#blueprint

402296 messages · Page 713 of 403

earnest tangle
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lol

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but the gist of it stands, you can just ask your question

twin abyss
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Whatever, im looking for someone to help me with spawning an actor on a player with the hit of a keyboard key.

maiden wadi
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As someone who has offered to help people asking for help vaguely, and then getting chewed out for not being helpful.. that site isn't even slightly cranky.

earnest tangle
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@maiden wadi I dunno, it puts an awful lot of pressure on the person who simply might not be familiar with how these types of channels work :)

twin abyss
earnest tangle
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Like I doubt most people who ask to ask are trying to make people doubt their skills like what is that even about...

twin abyss
earnest tangle
maiden wadi
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That looks fine. Which class is this blueprint?

maiden wadi
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What does the blueprint say in the top right, Parent Class?

magic jackal
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Have anyone made any "mod" for UE where blueprints gets orthogonal connections instead of spline connections? I really hate not being able to pull traces vertically w/o them making S-shapes

supple dome
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ya theres a few on marketplace

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i use a blueprint tools or smth like that

twin abyss
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this?

supple dome
twin abyss
magic jackal
supple dome
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welp i missed the name by a longshot

twin abyss
torn kettleBOT
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:no_entry_sign: Tanjiro#3308 was banned.

twin abyss
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Damn what happpened there?

maiden wadi
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Spammers.

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And no. The top left of your editor when you have the blueprint open. Takain posted a screen of what I as asking. It'll show the class of the parent.

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like Parent Class: Actor, or Parent Class: PlayerController, etc.

magic jackal
# supple dome

Thank you!, Need to negotiate with my co devel if ok to use it, since the blueprints might end up looking like a mess for they

twin abyss
supple dome
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use the debugger or debug strings to see if its being called

twin abyss
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Man im just dumb, imma need to learn blueprints a bit more before asking so many questions

maiden wadi
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Nothing in your screenshot says Parent Class. Look at Takain's screenshot.

twin abyss
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It says parent class

maiden wadi
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Ah. My bad. I missed that one. I kept seeing the other one.

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Is this the class your GameMode has set as the default pawn?

twin abyss
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I think so yes

maiden wadi
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Do you have any E keyboard bindings in any other blueprints?

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Map Blueprint, Controller Blueprint, any other actors?

magic jackal
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Can that tool also ensure that connection points line up with the grid? 🙂

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

twin abyss
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My level had a secret lil thing hidden away

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How do i make it only repeat once tho

twin abyss
maiden wadi
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By default, your controls will take input in an order and consume it. You can disable the consuming to make it work in all if you want. Default order I believe is Controller, then LevelBlueprint, then Pawn.

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Also other actors can have input enabled on them as well, they'll run before anything else.

twin abyss
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Oh fr

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Thanks

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Is there a way to make it only repeat once. its currently constantly repeating in one spot

maiden wadi
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DoOnce could work.

twin abyss
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ah ok

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Like this?

maiden wadi
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Before the spawn node. DoOnce acts like a gate. The white execution line goes in, runs, sets an internal true/false, and further attempt to run it will stop it from working until it's reset execution line is triggered to reset the internal true/false.

twin abyss
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Ah gotcha, i did try that at first and it didnt work either

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Ah ok i figured out what doonce does to it

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It only allows me to do it once, not stop it from repeating

native ferry
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hey guys is it possible to change the text size in a widget?
i have a lantern with a widget that looks like this: (first image) but as you can see, the text is too big, so i went to the widget bp and set the text block to "is variable" and did this: (second image) so i can change it in the lantern bp but it doesn't seem to be working, can someone help?

still panther
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hey does anyone know how to make a variable that can be seen by every blueprint everywhere

native ferry
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you can use a blueprint instance, there are a lot of tutorials on this

still panther
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thx

tired cypress
loud cipher
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Hey all

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I have my default mannequin that im trying to replace

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With my custom soldier that is rigged to ue4 skeleton

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I have assigned the custom character with the same mannequin skeleton, the animation transfers nicely but the cameras location and rotation resets

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Anyone know why this is or what i can do to fix this

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Its as if the sockets are not transferring even though they share the same skeleton

jaunty solstice
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The problem I'm having is none of the properties on the PostProcessVolume are exposed when you create a reference to the parent PostProcessVolume in a Blueprint.

I’ve tried 2 ways. Creating a reference to an existing PPV in my scene, and adding a PPV component to my Blueprint.

Can anyone suggest a workaround?

true valve
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Why character moves after ragdolling?

floral bramble
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I have a question and im fairly new to UE4, I have a BP for a menu and a BP for a class, I want to pass a variable between then and I tried interfaces but it doesnt seem to be working, can anyone point me in the right direction? I have set up an interface with an input and output.

floral bramble
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I was reading that, it doesnt make a lot of sense to me for what im trying to do

dark crow
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It can be done different ways but your description is not very explicative of your intentions

floral bramble
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I have a variable in one BP class, the one for my UP. and I need to get that variable (sring) to my gameinstance BP class

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or at least the value of it

dark crow
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Well, you can always access your GameInstance with GetGameInstance and Cast to your custom class and call a function passing your string

Ooor you can use an Interface and avoid Casting

Don't really know what you're trying to achieve with it so

midnight ravine
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@floral bramble generally if you need your GI to have access to something, define it in the GI and set the value on BeginPlay or OnInit and retrieve it from your GI whenever you need it.

floral bramble
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I am trying to use an interface as a get/set. I have a variable in my GUI BP class. I want to pass that variable on a button click to my GI class

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@midnight ravine Its a variable not a static

dark crow
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Then yeah, have the Get / Set implemented in the GI

When you need to access it from somewhere Call the interface function with GetGameInstance

floral bramble
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ok I think i got it. thanks

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lannis that helped

dark crow
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I can provide an example if you want

floral bramble
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im pretty sure i got it

storm vigil
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Hi. what is the best way in implementing a different run speed or disable run when doing strafing (A,D) and moving backwards (S)? I wanted that during strafing or moving forward I am not in a running state.
I initially tried using bools and/or using the is/was key pressed released as additional conditions, and setting the speed. However, if I hold W (move forward) and press the A, D, S, it sorts of escapes from the logic. Thank you

lofty quartz
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I have all players connected to the same session lobby in a waiting map. When the server clicks the ready button, I want all connected clients and the listen server to go to the new level together. How would I accomplish this? (feel free to @ or dm me)

trim matrix
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Is it possible to get variables from the past that have been running on tick? Like if I wanted to know what the variable was one second ago for example

lost solstice
hazy linden
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Yes,but the crouch function causes problems. When I crouch, I go up and down into the the ground for some reason, rather than just reducing the capsule height.

fiery swallow
peak crater
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anyone know why SpawnEmitterAtLocation would return None?

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the emitter template going in points to the right particle system

astral monolith
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Hello guys , I am trying to shoot projectile . But I only want that projectile to go World X axis direction , not actor forward direction . How can i do that ?

grave jungle
gentle urchin
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or axis

gentle urchin
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e.g. it fails to spawn ?

atomic salmon
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@astral monolithuncheck Initial Velocity In Local Space within the Projectile Movement Component.

vast crow
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Changing container variable type is always so annoying, why can't generalized nodes refresh automatically...

maiden wadi
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Because flagging an error is infinitely more easy and safer than trying to change types of multiple nodes.

vast crow
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It's definitely easier, but doing this correction is trivial too. Don't see how such transformation can be more "unsafe" than pointing out these errors

worthy tendon
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there are cases that this change is not trivial. and I guess deciding whether this change is trivial or not is very hard if not impossible. so better to be safe than sorry. @vast crow

maiden wadi
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Personally. I wouldn't want it to auto correct. If I change something somewhere, and it happens to break three other classes, I want to know why and make sure they're fixed correctly than relying on someone's assumption.

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For instance. Engine's seamless travel has a crash when it assumes that because a package is loaded, that it's map is. Rather than checking both, they make an assumption, cause that's how it' 'should' be.

vast crow
vast crow
native willow
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why don't you write it yourself and make a pull request then?

vast crow
worthy tendon
vast crow
trim matrix
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Im using anim notifiers to mark when in my animation the hurtbox is active

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altho right now im using 2 bools, start and end

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is there a simpler way to do it?

vast crow
trim matrix
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hello so im getting this problem were when i shoot the chars arms just breaks, when i look at the shooting animation its does look close to the problem:

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animation:

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how can i fix this and thank you

runic plinth
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where can I find the animated mesh component in the player character?

prime bone
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Can you not use keyboard input events in an object blueprint?

maiden wadi
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Input is for Actors and above.

surreal peak
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At least not in BPs I guess

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In C++ you actively bind an event to the Input, where you can choose the Object and Function.

trim matrix
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i pressed reimport animation but its the same

raw orbit
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anyone know how to manipulate tree view members? ive used this sort of method before to populate vertical boxes but the tree view seems to not want to listen to any input

raw orbit
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figured it out for now, need to pass the variables through an object and the interface function instead

trim matrix
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How are you supposed to make a Neural Network in UE4? From my understanding right now you would need an array of weights for each neuron, this would mean for example 28 arrays for just one very simple neural network. Am i doing something wrong?

delicate quail
dreamy river
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Question related to optimization: Is it ok to spawn let's say 20 actors from the same class every time when player enters Shop? And when he quits destroy all those actors.

maiden wadi
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Depends on the implementation. Is your shop a 3D level?

tight schooner
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it would cause a slight hitch on the frame that GC is called

dreamy river
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@maiden wadiNo, it's 2D widget + RenderTarget Image for selected item

maiden wadi
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What are the 20 actors for then?

tidal yew
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does anybody know how to set up a blueprint for holding left shift to run and releasing to walk? I can only get left shift to toggle run on/off but the hold doesn't work

delicate quail
sacred minnow
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guys im trying to make something simple but for some reason i cant do it

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on my level i have the fog set to 0.2, im trying to make when the player is inside the trigger box the fog is set to 0

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how do i make the fog fade out/in slowly?

loud cipher
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Or can i at all?

last abyss
sacred minnow
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so my fog is set to 0.2, i start with a value of 0.2 then i go down to 0 in 3 seconds

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set the frames in to auto

last abyss
sacred minnow
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ty

analog hill
tidal yew
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@analog hill Thank you, someone else got to me earlier and explained this. I can't believe it was so simple after watching countless videos leading me down a rabbit hole haha

fiery swallow
loud cipher
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Okay thank you my man

tawny river
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Anyone know of a means to duplicate an actor at runtime?

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like a literal copy

last abyss
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¯_(ツ)_/¯ expose as variable, spawn actor and on beginplay of the actor set all the variables u need to have copied if it is valid i guess

tawny river
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yeah, that's no good, that would mean writing code to manually recreate any possible actor, which is madness

zenith trout
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There’s a node but it stops all a sync functions

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Would have to be done c++ side otherwise

sinful saffron
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Anyone ever got a problem where trigger would not stop working?
I made a light with sphere collision to turn off and on when you walk over it. Then I made a copy where i turned off that trigger, but worked, so I deleted trigger from blueprint but it still worked.

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So I have a blueprint with a light with no trigger that triggers when you get close.

atomic salmon
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@sinful saffronwhat matters is what is in the level. It is likely that the BP in the level is still the one with the trigger volume.

sinful saffron
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nope, i deleted that instance and threw another one

atomic salmon
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@sinful saffronhow did you "turn off" the trigger volume?

zealous moth
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At this stage, with no details, i could guess you put it on tick with a while overlap bool.

still panther
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hey, everyone

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i have a question

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how can i change the player camera

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baysicly forsing the player to ba a seperate camera

zenith trout
still panther
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in a diferent actor

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ok

zealous moth
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Blend view target is superior

zenith trout
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Use get controller in the character

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Then cast

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And use set view target with blend

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Or just do it from the controller

still panther
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with blueprints?

zenith trout
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Yes

still panther
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its not there

zenith trout
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Search for get controller

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Wait

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What actor is this?

still panther
zenith trout
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Is this the player ?

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Or the actor you want to view ?

still panther
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the player

zenith trout
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Ok

still panther
zenith trout
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Search for get controller

still panther
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i want to be the camera

zenith trout
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Also you need a reference to that camera actor

still panther
zenith trout
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I think this will help better

still panther
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:D

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thanks

zenith trout
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Np

sinful saffron
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no, I add the collision sphere and from it I added begin on overlap event and from that event I added change light intensity to light it off and on

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Then, i made a copy of this bluepring, and in copy I added in constructor set note to change parameter "trigger overlap event"

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that did not work, so I deleted that from constructor and just made variable editable and added if branch to overlap event

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still did not work so I deleted trigger collision and code from blueprint

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trigger still works

delicate quail
sinful saffron
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I....wait, i deleted all original from level

delicate quail
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or you deleted the code from the original when you thought you were deleting it from the copy, lol

sinful saffron
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nope, i change their names

delicate quail
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Can you stream your engine so I can see

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I'm in the support voice channel

sinful saffron
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says i cant streen on feedback channel

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stream*

delicate quail
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if you call me you can stream

sinful saffron
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solved it

delicate quail
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it was max draw radius 😛

sinful saffron
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turns out I...that up there, when I was playing with limiting draw in the room, probably

light parrot
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hello, just curious , do u make custom function to restart game or using already added node Restart Game in GM? were there any problems with this node?

swift jay
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Hey everyone, not sure if I should post it here or in animations but I was thinking since it's a mathematical/logical issue I think here would fit better.

I've created an Aim Offset for a third person character, however my math brain is having a hard time figuring it out. It should be aiming at the locked on target, but as shown in the GIF, that's now what's happening, anyone have any ideas on how to implement an Aim Offset properly?

https://imgur.com/a/omeB6nQ

delicate quail
dreamy river
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@maiden wadi I'm making slider with all the weapons in the shop. I need to spawn them to show data like current ammo, etc.

swift jay
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Because right now my logic goes like this...

delicate quail
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I think you could be using find look at rotation for this

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but I'm so sleep deprived and not really an animation expert at all that I'm probably not going to be helpful for this

swift jay
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That's ok, any sort of hint can help out, if you need to rest, go and rest 😄

delicate quail
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Well

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That's not happening

swift jay
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Dang, that sucks 😦

delicate quail
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If the character is always facing the target, the gun should always be pointing the right when it comes to the horizontal axis

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vertically is the only thing you need to fix, right?

swift jay
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Yeah seems to be vertical that's messed up

delicate quail
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because if the character is pointing forward correctly, then the arm just needs to be straight

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so you can make a 2d aim offset for up and down

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and just get the height discrepancy between you and the target maybe

atomic salmon
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I see a potential mix up in your Make Rotator node

delicate quail
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like subtract your world locations on the Z axis

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Just an idea - probably jank

atomic salmon
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If the naming logic holds, Horizontal angle should be Yaw

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Vertical angle should be Pitch

swift jay
atomic salmon
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That said, the most common way to do it would be to use FindLookAtRotation as already suggested

whole dune
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Sorry, it‘s me again :^)...

I was too dumb to understand why my bone isnt rotating by itself... if i unplug the Get Alpha it does rotate by itself but not following the spline. Just rotating weirdly

raw dew
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anyone knows of some tutorial to generate hexagon tile movement? i can only do squares and thats boring

turbid valley
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how can i get statick mesh from "as inspectable" to new mesh? inspectable is parent actor and it has childs that have different static meshes

atomic salmon
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@whole duneI would start by plugging the rotator out of the spline rotation directly in your bone rotation; see what happens then. The bone will follow to rotation but it may be transversal to the spline because if its base rotation. With that, you need to find a Rotator to compose with that one so the train is properly rotated respect to the slide

zenith trout
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And from that get mesh

whole dune
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But maybe i can adjust that with location

atomic salmon
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@whole duneit's flipped because of the original bone orientation. You can change that in Blender/Maya/... if useful

whole dune
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Ok.. I‘ll do some experimenting

atomic salmon
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Otherwise you need to apply a local Rotator which first rotates your bone so that the X of the bone points toward the X of the mesh (and the same for the other axis), then apply the rotation from the spline

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That is what I was suggesting above

whole dune
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I mean the bone is correctly positioned in the viewport only when i plug the rotation in rotation X gets flipped to -270

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Or i understood wrong

atomic salmon
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@whole dunemaybe share a short video of how it behaves now, it may be easier to understand and help you

whole dune
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Okay, I‘ll do that later, ok? I‘m having dinner now

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Thanks alot !

blazing moth
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Ok, so I'm trying to cast to my player and find the closest spawn location, so I can remove it from the list of allowable spawn locations, but the change is not being made to the array, am I doing something wrong here?

atomic salmon
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@blazing moth when you iterate over an array and remove items from it as the same time, you need to use a Reverse For Each

blazing moth
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Ok, so what all actually needs to go into the loop body? just the remove node I presume?

atomic salmon
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I assumed this may be the issue because it is one of the most commons when arrays do not seem to behave. Inside the loop you use a Branch to check whether you need to remove the current element and then call Remove Index

blazing moth
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so compare the index of the closest to the current loop, then remove that.

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It still is not working, did I just wire it up wrong?

atomic salmon
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@blazing mothcan you take the index which is output by the find and store it in a local variable, then use that variable if inside the Reverse loop for comparison?

blazing moth
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Is there a reason why I shouldn't just take the wire across?

atomic salmon
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You are iterating over the array, looking for elements in it and modifying it all the same time

blazing moth
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ah

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It still isn't actually removing the index, do i need to save the others as a separate array?

atomic salmon
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no, it should work

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try with a fixed index to see if it works

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also print out the index from the Find, to make sure that part works too

blazing moth
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Is there a reason to print vs watch value?

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it is properly updating though, just that it still doesn't appear to actually remove from the array

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I checked with the print node

atomic salmon
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Even with the fixed index?

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Say you want to remove element 2

blazing moth
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It's not working even with a clear node

atomic salmon
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@blazing moth when you have these situations you have to go back a bit in your code and start debugging from there. Use Break points and Print String

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It is very unlikely that this is a bug in the engine, it is probably some logic in your code

blazing moth
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Ok, so I've determined that my routine for finding the current closest works, which leaves me with it being an option with how I initialize the array, or with how I save to the array, right?

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or how I call the array when I'm randomizing from within its values

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it was the set node, I was missing it

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argh, that should have been easier to notice

atomic salmon
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that's what debugging is for

blazing moth
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yeah

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Thanks for the help

atomic salmon
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you are welcome

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still holds the fact that when iterating over an array and removing elements from it at the same time, you need to use a Reverse iteration

blazing moth
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It doesn't collapse the array automatically? From the testing I've just done, it seems like that's the case

atomic salmon
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If you are removing only one item over the whole iteration it will still work fine

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also with the Forward iteration

blazing moth
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ah ok

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Thanks again

covert arrow
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can anyone help with my vaulting system maybe to improve it.

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if you have the time.

fervent jolt
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Hey, Im trying to use the ingame level editor that was given for free a while back in the monthly,

When I possess the camera and hit q and or e which should rotate a block no input seems to go to them and instead moves the camera vertically up or down.
this also occurs with the key H which should bring out a help menu thing,

what could cause this?

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Ok so I had to go in the inputs in the blueprint and set it to auto recieve from player 0

mortal breach
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Can I make blueprint models to work on server side to talk to clients ?

loud cipher
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Hi all i have a simple linetrace that adds impulse to any component it hits

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I have a cube simulated physics and moveable

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that works

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however if i shoot something that isnt it gives me an error telling it to set it moveable

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how can i make it ignore these instead of giving me warnings

maiden wadi
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@loud cipher On the hit component IsAnySimulatingPhysics = true, add impulse, else don't.

loud cipher
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Thank you so much! :)

native ferry
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hey can someone can tell me how can i get the node connected to the text block? i saw a screenshot on google

maiden wadi
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@native ferryLooks like someone got the TextBlock's Font variable and split the struct.

loud cipher
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I have a weapon linetrace

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and i have a doorbp with physics constrains

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i want to know

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How can i have it detect if the linetrace has hit my static mesh?

maiden wadi
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@loud cipherTypically it can be best to do this with something like Point Damage if this line trace from the weapon is already dealing damage to other things. Use the Hit Component and test if it was a hinge, if so, do what you need.

loud cipher
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Oh okay

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What would i use to start off then @maiden wadi

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Im a little confused

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Component Hit doesnt even begin to recognise my linetrace

maiden wadi
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Your line trace already done this.

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Do this instead.

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You're already doing something like the top one in this next image. So just move it to the bottom.

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In short, this will just pass along the hit component in your damage events and you can check if that was the hinge, and break it if it was.

loud cipher
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Ohhh thank you

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Yes

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Point damage is a much better solution than a general damage

trim matrix
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anyone knows why am i getting these artefacts in my production game? (yellow messages like AiController and green navmesh)

zealous galleon
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Hello, i need help: I have done that if there are two players in the elevator, 5 seconds later I teleport them, everything works correctly, but when they teleport, only one teleport instead of two and one becomes invisible until I move a key of keyboard, what am I doing wrong?

whole marlin
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How can I get player controller in a world blueprint for multiplayer. Trying to set view blendspace to a different camera, and it keeps giving errors.

spark steppe
zealous galleon
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mmm what

maiden wadi
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I'd be willing to bet that his upper player's pawn on the lower player's machine is getting set at 0,0,0

spark steppe
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nvm, haven't seen the whole video

zealous galleon
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I have "player start"

maiden wadi
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Oh. I didn't see the video.

zealous galleon
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so what is the error?

spark steppe
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i've watched the video for 5minutes now and its a pain ....

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post screenshots of the blueprints, instead of forcing someone to try and follow your logic while panning over the blueprint nodes

zealous galleon
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Image 4 is how teleportation is done

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(everything works correctly except teleportation)

ocean radish
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array index

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put 1st option to 3rd

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@zealous galleon

spark steppe
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doubt that this would fix anything

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oh, that one

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now i got what Authaer meant 😄

maiden wadi
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Pretty sure this is just a CMC update issue.

spark steppe
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yea because the character appears as soon as he presses the keyboard

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you can try to disable the character movement component before teleport, and reactivate it afterwards

maiden wadi
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I can glitch out the same way with a simple 3 sec delay on beginplay. Teleport's two characters forward. Initially it looks like this from top down on client.

spark steppe
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in my experience the character glitched through the floor and fell to the void, but who knows...

maiden wadi
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the minute I move mouse.

zealous galleon
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?

spark steppe
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that part is indeed a weird solution to a problem

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get the actor position and modify their z-position, x/y can be unchanged

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imho

ocean radish
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thats what i meant but dont think it will work as the others have said

zealous galleon
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So there is no solution?

spark steppe
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did you try to disable the character movement component as i said?

zealous galleon
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Nope, how

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and when

spark steppe
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before the teleport node

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grab the character from the for loop and search for deactivate character movement component

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or rather for loop => get character movement component (CMC) => deactivate, then teleport, then CMC => activate

zealous galleon
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Could you send me a picture with that done, I just don't understand

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please😅

spark steppe
#

i don't have the engine open

#

maybe authaer is in the mood :>

zealous galleon
#

@maiden wadi:)

maiden wadi
#

It is interesting that I can't get this to happen when I run this only on Server. But you're also running it only on server.

zealous galleon
#

well, I'll keep working with my project tomorrow, I'll try tomorrow! thanks authaer & ben

maiden wadi
#

Pretty sure Ben is saying to try this.

zealous galleon
spark steppe
#

yes, but you would get the character movement component from the character of the current for loop iteration

#

you may have to cast it to third person character first, i think the for loop just gives you a actor reference which wont show the character movement component

quick lance
#

I'm trying to get a projectile to fire at a players location a short time after it has spawned. On tick, I'm updating it's rotation to the target(I have an arrow showing that the rotation is updating). The ProjectileMovement component is disabled until I'm ready to fire it. Upon calling Activate on the component, the projectile doesn't fire towards the new location. I'm using InitialVelocityInLocalSpace and a velocity value of x=6000. Does anyone have any ideas on why this isn't working?

maiden wadi
#

Dunno, but you're making things hard on yourself. You should try to use the homing system if you're already using a ProjectileMovementComponent.

quick lance
#

I don't want it to home. I just want it to fire in the direction of the target.

maiden wadi
#

Oh. I misread. You mean to spawn it. Have it's rotation follow the player for a small time and then fire towards it?

spark steppe
#

VelocityInLocalSpace sounds like theres room for failure when it's child of something

#

or doesn't it fire at all?

quick lance
#

I spawn it, then after a delay, I want it to go forward based on its rotation

#

It fires, it just doesn't move based on its new rotation. When I set it's initial rotation to the player target, it goes towards where they were

maiden wadi
#

Er InitialVelocityInLocalSpace is a variable? I think you want to call SetVelocityInLocalSpace

fathom shore
#

how to use a keyboard event in a widget blueprint?

quick lance
#

InitialVelocityInLocalSpace is a bool that you can set.

maiden wadi
#

Override OnKeyPressed

atomic salmon
quick lance
#

It's the only way I can get projectiles to work. I'm not sure why.

ocean radish
#

is it using the initial direction when its spawned?

maiden wadi
#

Not sure what it does. But from the sounds of it, he's looking to call SetVelocityInLocalSpace. If you call that with an X velocity, it should fire in the direction the projectile actor is facing.

atomic salmon
#

It uses the local orientation of the root component

quick lance
#

If I set the local velocity to x=50 y=0 z = 0, will it always fire in the same direction regardless of rotation?

#

Based on my other projectiles, the answer should be no.

maiden wadi
#

That's world space velocity.

atomic salmon
#

If you check that flag yes, but it also matters the transform used to spawn the projectile

quick lance
#

lets make this easier.

#

The projectile moves based on the Spawn Transform values passed in, despite the rotation being updated before the Projectile Movement component is activated

ocean radish
#

becuase its initial

#

so its setting direction on spawn I think

maiden wadi
#

Disable that, and call SetVelocityInLocalSpace when you're ready for it to fire.

native ferry
#

is there a way to have a collision that block the line trace but doesn't block the player?

atomic salmon
#

That’s why you typically spawn it using the transform of the muzzle end

maiden wadi
#

He wants it to spawn, but not move first.

quick lance
#

yes

atomic salmon
quick lance
atomic salmon
#

Because you need to freeze it in place and if there is a rotation in the meantime you need to manually carry it along

maiden wadi
#

It's not simulating physics though, it's using a PMC

fathom shore
#

how do i use a key event in a widget blueprint?

quick lance
#

PMC's do some weird physics sim on their own

maiden wadi
#

He's just spawning it. Rotating it to face a target on tick for a small time, then he wants it to shoot at that target after a delay.

quick lance
#

But it's kinda working Authaer, I just need to turn off gravity on it I think

atomic salmon
#

PMC supports both kinematic and physics projectiles

quick lance
#

it works! thanks!

atomic salmon
#

I would just attach a projectile mesh until it is ready to spawn the real one

#

But if it works it works 😉

quick lance
#

The projectile is like materializing over a short time before it's ready to fire.

#

Hence the delay

ocean radish
#

pretty sure just do that as authaer has said

quick lance
#

Yeap!

atomic salmon
#

But it is ok

quick lance
atomic salmon
#

That would be an improvement yes

maiden wadi
#

Fun curiosity. I wonder if Homing turns the projectile in place if it has no velocity?

maiden wadi
#

Could entirely ditch the actor's tick if it does.

quick lance
#

that's gotta be running on its own tick though, yeah?

#

like, somewhere?

atomic salmon
#

The PMC has its own simulation code, including substepping iirc

#

Unless the projectile is simulating physics, then the physics engine handles the simulation

maiden wadi
#

It's on tick too, sure, but it's C++. If you're using Blueprint, even a couple of nodes are already slower than a decently sized C++ vector math function in most cases. Blueprint function overhead is brutal.

elder shadow
#

hey, i just started ue4 and i made a Third Person Template. the character works all fine but when I click "Edit ThirdPersonCharacter" to view the blueprint, there are no nodes (ive attached a screenshot), if anyone could quickly explain to me whats happened ill be very thankful

atomic salmon
elder shadow
elder shadow
atomic salmon
#

Np

#

If you have added BP actors to your project you can migrate them to the new project though

elder shadow
#

i havent added anything, i just following this video showing the basics of unreal and what everything does etc

#

thank you

atomic salmon
#

Ah ok. Then I suggest you start over from the BP template instead

#

Otherwise you are missing all the BP code to play with

spare wave
#

Am I able to do blueprint to blueprint communication from an Actor Blueprint to a PlayerController Blueprint?

#

I know that you normally need to set what instance of the BP you want to reference

#

But in the player controller it doesn't seem like I can add that

spark steppe
#

you can get the controller of a pawn, and try to cast it to player controller, and you can make your own player controller class, and i guess you can also get the controlled pawn on the controller (not sure about the last one)

spare wave
#

Hmm, let me be a bit more specific

#

Basically I'm doing a puzzle game, where you can "shoot" a ball similar to the mechanics of pool. You "shoot" by clicking on the ball, dragging in a direction, and it's supposed to shoot the ball in that direction, and apply a force that gets higher the farther you drag the mouse

#

I started by trying to put the logic within the BP of the sphere itself, but that wouldn't work because the click events only fired if you kept your cursor over the sphere object

#

So I figured that moving it to the player controller would work better

#

And in this case there is no pawn

#

Hmmm, maybe I should make the ball object the pawn

spark steppe
#

the "stick" would be the pawn

spare wave
#

What do you mean by stick?

#

The mouse begin and end line?

spark steppe
#

idk the english term of the stick of pool billiard (queue?)

spare wave
#

Oh I understand

#

So I'm doing that but no stick will actually exist

spark steppe
#

ok, hmmm

spare wave
#

The "stick" would just be mouse input simulating the stick

#

It isn't an actual object

spark steppe
#

well on your playercontroller you would do a line trace then when the mouse button is released

spare wave
#

Or I guess to say, mouse input simulating force against the ball object

spark steppe
#

and add the velocity to the ball if the trace hits a ball

spare wave
#

Ah okay I see, that makes sense

#

Okay let me try something like that, I can do that

runic plinth
#

Could anyone give me some ideas. I slowed the crouch speed but now the crouch animation doesn't fire and the character only floats...

zealous moth
#

??? What did you do @runic plinth

jovial dirge
#

I have an actor I would want to destroy after a set period of time say, 1 hour... how would I accomplish this?

zealous moth
#

In the actor properties it has a lifespan or lifetime

#

0 means indefinite

#

Otherwise you can do a timer function and after x seconds destroy it.
At least you can pause it

jovial dirge
fiery swallow
#

It'll automatically be destroyed after the lifespan time ends

flint vector
#

I set up this boost system but the character isn't moving any faster

fierce birch
#

@flint vector what was the player's default speed

flint vector
#

70

fierce birch
#

why dont you use max walk speed?

flint vector
#

uhh

#

good question

fierce birch
#

yea theres a variable in character movement called max walk speed

flint vector
#

apparently i subconsciously decided to torture myself

fierce birch
#

could anyone help me out with a event dispatcher issue. when an enemy dies it calls a dispatcher and the spawner is supposed to recognize it

#

@flint vector yea max walk speed is alot easier. im assuming its with the way you scaled from the input axis

flint vector
#

that shouldn't affect anything

fierce birch
#

ik

#

and idk

#

ik that idk

jovial dirge
noble cape
#

anyone know why the float curve looks like this

fiery swallow
jovial dirge
#

Yes, thanks 🙂

vocal urchin
#

How do I get the angle off-axis of a vector normal? I can get the angle between two vector normals no problem, but it's always positive. I need to know the Z difference, either +/-, depending on the direction the first vector normal is facing.

vocal urchin
#

Ah, nevermind. The Delta (Rotator) node does it.

mortal cradle
#

Whats better for hitboxes in a shooter, using skeletal mesh to register hits (and check which bone got hit) or adding a bunch of collisions that will mimic the shape of a skeletal mesh?

bleak merlin
mortal cradle
#

@bleak merlin FPS

bleak merlin
mortal cradle
#

Yes

bleak merlin
#

Does anyone have any experience with replication and multiple character meshes? Currently implementing a character select screen with multiplayer and not sure where the best place to store the selected character mesh so that the correct one gets replicated correctly. Right now all client characters will be the same and all server characters will be the same e.g. client 1 all meshes are whatever mesh they picked, server meshes are whatever the server choose. Currently storing the character meshes in a game instance but it isnt replicated so I think that is the issue

bleak merlin
# mortal cradle Yes

There is a tutorial i saw where they setup damage per bone but i think it will depend on yourskeleton that you are using. Using your own or UE4 built in?

mortal cradle
#

I'm using a default ue4 skeleton, I already made a system that works with hitting bones just wondering if there is a better way to set it up or if this is pretty much the way

bleak merlin
#

I think there are a few ways you can do it. I think you have to qualify what you mean by better way. Better how? More accurate?

pale orbit
#

what do i do to compare variables from actors in the same array?

maiden wadi
#

In what way? What is the comparison check for?

pale orbit
#

when the character enters the area it needs to check whos in the area and their team and if its another team the area should turn into contested

#

i been stuck on this the last hour

slow valve
#

can anyone tell me how to remove the numbers that is being displayed in the left

maiden wadi
#

@pale orbit First off, I wouldn't do that on Clients. Do the check on the server, and set a value that can replicate to clients for the state of the area. As for the test, you just need to do a loop. Get the first actor's team. Save it. Start Loop, if LoopIteration > 0 then test if the saved team integer != this actor's team integer. if true, return that the area should be contested. If the loop finishes in that function, there is no contest going on.

#

@slow valveThose are Print Strings. If you open the message log, you can see what it is coming from.

pale orbit
fair sun
#

is there a way to get custom primitive data from a niagara particle?

atomic salmon
fiery swallow
gentle urchin
#

Sounds like capture the flag kinda area

pale orbit
late cave
#

how do I get the parent construct back?

fiery swallow
#

What I mean is how do you plan on detecting when a new enemy enters the area @pale orbit

fiery swallow
late cave
pale orbit
#

it adds the actor to the array of people who are inside the capture area

#

and on end it removes it

coarse flicker
#

Why cant I add this node inside a function? it only works in the base event graph

fiery swallow
astral stirrup
#

good morning guys! quick question, i have a UI displaying stats of selected pawn, but its throwing the "accessing actor pending kill" error. is there a better way of doing it than throwing a bunch of is valid nodes in every calculation/display?

gentle urchin
coarse flicker
#

I see, functions cannot use these types of function? only macros?

gentle urchin
#

Correct

#

Just like delays and stuff cant exist within a function

#

A function is expected to return instantly :)

vast crow
#

My skeletal meshes placed on a big top down level have some rendering scale issues until I zoom in to them. For some reason, attached static meshes appear 30 times bigger flying over the map like giant spaceships, and are updated to correct scale when I put camera where skeletal mesh is visible.

These skeletal meshes have animbp with some bones scaled using variables, but it's done at skeletal mesh creation

Any way to workaround this without hiding meshes until they are expected to be seen?

fiery swallow
astral stirrup
#

not yet anyway @fiery swallow

#

nothing major since it updates correctly next frame

surreal kite
#

guys

#

help

#

when i jump

#

i can crouch in the air

#

how i can stop that

#

?

astral stirrup
#

just every time i close the sim get flooded with errors of that one frame where was destroyed but ui didnt update yet to the new target

fiery swallow
astral stirrup
#

and wondering if putting a lot of is valid nodes every update in every box is the way to go

#

@fiery swallow i have many small functions tied to the ui

#

where values refresh

fiery swallow
#

It is possible that what you're doing might not be the best method. Can you show me an example?

astral stirrup
#

the ui is made in the designer and has functions tied there

fiery swallow
#

Can I see what's inside of the function

astral stirrup
#

yea screenshotting as fast as i can 😄

fiery swallow
#

how is the actor being destroyed?

surreal kite
astral stirrup
#

destroy actor node

#

then the ui switches to either the next player or clears target

#

@surreal kite you should be able to do it with a branch node, make a boolean isJumping?, in your jumping bit change its state then check for it in the crouch bit

fiery swallow
surreal kite
#

@fiery swallow i asked up but no one helps me

#

u keep talking each other :-:

fiery swallow
#

I'm actually helping like 3 ppl rn sorry if slow responding

surreal kite
surreal kite
#

when i jump
i can crouch in the air
how i can stop that

fiery swallow
astral stirrup
#

@fiery swallow yea sorry i misspoke, moves to the next player pawn if its the one thats destroyed, or clears the target ui if its an enemy that was destroyed as they inherit from the same parent

fiery swallow
surreal kite
#

@fiery swallow

#

thats my jump crouch nodes

#

what to do ? ;-;

fiery swallow
fiery swallow
#

If you want you can put it into a function to make it shorter but not recommended unless you pplan on using it oftenhttps://gyazo.com/83398c714663a51b5469638515731c42

dusk flame
#

Simple question, hard to google: Is it possible to provide a tooltip for a UPROPERTY category?

#

For example, you can group properties together using Category = "MyThing". Is there some way to make a popup when you mouse over "myThing"

astral stirrup
#

@fiery swallowyes and there seems to be one frame where the ui is trying to get the info of a dead actor, which is fixable by putting is valid nodes in every calc for the ui as shown on the screenshot. that way no errors are thrown, just wondering if its fast enough to throw into every update

fiery swallow
astral stirrup
#

would be great, always interested in good practices

fiery swallow
#

@astral stirrup You can set up everything you need in your UI like this

#

This example updates everything every 0.3 seconds, ofcourse you can do it in a function if you want too, or put them in different events with different timers

#

But it's not really necessary to update UI every frame unless the game is based around some sort of UI gameplay

#

And this way, Health UI is updated 3 times a second rather then 100+ times a second

astral stirrup
#

oh cool ill play around with this for sure, thank u!

prime bone
#

can someone explain to me what the target input of stuff should be it always comes back as an error and idk what to do

astral stirrup
#

u should have the target just below the node name@prime bone

prime bone
#

wtf do i make it

astral stirrup
prime bone
#

just did that

#

and it just doesnt work

#

lol idk wtf im doing wrong

astral stirrup
#

never worked with those im afraid, sorry

prime bone
#

alg

brazen pike
#

where is that "set flipbook" node?

#

what blueprint

prime bone
#

in an object

#

actor object

#

with a sprite in it

brazen pike
#

Do you mind screenshotting the whole blueprint? What else you have in there?

prime bone
#

all i got

brazen pike
#

And it doesn't give an error when you compile?

#

Currently you are setting it to nothing too

prime bone
#

OH

#

LMAO

brazen pike
#

haha

prime bone
#

yeah didnt fix it tho

#

lmao

#

rip

brazen pike
#

at the bottom of your tab, you should see a section which details the errors

prime bone
#

theres no errors

#

aha

brazen pike
#

Okay... what are you expecting it to do when simulate the level?

prime bone
#

I have a simple coin and i have a flipbook created where the coin has a simple animation

#

It isnt playing the animation when I start the level

brazen pike
#

Personally, I've never used 2D stuff before but it should follow the same principles as 3D maybe so give this a try...

#

Make a "Play animation" node right after, then you want to feed in the target which the animation will play on and feed in the animation you want to be played

#

this isn't a good solution long term but see if it works

prime bone
#

Im pretty sure its different

#

Because its sprites

#

they are different to objects

brazen pike
#

probably

prime bone
#

is a montage just an animation?

brazen pike
#

pretty sure this a scam, don't click

prime bone
#

yeah it is

#

discorcl

nimble vortex
#

already got it :p

prime bone
#

lol

#

good job

brazen pike
# prime bone is a montage just an animation?

basically... from my understanding its an animation that plays a certain amount of times. I don't understand its complexity fully but all I know is that it doesn't cause issues with animations not starting once its done

brazen pike
# nimble vortex already got it :p

Im sure you guys already know, but a bunch of mods still dont so just in case remember these accounts are just hacked accounts of real people. Don't ban them as they will only post scam links once. Plus when the real person gets their account back they aren't banned from the server

#

but im sure you guys already knew

nimble vortex
#

our bot sends them a dm about it, and they can appeal

brazen pike
#

ah nice

prime bone
#

i might just give up tbh this shit is hard

brazen pike
#

Are you following a tutorial?

prime bone
#

no

brazen pike
#

well that might be a tough then

prime bone
#

yeah

nimble vortex
#

its better to let them know, and perhaps change their password/do a scan on their pc/whatever.
hence the (temp) ban.

brazen pike
# prime bone yeah

This Video:
We turn our 2D Textures into Paper2D Flipbooks.

UE4 2D Platformer:
In this playlist, we'll create a simple 2D platformer in UE4 using the Paper2D systems inside of the Unreal Engine.

Consider supporting the channel on Patreon: https://www.patreon.com/devenabled

Chapters:
00:00 - Intro
00:05 - Extracting Sprites
01:31 - Creating ...

▶ Play video
prime bone
#

thanks

brazen pike
#

even if its not the exact type of game you wanna make, I follow similar tutorials then edit them once I understand what it all does

runic plinth
#

Any ideas on why the animation doesn't trigger and the character just floats after I decreased the crouch walk speed in the character movement component ?

fiery swallow
runic plinth
runic plinth
#

I asked days ago in the graphics channel why random meshes in my level randomly change location by like 1 to 5 units everytime I open the project and someone said that expression but couldn't find any further explanation

fiery swallow
#

Pretty sure that changes the location of the 0.0.0 XYZ of the world

#

which means everything will have an offset after it

gentle urchin
#

Why would that change by reopening a project tho?

fiery swallow
#

I'm pretty sure it doesn't

#

unless there's something I don't know

#

but I've never heard of that happening

gentle urchin
#

Yeah i've never noticed it really

#

or heard about it for that matter

runic plinth
#

Random single pieces of ceiling or floor or wall that it's all neatly joined together and a day later there's a 5 unit gap in the X or Y axis and I tweak it. Sometimes day after that same piece becomes unaligned again by those same 5 units I fixed before.

gentle urchin
#

Are you using some deadly precise location ?

runic plinth
#

or I m stupidly blind and miss those 5 units or the UE is playing games 😅

gentle urchin
#

If so i'm thinking rounding issues

#

5 units (uu) is alot more than rounding issues tho.. atleast at normal scale

runic plinth
#

What do you mean by deadly precise location?

gentle urchin
#

like fixing a location to be X.00000002 f.ex

runic plinth
#

Ah yeah I was also wondering why some actors get their transform like that. I.e. I press 180º rotation and it goes to 179.9989 ects. Is it related?

gentle urchin
#

yupp exactly

#

but its alot less than 5 units 😛

strong flame
#

Has anyone done any tests on the relative performance to BP vs doing something in CPP??

gentle urchin
#

There's been a few on YT, but its very case specific

runic plinth
#

98% of my level was built with a 5 or 10 grid, so it's easy to spot when there's gaps. Hope it doesn't export with those. Thanks for the help 🙂

gentle urchin
#

Np : ) Not sure i helped all that much 😛

fathom shore
#

how do i use a key event in a widget blueprint?

maiden wadi
#

@fathom shore What are you trying to do? Detect key presses in the Widget?

fathom shore
#

i want to do something when i press space

#

but i can only find the space bar key event in the level blueprint

maiden wadi
#

This is a semi complicated thing. But the short version is to do this.

#

Override OnKeyDown, and do what I just pasted.

fathom shore
#

what should that onkeydown be

maiden wadi
#

You override it.

fathom shore
#

i dont understand what you mean by override it

maiden wadi
fathom shore
#

i see

maiden wadi
#

Can't show too much in work editor, but click that override. It'll create a dropdown. Somewhere about 2/3rds down is OnKeyDown.

fathom shore
maiden wadi
#

That is the easy part though.

fathom shore
#

I still dont understand what it does

maiden wadi
#

Do you know what class inheritance is?

fathom shore
#

how to get this

maiden wadi
#

Drag from the other pin and ==

#

You've created a child class of UserWidget. Userwidget has a bunch of functions in it that are overridable. Meaning that they do things by default. Mostly nothing. But in your child class, you can choose to have these functions do something else.

dapper kayak
#

I don't know if this is the right channel, but as I am using blueprint I figure it might fit.
In my (multiplayer) game I have a set of balls which save a reference to the player they were hit by (PlayerRef). When a ball hits another ball, this reference gets passed in the Hit-Event to the other ball (and vice-versa).
The "vice-versa"-part is my problem. If I set the PlayerRef of Ball2 to the value of the PlayerRef of Ball1, the original value fromm Ball2 gets lost and I can't in turn give it to Ball1. So I have a second reference in each ball (PlayerRefNew) I put the references in when they hit another ball. But now I need to put the value of PlayerRefNew into PlayerRef at some point. My question is: when and where? Is there an event I can call after all Hit-Events of all balls have been executed?

fathom shore
#

whats that handled for

maiden wadi
#

That's a semi complex topic. If you have multiple widgets that need to all do something when you press space, you would return unhandled if they're all in a specific hierarchy. In short, returning handled will stop the execution from looking for more widgets to run OnKeyDown on.

fathom shore
#

didnt work

#

oh wait

maiden wadi
#

Yep, that's where this being the easy part comes in.

#

Your widget needs focus to allow key presses.

fathom shore
#

nvm still didnt work

fathom shore
maiden wadi
#

Go back to the Designer tab. In the bottom left there's a tree of widgets you've used in this Userwidget. You want the very top one. Click it. Search in the details panel for Focus, and enable IsFocusable

maiden wadi
#

The [Warning]

fathom shore
#

done

#

it worked

maiden wadi
#

It can also be useful to do this. Keeps the widget in focus just incase.

fathom shore
#

i still don't understand what the focus does

#

it works but why did it make it work

maiden wadi
#

Dramatically simplifying it, when you press a key, Unreal first goes through your widgets in viewport based on the one that has focus. It first goes from the ViewportRoot checking Preview Keys, and then back checking OnKeyDown. If all were unhandled, then it sends that input to the PlayerController's Input Component for processing into the things it has bindings in.

#

So, for instance. If you have a Keyboard E key in your Controller blueprint, but you do what you just did in a widget and return Handled, the key will never reach the controller, the Widget consumes it until it loses focus.

fathom shore
#

so the key won't work in the controller because the widget consumed it?

maiden wadi
#

In your case, you create a widget, set it to be focused, it gets focused, you press space and remove it from screen. It no longer exists in the viewport, so the second press of Space would go to the controller.

fathom shore
#

will it do it for both?

surreal peak
#

You can only focus one widget per local user

#

Focusing another takes the focus away from the first one

maiden wadi
#

It can be a tricky thing to handle. 😄 UI programming really is undervalued.

fathom shore
#

so i cant do the same for another widget?

maiden wadi
#

Sure you can, but the one focused takes the first key press. If it removes itself or allows loss of focus after that, then your second widget will do it.

fathom shore
surreal peak
#

Honestly, you really want to think through your UI setup before adding any focus stuff

maiden wadi
#

Then it would just consume input unless it loses focus.

surreal peak
#

Focus is a shitshow

maiden wadi
#

It really is. 😄

surreal peak
#

It's easy to lose focus

#

Which means it somehow focused something that your gamepad can't navigate from

#

You need to have some sort of general setup that prevents this

#

Randomly adding focus code to widgets is not the way

#

I never got this to work without C++ work

#

We have a custom FocusableWidget (UUserWidget) that handles focus

#

And I even have a PreProcessor for Input in Slate that handles shit

#

It's not straight forward

maiden wadi
#

That's why I was suggesting the keyboard focus on tick. It's a single widget on screen as a warning and removed. It's an easy use case for focus. It's safer than using the FocusLost events for beginners.

surreal peak
#

Maybe

fathom shore
broken cobalt
#

Hi, I'm new in unreal engine, I made a trampoline mechanics, it threw me up in the air when I'm walking on it, but when I'm landing on it OnComponentBeginOverlap() called but I'm still on the ground. I don't know what it wrong it just worked like a normal jump pad. Can somebody help me

fathom shore
broken cobalt
broken cobalt
fathom shore
broken cobalt
#

But OnComponentBeginOverlap called

#

My Trampoline setup:

UBoxComponent triggerBox

#

Collision setup:
CollisionEnable: QueryOnly
ObjectType = WorldStatic
CollisionResponses overlap on Pawn only

zealous galleon
#

How can I disable the timeline whenever I want?

surreal peak
#

Timelines are components

#

Check your Variable list on the left

#

It should show the timeline as a component you can interact with

zealous galleon
#

mmmm

surreal peak
zealous galleon
#

i have to create a new variable?

zealous galleon
surreal peak
#

Yeah then expand it

zealous galleon
#

and in that variable what should I add?

surreal peak
#

No you don't need to create the variable. Just open up the Components list

#

It's collapsed atm

#

Press the little arrow next to it

zealous galleon
surreal peak
#

Correct

zealous galleon
surreal peak
#

There are probably even more functions, more directed at the timeline functionality itself

#

But yes, that's correct

zealous galleon
#

It does not work, I had already tried it, it is not disabled, it continues to work

loud violet
#

Is there anyway I can move the entire object in BP viewport?

surreal peak
#

E.g. Stop

zealous galleon
#

What I try is that when two players teleport, the elevator will not open (deactivate the timeline)

zealous galleon
#

nope

#

Works the same

zealous galleon
surreal peak
#

I'm not 100% sure what you are trying to achieve. Even with the Video and the text below it.

#

The node will stop the Timeline. If it's not working then you are doing something else somewhere that breaks it for you

zealous galleon
#

When there are two players in the elevator, it closes, after 5 seconds it teleports them, when that happens I want the elevator not to reopen (because there will no longer be two people inside the elevator)

#

In the video you can see it

surreal peak
#

The code that triggers the timeline has to also make sure it doesn't trigger it again

#

Stop will only stop the current ongoing run

#

I don't think Timelines have any code in them that stops them from working

zealous galleon
surreal peak
#

Just block the exec via a branch and boolean

zealous galleon
#

how

#

@surreal peak^

paper galleon
#

oh boy

trim matrix
#

How to get an actor from a class reference

brazen pike
#

I have this setup in my level blueprint to determine my time of day. What I'm noticing is that my directional light local rotation will sometimes stop at 90 degrees (midnight) for an indeterminate amount of time.... Anyone know why is that?

paper galleon
trim matrix
#

Hmm

paper galleon
#

Yeah. Depends on what you're trying to achieve. Quick info. though, you can get class from object reference

novel gull
#

Hi, I am looking at creating a mechanic where I can change the mesh of the object I have picked up via UMG Button. So far I can change the mesh but getting to attach to the physics handle is proving difficult any ideas?

south merlin
#

Blueprints in the UMG will basically fire off as if they are on Event tick right? So if I'm getting values from the player, any casting to the my player BP is happening like every tick right? That seems bad to me. Should I cast once on widget creation, and save that as a variable and just use it? Or does that just do the same work? Am I worrying over nothing?

undone path
#

Is there a way to get a list of the sections of a montage? I'm trying to write a blueprint that works with a number of montages that may consist of varying number of sections but I cant find a way to see how many sections there are or what the names of all the sections are...

#

IE here

On the top right, you can see logic that sets the next section based on the current section but this only works if there are only two light attacks. If I add another montage that has 3 animation sets, it will only play the first two

The only thing I can think to do is loop through all of them in beginplay and store them somewhere but this is a silly way of doing it...

gentle urchin
south merlin
#

So take a simple call to get player ammo and display an ammo counter. That's not like firing every single tick?

gentle urchin
#

Depends on what logic is calling that

#

If its a binding, then yes

#

The ammo should get updated by the "fire weapon" logic , when the ammo is subtracted from the magazine

#

So like
Try to fire gun -> check all relevant criteria (not reloading, ammo in mag etc etc) -> actually fire gun -> subtract ammo -> update hud

#

Something like thay

#

That

south merlin
#

ok, I hadn't done anyting in UMG really, I figuered as much

magic jackal
#

Is it possible to make Text Render Component text bent or follow an spline? So the text can be arced

zealous moth
#

is there a way to count how many times a value appears in an array?

gentle urchin
#

Loop it, check it, increment it, return it

#

@zealous moth

surreal kite
#

my character mouse dont go up or down

#

don't look up

#

help plz

#

just go left and right

#

solved by me :-:

zealous moth
winged thicket
#

i think you have to do: for each loop - float == float - branch

zealous moth
#

I'm actually trying a map

#

@winged thicket @gentle urchin

#

this appears to be a good option

spark steppe
#

it's ok if that map is a local variable

winged thicket
zealous moth
#

it's a function

winged thicket
#

?

spark steppe
winged thicket
#

12$? lmao

zealous moth
#

oh right, you meant the lines or the purple inputs?

winged thicket
#

the lines

zealous moth
#

ah yeah

winged thicket
#

did you pay 12$ for it?

#

..

zealous moth
#

sure, let's go with that 😉

winged thicket
#

why

#

just why

zealous moth
#

😐 different strokes for different folks

gentle urchin
#

comparing floats can have its issues with rounding etc

#

i mean, you can do it, and it could work, but often it fails for this very reason

#

guess it depends on the usecase

zealous moth
#

yeah however the counting part is doing fine on its own. I mentioned floats because it was the first thing that came to mind but I meant an infinite context

#

with that function, it can technically count an unlimited amount from the array

gentle urchin
#

Limited to int max

#

But appart from that, yes

ocean kayak
#

Maybe weird question but anytime I build my project my media player files are there on my computer but not on others. I think this is because it doesnt recognize the source url how would I go arround that to make it so it can reach it url and make them work after I package

spare wave
#

Can you do blueprint to blueprint communication between a Blueprint of the actor class and the Player Controller?

#

Normally, I create a variable that's a reference to an actor blueprint, then you specify the instance that you want to reference

#

I can't seem to set the instance in the Player Controller, so I get the "BP instance returned: none" error

keen goblet
#

@spare wave I know you can do that the other way around -- you can call GetPlayerController in your actor BP

spare wave
#

So the player controller I've found to be a bit funky for my use case

#

I'm not sure exactly how to explain it, but I don't have a pawn that gets possesed since I'm using the Puzzle Template

#

And it messes up the camera when I do that I think

#

Let me try this method, the "Get Actor of Class" function

#

I guess what I'm wondering is if I should be putting my movement mechanics in the Player Controller blueprint in the first place

#

But that seems like the best place cool_think

ocean kayak
#

I tried kinda doing what they did their @trim matrix but it didnt work for me

#

anybody has any ideas

#

its not really error

#

give me a sec will show you whats happening

#

this is what the videos in the game look like on other pcs

#

this is how they look like on the pc that it has been build on

#

its like it cant find the video on other devices

#

probably because its url

#

think I might have found the solution keep you guys updated

ocean kayak
#

nope

#

fixed it 😄

#

created a movie folder

#

put that as file path

#

then it worked

#

unreal is just picky :p

dawn gazelle
# spare wave I guess what I'm wondering is if I should be putting my movement mechanics in th...

Your movement controls for player controlled pawns should normally be in the pawn as this will allow you to have different controls based on the type of pawn the player is controlling - eg. You may have a humanoid pawn and a vehicle pawn and they are likely to respond very differently to player input. Even different humanoid characters may respond differently to input - like fighting games where you have several humanoids to choose from, so it's best to put the controls within the pawn itself.

Generally what I've been doing is using the player controller for any "common" controls that any pawn may need access to do.

zealous moth
spare wave
#

This makes sense

#

But what in the case of a top down puzzle game?

#

Where you don't control a specific pawn...

zealous moth
#

you can make a stand-in pawn that takes your controls

#

OR use a constant boolean that checks if your puzzle can use it

spare wave
#

So in that case it's an invisible pawn that exists in the level and passes the controls to the various objects in the level?

zealous moth
#

yup

spare wave
#

Hmm

zealous moth
#

and if it doesn't exist, the controls simply wont do anything while also not triggering errors

#

mvvm bro

spare wave
#

So in that case I could have the player activate an above camera, and have the pawn just be a nothing object right?

#

I was messing with it before but the camera view always got messed up

#

Probably because I had a camera in the pawn I was using

#

That makes sense

zealous moth
#

ah you need to possess the camera. Add a camera to your pawn

spare wave
#

But what's different about putting the controls in an invisible pawn vs. the player controller? Isn't that kind of the same thing?

#

Oh I could just put the pawn in the center of the level

#

Since it doesn't move it wouldn't be an issue

zealous moth
#

So i did this mistake several months ago and basically this is the conclusion i came up with:
Unless you controls are consistently ALWAYS used, go with a pawn that has different controls each time. Otherwise you will have to manage your inputs in your player controller at all times to avoid errors

#

example

spare wave
#

That makes sense

zealous moth
#

W pressed -> does pawn exist? -> branch: do X // do Y

#

it's a massive pain

spare wave
#

I think I was going to go the route of the later, where the controls are always the same

#

But the pawn method seems a lot more scalable

zealous moth
#

well, imagine you also have different game modes or pawns in the same game mode... now you have to boolean the crud outta your controls. At this stage, you are increasing complexity for nothing

spare wave
#

Yeah, that makes sense.

zealous moth
#

increased complexity = increased chances of errors/breaking

spare wave
#

Right

#

Perfect thank you for the help

#

I will try using an invisible pawn and see if things go better

#

Ah just a random thing tho

#

If I add a camera to the pawn

#

What happens when each level is a different size

#

I guess I could use a construction script to move the camera based on the level size?

zealous moth
#

I dunno what your context is

#

like, top down pac man?

spare wave
#

Top down, the object you control is like a pool ball, and you shoot it to complete puzzles

#

Like the first level would be bounce it off a wall to get into a goal, something like that

zealous moth
#

you can change the camera scope and properties to zoom in or out or make/get a topdown physics camera

#

i forget what it is called, sec

#

this thing

#

and using trigonometry you can calculate the frustrum

fierce birch
#

hello all, working on a enemy respawn system.when the enemy dies it calls a event dispatcher to the spawner. it works some times but it cant access the dispatcher. could anyone advice?

spare wave
#

Ah nice

#

Okay yeah that makes a lot more sense

#

As opposed to using a separate camera actor

zealous moth
#

gimme a sec i'll give you a gift

#

you can use a separate camera actor as well

broken wadi
fierce birch
#

a couple of the refs arent valid? how would i fix that @broken wadi

broken wadi
gentle urchin
#

If the casted object is invalid, the cast will fail

broken wadi
#

That too ^

gentle urchin
#

meaning, if cast succeeds, the object passed into it is already validated

fierce birch
#

@gentle urchin when i hook up a print string onto the castfailed nothing gets printed to the screen

gentle urchin
#

Sounds like the cast succeeding

fierce birch
#

but the enemies wont spawn

gentle urchin
#

Initially, or respawn?

fierce birch
#

respawn

gentle urchin
#

How/when are you calling "on killed"?

#

you're also missing part of the logic,

fierce birch
#

when the enemies health is 0

gentle urchin
#

when the enemy respawns, it doesnt connect back up to the dispatcher...

#

so it would only respawn once

fierce birch
#

should i unbind?

orchid star
#

its probably because of delay maybe

#

if you call the same function again before delay

#

it gets reset

#

therefore losing one

#

are you sure

#

if event is not fired

#

or not working properly

fierce birch
#

ok the event fires

orchid star
#

then delay

#

is your problem

#

it gets reset before it finishes its last one

#

chances are you are killing multiple enemies at once ?

fierce birch
#

how would i set a custom respawn time then?

#

add an int then subtract the value after each delay?

orchid star
#

no

#

every enemy has to have its own timer

#

instead of spawner handling 100s of timers

#

your enemies can instead of setting their life span

#

can create a timer of their own to handle their respawn

fierce birch
#

ok