errant crown
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Question - In a regular Blueprint function, I'm able to use a delegate reference as an input parameter like so...

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... is it possible to do the same in a blueprint interface?

maiden wadi
gilded pebble
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hey there

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what would be the best way to save actor components on actors using the save system?

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Like I have an actor with an attached HISM and I want to change that, delete instances and the like, then save it, so it remains saved when I reload the game

runic terrace
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Do you want to save the properties of the actor components or what components an actor has when saved?

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Either way you can create a struct that includes any data to be saved per actor and store it as an array in the savegame

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Then when you load the game iterate through it to spawn and restore the actors to their saved state

earnest tangle
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I would highly recommend a save game plugin like EasyMultiSave or others if you can afford one, they make it super easy to do savegames in BP's :) Otherwise it's a bit fiddly because you need to do all that struct stuff (it's less fiddly in C++, but plugins still make it a lot more straightforward)

spark steppe
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i think they're always worth it, considering how much time you would spent otherwise to make your own

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unless you just have a few variables to save

void needle
gilded pebble
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I'm using the HISM to place items around my game world and I would like to save their number and position, so the only way is that I have to save the variables and spawn a "clone" on load then write the variables of the HISM one by one?

spark steppe
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yes

mild jacinth
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Hi does someone know if its possible to get somehow audio files from purchased Unreal Engine Marketplace assets? I can only see that they are in file extension called .uasset. Not sure if the right place to ask. I would like to convert them to .waw or .mp3

gilded pebble
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I see, thank you for answering

spark steppe
mild jacinth
spark steppe
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rightclick the asset in unreal and chose asset actions => export, it'll give you a wave file, not sure if mp3 is supported

mild jacinth
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I can see .T3D and .COPY file extensions when trying to export

earnest tangle
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Are you selecting the sound asset?

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I don't think a t3d is a sound πŸ€”

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If you can't get it working, you could also ask the marketplace asset author. They might be willing to provide you with the originals

mild jacinth
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its a soundcue

surreal peak
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The Sound Cue has sound Assets in them

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You will have to export those

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The Sound Cue is something from UE4

mild jacinth
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ahh, thank you! this made my life much more easier, I saw .ogg was there, so I can easily convert that to .wav or .mp3 and edit them to my liking

candid nest
#

hey i created a timer it is an intiger my timer increases when i reach checkpoint but when i died it start from begning i want to store my timer into a variable according to the checkpoint it reached then add in save game data so how can i do that or how can i store integer value

small swift
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Hello, I've set up a spline system off of a road building tutorial, it works great when the code is only ran once when the game starts, but not for the application I'm trying to use it in. I've got the spline to add points behind my character when he moves every 'X' distance, creating a trail behind the character. As there are a lot of spline points being generated (to get a smooth spline/mesh), after a short time the FPS start to chug, I assume it's because it's trying to run the whole code for each spline point each tick. I can't delete the spline as enemy AI will use it to follow/find the character. I'm not sure how to resolve this issue. Any help is appreciated.

runic terrace
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If you just want to create a trail behind the character then this is pretty much an overkill

small swift
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What's the better approach?

surreal peak
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Usually if it's just a visual trail, you do that via a Particle Effect

small swift
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I need the AI to follow the spline to the player, unless AI can find and follow particles but I doubt it.

surreal peak
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The FPS aren't dying from the points though

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The are probably dying from the visuals that are connect to it

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So you can just do both?

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Or save the vectors in an array for all it matters

small swift
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The points are the problem, if I delete the points the FPS is stable, no matter how many meshes are created, I can run for ages and no FPS drop.

surreal peak
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Hm, then you should create less points ):

small swift
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Not really a solution. Eventually the FPS will drop. :(

tight schooner
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Use a ribbon emitter particle system for the VFX and some abstract data that you update sparingly for the gameplay

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I've never tried updating a spline with a monstrous number of points... If that's the cause of the slowdown regardless of the spline being visible or not, maybe you have to chop it into segments. Idk.

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Its hard to say w/o knowing the exact cause of the slowdown

small swift
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I severely underestimated how difficult this was going to be :')

worthy tendon
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your issue is draw calls.

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each spline mesh adds to number of draw calls. and they can not be instanced

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so a solution would be to add some very good LOD for your meshes.

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how many material id does your spline mesh have?

small swift
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I've just tested where I create no mesh, only creating new points. FPS still tanks. If I test where I delete the spline points after they've been created so I'm only left with the static mesh it's much more stable.

surreal peak
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Can you just not use the Spline though?

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It should be enough to have the points and let the AI follow those

opal sinew
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I made a static mesh from a skeletal mesh. I am trying to make a grenade.

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It is not set to none yet simulate physics is still greyed out.

small swift
surreal peak
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Why do you need the Spline

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If you an generate points, you can just store them in an array

small swift
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And have AI go from point 1 to 2 to 3 and so on?

surreal peak
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Yeah

small swift
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Hm

surreal peak
#

What else are you doing with the Spline?

small swift
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Nothing

surreal peak
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Literally set location?

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Yeah then it feels a bit redundant

sand shore
#

You can even calculate a smoother path to follow where the AI isn't going to sharply turn

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Drop a series of "breadcrumb" actors (if you must - you can also do this with no extra components or actors)

surreal peak
#

If I'm not mistaken you also have a out of bounds issue

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Cause you loop from 0 to n-1

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And go +1

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If you do +1 you have to go from 0 to n-2

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Otherwise the next point of the last point will be nothing

worthy tendon
small swift
#

Thank you everyone for your help, I believe I've figured out a solution thanks to your input. I believe the cause of the issue was the code I included in the image earlier, it was being calculated with every point on the spline every 0.1 tick. So when I eventually racked up enough spline points it was just too much. What I'm going to do instead is delete points off of that mesh spawning spline so I'm only calculating like 4 points, then I'm also going to spawn a normal generic spline with no calcs tied to it that the AI will follow.

candid nest
#

hey my ai can shoots me through walls does anybody have any fix

hexed parrot
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Left is spawned with SpawnActor: Owner:Self; Location, Rot is 0, Scale is 1;
Right Bow is put in the world by myself.

Why does the Left bow offset every Component attached to it, if it's owner is the player? I really don't get it and getting a headache by that.
The Owner (Player) has a scale of 1 as well- nothing special added and mostly vanilla

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Any idea would be greatly appreciated

tired cypress
# opal sinew

I suspect it's related to the fact that you made the static mesh from the skeletal mesh. I believe a skeletal mesh requires an additional physics asset assigned to it for physics to work. Either this wasn't on your original skeletal mesh, or it didn't come over. If you are just making a grenade, I would make that as its own static mesh and not derived from a skeletal.

tired cypress
hexed parrot
#

@tired cypress

surreal kite
#

i want to change this to numbers

tired cypress
surreal kite
#

i forget to compile it XD

candid nest
#

hey is anybody fre i need some help

surreal kite
#

@candid nest ask here for help

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no body can dm u cause everyone should learn here

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if they had a problem like u

candid nest
#

yes i will ask here only

surreal kite
#

ask

maiden wadi
candid nest
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so my problem is that i created a system in which my timer increases as i reach checkpoint so i want to save the timerfor particular checkpoint but when i died my timer start from begining not from where i reached the checkpoint

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i tried to added but not working it get stop and not moving forward

surreal kite
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@tired cypress help here XD

maiden wadi
#

What class is your timer in?

candid nest
#

its is an integer

maiden wadi
#

In which blueprint?

candid nest
#

so basically my timer is shown in event tick of my actor but it increases on overlaping of checkpoint actor

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i just wanted that i can store value of it in my save game and when i respawn it start from there only

maiden wadi
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Okay. But what class/blueprint is the integer in that you want to save?

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GameMode, GameState, Character, Controller?

candid nest
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i created a save game load out it is a blueprint class and my all save functions are executing in game mode

maiden wadi
#

So the integer itself is in the game mode?

formal inlet
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Hey, I'm trying to add a healthbar widget to a game, but can't manage to show it on the viewport. Anyone knows how to do it?

maiden wadi
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@formal inlet Add it to viewport after creating it.

trim matrix
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how do i show all classes?

candid nest
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no not yet i was following a tutorial and he said that no need to add in game mode u just dd save game to slot and load game to slot function where the intiger is so i do this in checkpoint

formal inlet
candid nest
formal inlet
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Event construct?

maiden wadi
#

@candid nestDo you have more than one checkpoint?

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Construct happens after the widget is added to the screen.

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You need to use a CreateWidget function somewhere else, and then call AddToViewport on it's return value.

candid nest
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i have only 1 but i duplicate them

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so that i can save game as i go ahead in my level

maiden wadi
#

How are the checkpoints saving the data?

candid nest
#

they are also using same method

formal inlet
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Ok, I was looking in the widget, I imagine I have to add the event elsewhere

candid nest
#

i can save the data but it not resume it get pause there only like my time is 130 and i respawn it stuckm on 32 or 75 only

maiden wadi
#

Each player has a HUD class, I tend to favor using that for instantiating UI. It's beginplay would work for you

candid nest
formal inlet
#

Ok, it worked, thanks!

candid nest
maiden wadi
#

Wait, is all of this from a tutorial?

candid nest
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saving system and checkpoint is from tutorial and timer system is mine and i created a timer system from diffrent tutorial

maiden wadi
#

Does the checkpoint actually destroy itself from the save?

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In general, saving pointers is a terrible idea.

candid nest
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yes chekcpoint get destroy and i spawn to the last checkpoint i passed

maiden wadi
#

To try and explain why. The blue variable types are called memory pointers. These small variables save a tiny number that points to a specific location in Memory. This is so you can pass these around easily and quickly and still have access to the full large object they point to without having to copy that object around all of the time. When you write these to disk, they're saved just like they are in your memory. But if your world changes, these same objects may get created, but they will be put in a different place in memory. So when you load your savegame back up and pull that pointer out, it's pointing to the same memory spot, but the object it was supposed to point to is no longer there in most cases.

candid nest
#

okay so it is due to checkpoint getting destroy

rigid tundra
#

Guys i got a color timeline in project settings, thats illegal

midnight bone
#

hey, can anyone help me solve this? I don't know to phrase it to google
I want to shrink actor in blueprint. The shrinkage should not be instant (imagine it like a little animation)

runic terrace
midnight bone
#

could you tell me to which node I am supposed to connect that?

runic terrace
#

This would make the cube shrink to its 10% size smoothly

midnight bone
#

godly

runic terrace
#

note that interpolation must be on tick

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or on a timer

orchid garden
#

so... im guessing here, you can't save custom Ini files via blueprint classes?

midnight bone
#

well the transformation does not work

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oops

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not sure why tho

glad python
pine trellis
#

there is anyway to set up continuous line traces? would tic be the only way?

midnight bone
#

I'll take a look into it tomorrow

wispy star
atomic salmon
#

@pine trellis@runic terrace line traces are anyway relatively inexpensive unless you have thousands of them

runic terrace
#

Yeah

blazing moth
#

Is there a way to stop running all blueprints? Trying to write a game over screen and noticed that the game is still taking place in the background. I don't want to have to cast to the player to find out if it's in the game over state, is there a better way?

trim matrix
#

Anyone know how to make a Tanh in blueprints?

#

Function

surreal peak
blazing moth
#

wait, there's a way to do that in blueprints?

surreal peak
#

There should yeah

#

SetGamePaused or so

#

But that will also stop ticking iirc

#

Or effects

#

Something something

#

You can try if that breaks something for your project or not

#

Other idea with more control would be making an Interface

#

Imlementing that on Actors that should do something when the game is over

surreal peak
#

And getting all actors of the interface class

sand shore
#

You can specifically have some things still tick when the game is paused

#

If you need to

orchid garden
#

i.e. like widgets for your pause menu.

blazing moth
#

Just gave it a try, and I can tell that the game is still running, I'm getting hit sounds still

orchid garden
#

did you tick 'paused'?

blazing moth
#

nope, haha

orchid garden
#

heh πŸ˜‰

blazing moth
#

now it's working

surreal peak
blazing moth
#

Thanks

trim matrix
# orchid garden

I mean how do i make the Tanh function? in the simplest way. The math function.

orchid garden
trim matrix
#

I saw that Tanh = Sineh / Cosh. I know UE4 BPs have Sin and Cos, but how do i get them to be Sinh and Cosh?

#

I'm a complete noob at math so need helpt to make it the simplest way possible

#

I think it stands for Hyperbolic

orchid garden
#

yep hyperbolic

trim matrix
#

Saw you can convert to Tan to Tanh

#

The relation between tan function and tanh function is tanx=βˆ’itanhix ⁑ x = βˆ’ i tanh ⁑ .

#

What does this even mean?

orchid garden
#

here's a cpp solution to it:

 const float arrowSpeed = 1.0f; // This is just some constant for our arrow acceleration. Since arrows don't have motors, just set this to 1.0f.
 const float flightTime = 1.0f; // Reach our target in 1 second.
 const FVector& arrowStart = Launcher->getActorLocation();
 const FVector& arrowEnd = Target;
 const FVector distanceVec = arrowEnd - arrowStart;
 
 // Construct our acceleration. This assumes there's no Pitch/Roll to the "Launcher" actor.
 const FVector& arrowDirection = Launcher->getActorRotation().Vector().SafeNormal();
 const float gravity = GetWorld()->GetGravityZ();
 const FVector acceleration(arrowDirection.X * arrowSpeed, arrowDirection.Y * arrowSpeed, gravity);
 
 // Solve for Velocity
 const FVector velocityInitial = (distanceVec - (0.5f * acceleration * flightTime * flightTime)) / flightTime;
 
 // Apply the velocity to your arrow and away it goes!```
#

looks pretty simple, should be able to do that in blueprints.

#

heh yeah i realised i didn't do it right πŸ˜‰

trim matrix
#

tanh(z)=βˆ’itan(iz),

#

found the formula

#

what does i mean?

#

"i"

orchid garden
trim matrix
#

I understand nothing

#

Conclusion. The unit imaginary number, i, equals the square root of minus 1. Imaginary Numbers are not "imaginary", they really exist and have many uses.

#

You can't even square negative numbers?

atomic salmon
#

You can square negative numbers... -1^2=-1*-1=1

#

While taking the square root of a negative number introduces the imaginary unit i = sqrt(-1)

#

This said, you rarely need imaginary numbers in games programming

#

Except maybe in Quaternions

trim matrix
#

When i sqrt -1 in UE4 it outputs 0

atomic salmon
#

The output of sqrt in Unreal is a float while an imaginary number has a real part and an imaginary part

trim matrix
#

Then the i in the tanh formula is useless because no matter what my output will always be zero if i read the formula correct. Which i probably didn't

atomic salmon
#

Why do you need it anyway?

#

Didn't read above sorry

#

You may have explained already

#

Or use a Taylor's expansion

#

Should be more than enough

trim matrix
#

think so what do i do with it?

atomic salmon
trim matrix
#

Okay i don't understand any formulas. Because i haven't been taught on how to read formulas. Maybe i'm dumb for asking

#

Basically i have done right now is tan(input) and i'm stuck at that. Just simply want it to be tanh

#

i just want tan to be tanh

#

This is where i'm at

#

tanh(z)=βˆ’itan(iz)

#

so i should be able to use tan to get tanh

#

😦

atomic salmon
#

@trim matrix

#

This is your tanh function. Use it wisely πŸ˜‰

trim matrix
#

πŸ™‚

atomic salmon
#

For the records, the Math Expression node still has issues with e() of a negative number...

lone needle
#

Hello, i'm making a event system like Hammer. (inputs / outputs)
Imagine having a event type like "Change Color", so i want a "Color Variable" appearing
And if i select "Play Sound" event, i want a "Sound Base" variable appearing. It's possible in blueprints ?
Thanks in advance πŸ™‚

#

Oh ok i see

#

Or maybe

#

its possible to have a "Actor Selector" like this :

#

And under this

#

have the properties of the actor ? (public variables) ?

runic terrace
#

The closest you can get to that would probably be if you create a custom Editor Utility Widget with your own logic

lone needle
#

Ok but

#

basically i want "this"

#

I want to make a s ystem like the distribution

#

like

#

custom properties

runic terrace
#

There's no built in way of doing that without C++

#

The closest you can get is to create your own editor utility widget

lone needle
#

Ok, thanks πŸ™‚

#

i will try

runic terrace
#

editor utility widgets are just like widgets but for the editor itself

lone needle
#

I can make an event based system i think with that

runic terrace
#

if you know how to work with the user widgets you can pull it off

runic terrace
lone needle
#

Like Hammer

ocean kayak
#

https://www.youtube.com/watch?v=M5RnDBNnjx4 I am using this video to create sounds that persist over level changes. I did the same thing in video but my sounds just start over if they get to a new level instead of continuing where it left of in the first level. (I am working with an ambient and a timer that ticks while the sounds get worse and worse want both to continu over doing the levels). I hope this is the right channel to ask

Hey guys, in today's video, I'm going to be showing you how to play music across level transitions, so if you are playing music, or audio of any kind, and change levels, the audio will continue playing.

Main Menu Tutorial: https://youtu.be/K1vVbwMJCTQ
8-Bit Music Theme: https://freesound.org/people/michorvath/sounds/412343/
Original Thread Idea...

β–Ά Play video
#

since it mostly has to do with game modes and so

runic terrace
#

This has nothing to do with the game mode but the game instance

#

Did you make sure "Persists Across Level Transition" is ticked in the Create Sound 2D node?

#

If your sound starts over I'm guessing you used a game mode instead of a game instance

ocean kayak
#

I was so stupid

#

I needed to edit it in the level blueprint while I was editing it in the gamemode (been crunching for the past few days and a noob in this as well. Thanks eitherway :D)

runic terrace
#

that might be the cause

ocean kayak
#

that was exactly what happened

#

now to make it stop at a certain point

runic terrace
#

Variables in the game instance persist until you close the game unlike in game modes

ocean kayak
#

like promoting the persist to a variable and turning it off and on per level. That wouldnt work right because its in the level blueprint

tired cypress
#

How I handle it is I spawn it in the level blueprint, then save that instance into a GameInstance variable. When I want to stop it, I simply get my GameInstance and I can stop the sound from that saved var

blazing moth
#

How do I remove an actor from an array, and then call from that same array? This blueprint here doesn't seem to work :/

#

It's part of a routine to spawn enemies from random locations, but to eliminate the location closest to the player. It's still spawning at the location closest, though I know my check routine works properly, it's these nodes here

signal oracle
#

also my first tutorial 😎

whole marlin
#

This error keep showing up when I try to open the main menu level. Im running as client since its a multiplayer game, and some reason i cant get the player controller. Any fixes?

tired cypress
blazing moth
#

So, is the best way to promote the array to a variable and then call it later?

#

It seems to be working since I promoted the array to a variable and used the set node

blazing moth
dusty wind
#

I'm trying to set a skeletal mesh component at runtime. Its definitely getting to it and triggering the break point. Any idea what I could check? Its a client side only actor and its running on the client.

tired cypress
blazing moth
#

I know it is, because if I spawn the enemy at the closest spawnpoint, it works like it should

fierce birch
#

Hello all trying to spawn an actor but it can’t access the controller, anyone know why?

tired cypress
blazing moth
covert arrow
#

hey guys how do you check if a trace is overlapping an object?

fierce birch
#

@covert arrow a trace hits. Drag off the return value and break it

#

Then branch the blocking hit

covert arrow
#

thanks

fierce birch
#

If you want breaking the hit allows for some control over events

#

@covert arrow my apologies break the out hit then drag off of the initial overlap

fluid burrow
#

does anyone know why this has a 0?

#

and does it matter?

hazy linden
fluid burrow
#

thank you!

low anchor
#

How do I set jump force?

#

It's too low for me

hazy linden
#

in that case it is under the character movement component settings

#

could you send a clip of it maybe?

worthy tendon
#

looks like a fight between gravity and radial force

#

perhaps disable gravity when enemy is under effect of radial force.

#

and enable after it's finished

#

you could play with linear damping as well. increase it while under this effect, it might help reduce bouncing issue

#

if not good enough, try physics constraint instead of radial force, so if enemy overlaps with sphere, add a physics constraint to enemy character, you can set a position and speed target.

low anchor
hazy linden
prime bone
#

what do i put there

#

im so confused

worthy tendon
#

what does the error say

hazy linden
# prime bone

I think u are editing another class, u need an object of the class in which the function is defined.

#

if u are in the same class, go to file->Refresh all nodes

prime bone
#

ive given up on that

#

if someone could help me with the bigger issue lmk

grave hornet
#

Trying to make a camera that adjust boom length and rotation based on zoom, with mouse wheel.

When zoomed in, i want length of 100 and rotation on Y of -33 and location (raised to see past character of 105

when zoomed out, i want a length of 1000 and Y-rot of -72 and camera to raise on Z by 105

Something is making my mouse wheel up jump to about a Z location of 5000.

any ideas whats going on?

#

end of the day, i can just set my Z to always be ~100 and forget changing the height i guess

jovial dirge
#

Hello! I am trying to make a dungeon crawler, I don't want the player to be able to enter the portal until all monsters (actors are killed in the room) how would I check for this?

candid nest
#

hey do anybody know the name of the pack in which there is smoking animation

broken furnace
#

Hey Guys i am trying to make an AI that patrols and chases when the player is seen (im new to UE4) and my behavior tree keeps getting caught at wait and failing to execute any other task

candid nest
#

i also make that same ai but without bhevaiour tree

broken furnace
#

yeah im trying to learn the behavior tree system so i can use it in the future and it just fails no matter what lol

candid nest
#

i also want to learn but it is time consuming i just made with variable and events but i will learn it when i will be fre

broken furnace
#

yeah its very challenging for sure

prime bone
#

Whenever I have a Keyboard input like F it does nothing. But if I have an overlap event with the lever it does it, im so confused

broken furnace
#

How would I integrate that into a behavior tree?

orchid garden
#

woops i replied to wrong post Jax, my bad 😦

broken furnace
#

Lol

#

I figured ur good

#

I was like I don’t know anything I’m gonna assume you’re right

orchid garden
#

it must of jumped when i clicked reply :/

orchid garden
atomic salmon
prime bone
#

It does, I have tried

atomic salmon
#

Ok next check the Cast

prime bone
#

sweet

atomic salmon
#

Does it succeed?

prime bone
#

trying now

atomic salmon
#

Or does it fail?

broken furnace
#

Even after multiple adjustments to the branch order etc

prime bone
atomic salmon
#

Use IsValid to check the reference to lever

orchid garden
atomic salmon
#

@prime bone There is also a validated get that you can activate with a right click on the Lever get, at the bottom

prime bone
#

like this?

broken furnace
atomic salmon
orchid garden
#

or just do a printstring off cast failed.

atomic salmon
#

And the usual print string to understand what is happening

prime bone
atomic salmon
#

We already know the the cast fails

#

We need to understand why

orchid garden
#

if cast failed that means the lever reference is invalid

atomic salmon
#

Or that it is casting to the wrong class

prime bone
#

Notvalid

#

its not valid

atomic salmon
#

You have no execution on Is Valid

fluid burrow
#

Is it possible to add a 3rd or 4th blend pose to Blend Poses by int

prime bone
#

yeah i fixed that

#

its not valid

atomic salmon
#

The white lines matter πŸ˜‰

#

Ok so the problem is your reference

prime bone
#

How do I get the correct reference?

atomic salmon
#

Go back to where you set the reference variable and check what’s wrong

prime bone
#

i didnt set it

#

lol

#

i promoted it when it was in another cast node

atomic salmon
#

You must be assigning it somewhere, either in code or from the exposed variables of your BP

prime bone
#

I assigned it here

#

I promoted Other Actor and then just used that

atomic salmon
#

Running a cast doesn’t assign anything

prime bone
#

sorry if im dumb im tryna learn this stuff

atomic salmon
#

You need to store the result to the reference variable with a set

prime bone
#

Ok

atomic salmon
#

Sure no worries

prime bone
#

Yeah ive been going some slowly

atomic salmon
#

Drag the variable to the event graph and choose Set

prime bone
#

What variable?

atomic salmon
#

Then connect it to the cast after the overlap

#

Lever

#

It works in this way

#

Your pawn overlaps the lever in the level

#

On overlap event is triggered, but you don’t know what has overlap until you test it with a cast

prime bone
atomic salmon
#

The white lines are the execution lines

prime bone
#

yes

atomic salmon
#

If a node is not connected it won’t execute

prime bone
#

do i just plug it in the middle?

atomic salmon
#

The execution follows the sequence or flow

#

No because logically first you cast and then you assign the result

#

So it goes after the cast

prime bone
#

like this?

atomic salmon
#

Yes but then you also need to connect the data line

#

Which is the blue one

prime bone
#

Done

atomic salmon
#

In this way the value is passed to the set

#

Now you should have a valid reference to the lever once your pawn overlaps it

#

And you can use it later on

prime bone
#

ahhhhhhh

#

I think i get what you meanm

orchid garden
#

i use a sphere trace by channel when the player presses the activate key, then with the hit result, check to see what the player is trying to activate by what interface its using, and if its a valid interface then do whatever:

atomic salmon
#

Also you already know it is a lever now, so you don’t need to cast it again

orchid garden
#

casting to on every overlap event can get expensive

prime bone
#

@atomic salmon is there a way I can make it without doing the whole overlap?

atomic salmon
#

@orchid gardentrue but our friend @prime bone is a beginner just experimenting, so it is fine πŸ˜‰ eventually the code will need to be optimized but at this stage is not a concern.

#

@prime bonedo what? Detect when the pawn is getting close to the lever?

prime bone
#

im gonna explain to you what I am trying to do

atomic salmon
#

ok

prime bone
#

When the character enters the collision of the lever, I want to make it so I can press F and it rotates the lever 180 degrees.

#

But only when he is near the lever

atomic salmon
#

That is what the overlap is for

orchid garden
#

you need a overlap event for that, or a line trace to see if the player is pointing at the lever.

prime bone
#

Yes but when the player overlaps it he has the choice to rotate the lever

#

he doesnt have to

atomic salmon
#

that is done with the F

orchid garden
#

same with a line trace, its all done inside of the pressing F

atomic salmon
#

Line Traces are a bit more advanced than overlaps, so I would stick to overlaps for the moment

#

Here is the logic:

#
  • Your lever has a trigger volume around it
#
  • When your pawn enters that trigger volume, an overlap event is fired (for both of them, but you are handling it inside the pawn)
orchid garden
prime bone
#

so this would not work?

atomic salmon
#
  • When the Begin Overlap events is triggered, you need to check what has overlapped the pawn. You want it to be the lever, so you cast whatever actor has overlapped to Lever. If the cast is successful, you know it is a lever
#
  • Now you have a valid reference to the lever and you wait to see if the player pressed the F
#
  • When the F is pressed, you check the reference just to make sure, because someone could press F also when not near the lever
orchid garden
# prime bone

after your top one, set the lever to be the casted leverr object

atomic salmon
#
  • If the reference is valid, you rotate the lever
#

--> Important: you also need to handle the End Overlap with the lever and set the reference back to null, so you know the pawn is now away from the lever

prime bone
#

So what would I set it to?

atomic salmon
#

@orchid garden line traces include working with position vectors and direction vectors

prime bone
#

Nothing?

atomic salmon
#

To nothing exactly

#

Which means setting it to null

#

so it becomes invalid

prime bone
#

like this?

atomic salmon
#

Yes, but you are also using a bool variable to check for the same condition, so it is a bit redundant

orchid garden
atomic salmon
#

but good

prime bone
#

It works

atomic salmon
#

@orchid garden well I know, but think for a beginner

prime bone
#

Thank you so much @atomic salmon and @orchid garden you have made this so much easier for me

#

i would not have figured that out

orchid garden
#

i litterally wrote a simple routine to get the trace depending on which camera is used:

#

start and end for a line trace that is

atomic salmon
#

@orchid garden sure, but you would agree with me that doing something with vector math is a bit more advanced that triggering a simple overlap

#

I still see people that don't understand the difference between a location vector and a direction vector

prime bone
#

Thanks guys I’ll probably never speak to any of you ever again but I hope I do I like you both

atomic salmon
#

Why not? Are you dropping Unreal?

#

πŸ˜›

orchid garden
#

lol @prime bone never know you might come back in and ask another when we are here πŸ˜„

prime bone
#

Jokes I’ll be in here a lot more

#

Hope to see you guys

orchid garden
#

best of luck with your project πŸ™‚

atomic salmon
#

@prime bonethat's how it works, you try, you fail, you learn...

prime bone
#

Thank you guys

orchid garden
#

(with lot of hair pulling, and beating your head on the desk)

maiden wadi
#

I actually thought I was a genius five months ago.. then I got hired onto a company and had to deal with actual problems in a timeframe. πŸ˜„ Humbling experience.

atomic salmon
#

Yeah, I can relate to that. What I love about Unreal is that it is so huge and complex that there is always something new to learn. πŸ˜‰

atomic salmon
#

timeframes (aka deadlines) are how businesses are run

orchid garden
#

my last job i actually got things done quicker when i didn't have a time frame set then when i did, i think the boss figured that out, he stopped giving me set time frames.

#

it adds stress to the job, and can throw of concentration.

atomic salmon
orchid garden
#

Hey @maiden wadi I have a question i think you might be able to answer

#

is there a way to save custom ini settings to the usergamesettings.ini without using cpp?

maiden wadi
#

Maybe. Input setting stuff I assume?

orchid garden
#

things like volume levels, multipliers the player can adjust before launching the game, etc.

#

i couldn't really find anything on it except cpp examples.

#

well other then using s save game slot, but thats not a ini, thats a binary file.

maiden wadi
#

Hmm. There are ConfigVariables. Those seem useful.

#

Haven't personally used them, but they seem like they'd be easier to use for a lot of systems than even the options subsystem we currently use. I have no experience with them though.

#

Not finding anything on how to change them from within the application though. 😦

orchid garden
#

looks like those may be cpp based,

maiden wadi
#

Hmm. The things I saw showed it was accessible from Blueprint. Checking. But I'm fairly sure that just sets the object's default to the ini file one. Not sure how to write to the ini file though.

orchid garden
#

ah i see yeah found a example, blueprint specific

#

only for loading them though and seems to be linked to defaultengine.ini

#

okay, depends on which bp the variable is in, to what config it would be in.

#

i.e. game instance they are saved to game.ini

#

question is.... how to get it to save the value when they are changed in game.

jovial dirge
#

Hello! I am trying to make a top down game controlled with a joystick to move, I also want the rotation of the player to work with the same joystick as well, how would I accomplish that?

orchid garden
#

in project settings, and setting the forward / left / right / backward axis movements to the joystick

#

project settings -> input -> axis inputs

jovial dirge
#

Yes I have htis

#

and the movement is fine with the joystick

#

but now I want the player to turn with the joystick as well

#

for example rn the player can move in all axis but the player is always facing forward

orchid garden
#

i think thats related to the camera rather then the controls, your camera is always to the back of the player?

jovial dirge
#

yes

orchid garden
#

in the default topdown, there is a TurnRate under axis mapping for the gamepad right thumbstick X-Axis set to 1.0

jovial dirge
#

Hmm I don't think that's what I need

orchid garden
#

you want the camera to be in a set angle while the player moves around the screen but the camera still follow the player yah?

jovial dirge
#

No

#

Okay so

#

you know how on joysticks the right joystick usually rotates the player in place

#

and the left would move

#

I just want that all to be in 1 joystick

#

I can get the move working fine but the player is always facing forward

#

player facing forward

orchid garden
#

with a single axis it would be like using the mouse.

jovial dirge
#

for example if I were to pull down on the joystick i'd want the player to turn around

#

if I were to turn left, player face lef

#

etc.

orchid garden
#

and how would you move forward?

jovial dirge
#

using the joystick as well

orchid garden
#

see... this is where your losing me... 1 stick for turning and moving forward?

jovial dirge
#

Okay

#

I'll show an example

#

this mobile game

#

Uses only 1 joystick and it makes the player face the direction the joystick is going in

orchid garden
#

so then it would be a fixed camera angle.

jovial dirge
#

yes the camera angle is fixed

#

top down

#

Sorry for the bad explanation...

#

so how would I accomplish this?

orchid garden
jovial dirge
#

This is what I have for my input atm

orchid garden
#

that will keep the camera on the actor at a fixed angle and rotation. you can run that off of 'event begin play'.

#

then for moving forward and turning

jovial dirge
#

I'll try it out thanks! πŸ™‚

orchid garden
#

and the axis mappings:

#

you shouldn't need the inputaxis turn at all

jovial dirge
#

I copied it exactly player still runs while facing forward

#

any specific camera settings I would need? @orchid garden

#

or any of these?

orchid garden
#

did you remove the inputaxis turn?

#

or atleast disconnect it?

#

is your camera attached to a boom?

#

@jovial dirge

jovial dirge
#

Yes

jovial dirge
orchid garden
#

and you set use controller yaw to false on begin play on the pawn actor?

opaque blade
#

i think to help here, can you show us a screenshot of "what" you want to spawn (Static mesh editor window) - because it might be the pivot casuing it spawning it way outside if the socket has a huger absolute scale inherited @true valve

jovial dirge
#

here is my camera boom camera settings

#

if that matters

orchid garden
#

the camera shouldn't be following, the player then, yeah the camera boom and camera settings are right for both from your snips

jovial dirge
orchid garden
#

well turning with the player i mean

true valve
opaque blade
orchid garden
jovial dirge
#

yeah I used same

opaque blade
orchid garden
#

well mine has multiple components and camera views so its abit more involved.

#

just a sec let me reopen it

opaque blade
#

oh invest is the questionaire

#

sorry πŸ˜„

#

got it mixed up

jovial dirge
#

Just found this in my character movement componenet

#

would this have anything to do with my issue?

opaque blade
# jovial dirge yeah I used same

Can you show your component setup and you want to have the camera fixed angle and then if you pull down move down not that the camera moves behind the camera all the time?

orchid garden
#

wee bit involved....

opaque blade
#

Rotation Rate defines how fast a character rotates yeah

jovial dirge
opaque blade
#

but that only makes it "snappier" or your character moving angles, so nothing to do with the camera if you want to have typical top down view for twin stick (kinda fixed camera)

#

One easier solution to this would be to attach another actor with absolute rotation which is actually the camera

jovial dirge
#

see how 1 joystick can control the direction the player is facing AND move the player in that direction in this example game

opaque blade
#

but if you want to have it combined you can also just set the camera boom to absolute rotation

orchid garden
#

Sebastian might have a thought here though, show your component setup @jovial dirge

jovial dirge
opaque blade
#

i think if you have no luck with unticking the inherit rotation stuff it might be anchored

#

but i would just set the cameras rotation to the rotation you have and not have it relative but absolute

orchid garden
#

nope your camera boom is set right too...

opaque blade
#

way easier to control

orchid garden
#

wtf..

opaque blade
#

So just click the boom, and next to rotation click the dropdown and select Absolute rather than Relative

jovial dirge
#

wait

#

the cameras rotation is absolute

#

is this why?

orchid garden
#

mines relative

opaque blade
#

mmmh no that should always make it the same rotation, but with the inherit stuff it might mess up stuff, so might be worth unticking all

#

which does propagate the (control) rotation to the boom

orchid garden
#

he wants the camera at a fixed rotation while the controls move the player about

opaque blade
#

yes

#

But then you have to UNTICK inherit yaw,pitch,roll

jovial dirge
#

the player is able to move fine, he's just always facing forward

opaque blade
#

inherit here means inherit from capsule

orchid garden
#

i gave him instructions to set it up just like mine (Which works) but for some reason his camera is turning with the player where mine isn't.

jovial dirge
#

I unticked those, and still same results

orchid garden
jovial dirge
#

here im gonna upload a vid rn

opaque blade
orchid garden
#

so your pawn isn't turning

jovial dirge
#

yes

opaque blade
#

i thought the camera was rotating with him, so yeah misunderstanding πŸ™‚

jovial dirge
#

sorry, bad explanation πŸ˜‚

orchid garden
#

i gave him the bp setup for the movement im using as well.

opaque blade
#

you need to check Control rotation in the Class settings

#

for Use Control Rotation Yaw or smth like that

orchid garden
#

@jovial dirge looks cool btw πŸ™‚

jovial dirge
jovial dirge
opaque blade
#

or you want to turn in the movement direction?

#

like auto-turn?

jovial dirge
#

ye like this

#

(sending img)

opaque blade
#

yeah i get you now

#

so just no strafing at all (except maybe later when you input a 2nd stick / mouse input to aim or smth - like twin stick usually does)

jovial dirge
#

yes πŸ™‚

#

ye

#

Just need the auto turn for mobile

#

not sure how to do that tho

opaque blade
#

I am not sure as it was some time ago
Lemme check something

#

There might be a check box for "orient to movement direction"

#

but iam not sure, otherwise you would have to interp the rotation on tick in the last input direction

#

but letme check

#

in the CMC

jovial dirge
#

yeah I had that checked 😦

#

unfortunately no difference

tawdry forge
#

how do i make my Z axis content but X and Y from player real position? any function?

opaque blade
jovial dirge
#

Ok I’ll try it out rn thanks

#

πŸ‘πŸ‘πŸ‘

opaque blade
tawdry forge
jovial dirge
#

orient checked

#

yaw pitch roll unchecked

#

camera boom using absolute rotation

#

and this is the movement input logic

opaque blade
#

can you maybe stream I think there might be more code to it, or try it in a blank pawn with just movement logic and this setting?

jovial dirge
#

What is your rotation rate set to?

opaque blade
#

just the default 360, it just defines how fast one turns / snaps into that direction

#

so the lower the rotation rate, the more sliding you have or turning space

#

so its angles per second, really low (10) can be used to have someone walk bigger circles (if you use the forward to calculate where to go)

jovial dirge
#

Hmm ok thanks for your help still confused why I can’t seem to get it to work 😦

#

I’m probably gonna call it a night do you mind if I ask you about this further tomorrow you’ve been a huge help πŸ™‚

opaque blade
#

might be worth doing a barebones version of your character

#

so just BP_Character, implement just that and see if it works, like said maybe you have different code or smth that is changing stuff

opaque blade
#

added QE to rotate the camera so to make sure it stays always relative to the camera (up is always up on screen)

jovial dirge
#

Could I use this node?

#

I plugged it in and it allowed my player to rotate (sort of but had tons of issues)

opaque blade
orchid garden
#

you know.... this is just a silly thought.... sense your still having issues with it....

I once had a issue with my arm for my camera, and no matter what I did it ignored all the settings, I removed it and the camera, redid them and they were working properly.

#

was just a thought.

#

anyhow best of luck @jovial dirge i hope you get it working

visual dune
#

Is there a way to bypass the infinite loop caused by calling a function inside of it self?

#

I tried duplicating the function, but that didnt work.

visual dune
#

Could you elaborate for me?

fiery swallow
#

"Timer by function"

#

It will call your function every x amount of seconds for you

gentle urchin
#

The problem isnt it calling itself but it being a loop calling a new loop calling a new loop

visual dune
#

Okay

#

Ill look into it

fiery swallow
#

Oh I see

#

yeah it looks like you're trying to find the path until it completes...

visual dune
#

Yeah

#

It works, but its being stopped after a few increments

fiery swallow
#

I'd use a timer by event in that case and set it to tick every 0.1 seconds or something until it's the for loop is completed, and then pause the timer after that

#

The only other method would be to put that function inside of an a macro and then add a delay to it yourself

visual dune
#

Alright thanks, Ill try that.

hazy linden
#

hi there

#

is there like... a setting somewhere to make the mesh stay on ground all the time and not move vertically with the capsule

earnest tangle
#

if the mesh is a child of the capsule then it will move when its parent moves

#

you can move children separate from their parents, but you'd need to implement this yourself, or find some other way of doing it - for example, if the mesh is a child of the capsule, but has simulate physics enabled, it will not follow the capsule

ocean radish
#

@hazy linden did you want the capsule to still move vertically still or you just want the mesh to not move

jaunty solstice
#

Good morning guys. Need to save a reference to a previous string value to properly parse an OSC message. How can this be accomplished?

hazy linden
prime bone
ocean radish
#

@hazy linden are you just trying to crouch a character or are you implementing somthing different?

ocean kayak
#

any tips on how to make a countdown timer persist through levels. I kinda wanne use a game instance but is that best way to go?

ocean radish
#

that would be one of the only ways to have it other than having that store the information in game instance for said timer and re initializing after new load

prime bone
#

Is there anyway I can make it so when a character walks away from an object the widget disapears. The widget apears when the player colides with the object

ocean radish
#

@prime bone multiple ways, could use a linetrace to only show it when they are looking at it or pointing to it and within a certain distance, could use overlap event, so triggers when you run into it, have a larger overlap box that triggers to delete it when you leave said area, depends on how you want the gameplay to be

prime bone
#

this is what ive got

#

dk what i need to do to the bottom

ocean radish
#

best way would prob be to create the widget at the start, then just hide/show it when applicable rather than creating it and deleting it all the time

prime bone
#

How would I do that?

ocean radish
#

basic but should do what you want

#

@prime bone

prime bone
#

yes

#

thank you man

ocean kayak
night scarab
#

does anyone know how to accomplish a predict projectile path trace but with an input of both a start and end location? Id rather it be performative (fake) than be like a real time physics type deal since its for a mobile game

lofty quartz
#

Can I create threads?

#

I have this in my custom blueprint game mode

#

BP_PlayerController is my custom player controller class

#

I have my default classes set up in the game mode settings

#

However, when I play, the print string for "Cast to controlled pawn failed" runs

ocean radish
#

@night scarab sounds like you just want a visual representation?

#

look into creating a spline between the 2 point

night scarab
#

pretty much with an arc

lofty quartz
#

Feel free to @ me

prime bone
#

Can you have 2 Begin Overlap events?

boreal ether
surreal peak
prime bone
#

idk

sharp sigil
#

Can I bind a single event to several dispatchers? I have several actors created at runtime with the same dispatcher and I'm just trying to see if one of them calls this dispatcher

native willow
#

yes

astral stirrup
#

hey guys, i am trying to transition from rotations using interpolation to something more stat based. was using find look at rotation but cant seem to find a way to apply that as a target to rotate towards without the interp, should i use delta rotator somehow?

lofty quartz
boreal ether
prime bone
#

Can someone explain to me what the target is supposed to be

#

Nothing is coming up

boreal ether
#

create widget

prime bone
#

nvm

#

im stupid

radiant bone
#

Hello, everyone! I'm currently having an issue with moving my files around my project folder. When I try to move Data Tables around I always get an error in BP (See screenshot). I've tried using "Fix Up Redirectors in Folder" and I still get the same issue. Thanks and have a nice day. πŸ™‚

prime bone
#

When this event is ran

#

nothing happens

#

idk what im doing wrong

candid nest
#

hey is anybody familiar with menu builder carousel

whole dune
#

Hi, can someone explain to me why my mesh (thats connected to the bone β€žDrehgestell1β€œ) vanishes ingame? It should actually follow the spline but it doesnt seem to work... i tried only β€žSet Bone Rotation By Name β€ž and it worked. Only when I added β€žSet Bone Location By Nameβ€œ it vanished... why? I want to have that bone rotating by itself

radiant bone
#

And another one at the beginning to check if it is even called

visual dune
opaque blade
whole dune
#

But i would still see a tiny thing, right?

orchid garden
#

so... i can't figure out how to access this node:

#

you need it in conjuction to setting vars to configureation varables, but can't figure out how to get to it.

#

anyone know?

faint pasture
still panther
#

Hey guys sorry to inrerrupt but i have a problem where i have a playercontroller, and a ball, the ball is a seperate pawn.
i can use the playercontroller but it cant recognize kebinds in the blueprint of the ball and i dont want to do everything in the leve blueprint

#

i know that it hast something to do with player 0 and Auto process player

#

but i can only get one to run

sand shore
#

Sounds like a misunderstanding of the input system. Pawns (which have been possessed by a controller), Levels, and Controllers can directly bind to the input stack.

Any event responding to a particular key or InputAction/Axis can "consume" an input - that will cause any other events to not be able to respond to that key.

You can push other actors onto this stack. But that's a bit advanced and not causing your issue.

I think you're trying to respond to the same event in two places, however both of your events consume the input.

Select the node and go to the details panel

still panther
#

i already tried that and im having a completely seperate key that i made for testing

#

and that dosnt work

#

But thank you for your Resonse! :D

#

i also tried to make an input mapping and even that didnt work

sand shore
#

Then your ball is never possessed

#

maybe you're still using a default spectator pawn or something

still panther
#

i used that

candid nest
#

hey guys i got a small issue i created a menu widget which work fine when i start but did not work fine when i pause the game and come to menu through widget plz help it is a samll issue i think

still panther
#

@sand shore
Hey could we tak about it for a second?

tribal ruin
#

PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

faint pasture
still panther
#

a ball

#

i would love to talk to someone about it

tribal ruin
#
PackagingResults: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.```
still panther
#

if anyone clould talk please

native willow
opaque blade
whole dune
#

Should I try scaling them up?

#

Tomorrow

#

As I said, i tried doing set bone rotation and set bone location separately and set bone rotation worked until I added set bone location then the mesh disappeared

analog hill
#

Is this a bug or am I missing something? I have a "Timer by Function Name" that needs to loop. It works great, unless the function's return has any output (float, bool, etc), then it stops working... I've checked in 4.26 and UE5.

earnest tangle
maiden wadi
#

There isn't really a point to return a value in a function called by name anyhow. It's not like you're going to do anything with the return value in a timer. If you want to do that, you should just have the timer run a simple event, and then call the function and do something with the return value.

lusty galleon
#

Does anyone know how I can have my main level map open and open another map (that holds meshes of characters) so I can copy that skin and place it over on my main mesh in the first map?

earnest tangle
#

Have you tried just selecting it, ctrl-c, opening your other map, ctrl-v?

#

Another method might be to temporarily add the other level as a sub level into your main level

lusty galleon
#

Well idk I am watching a video and the person opens a map and grabs what he needs and then closes the tab (his original map tab) is open and then he just plugs it in and boom done, but when ever I open any map it just closes the current one and opens the one I clicked on

earnest tangle
#

Yeah I have no idea if there's some way to open maps in tabs like that, I've never seen that happen

#

the sublevel method should allow you loading the second map into the first one though, and access stuff inside it

runic plinth
#

real quick question, where can I find the animated mesh component in the player character?

hushed pewter
#

Need too get all overlapping actors and play a custom event on them

earnest tangle
#

you probably need to cast it to the appropriate type first in order to call that function

hushed pewter
#

Oh just play it as it

#

Cheers, didnt know cast to acted as a filter

earnest tangle
#

Well it doesn't really, but you can use it to check whether the overlapping thing is the right kind of thing :)

twin abyss
#

Could anyone help me with a somewhat simple issue?

#

Im a beginner at blueprints

earnest tangle
twin abyss
earnest tangle
#

Sorry I just realized the site is rather cranky

maiden wadi
#

Seriously.