#blueprint

402296 messages Β· Page 714 of 403

fierce birch
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@orchid star it worked for respawning only 3 times then it stopped

orchid star
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where do you respawn

fierce birch
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in the spawner

orchid star
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you bind it on inital spawn

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after getting killed

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you only call the spawn function

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you are not binding it again

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bruh

fierce birch
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ok would this work?

orchid star
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try it out

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it should

fierce birch
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works sometimes as well

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@orchid star is it because i set actor lifespawn in the acotor?

orchid star
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cant say much

fierce birch
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what would you suggest?

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this is the error message

orchid star
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maybe being destroyed before binding

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whats in your spawn enemy code

fierce birch
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i changed set actor life span to destroy actor and it worked more

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is it a garbage collection problem?

zealous moth
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No it is because you destroyed it while it is still in use elsewhere

fierce birch
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@zealous moth when the health is 0 the event dispatcher is called before it destroyed

jovial dirge
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Hey all, I'm using proximity voice chat in my game using VOIP, I followed this tutorial... the only issue is- everyones mic is going to the capsule collision, where the (attenuation is) so you can hear anyone if you're near 1 player

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I am setting the atten settings to the capsule component of the player BP

somber quail
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hey i really need someones help im trying to look though a array for 2 items but i can only find 1

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well i think i found the problem but i dont know how to fix it

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its not going through the array

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its just looking at the first slot in the array

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the array is a group of slots in the players inventory and item in the inventory will go into that array

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any of you guys know how to fix that

astral stirrup
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id use a for each loop

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if you connect your array to it it should go through all the entries

somber quail
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i am

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i use for each loop

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is there something obvious that I'm just not seeing

astral stirrup
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i think its the return although im not sure

somber quail
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no i have tried many different ways

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they all have the same result

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have it not in a function have it in where its getting the array have it in the crafting system have it in the player

astral stirrup
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for me something like this works

somber quail
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strange

astral stirrup
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try to include functionality in the body

somber quail
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im not using a instance or anything like that im just using a array that is object reference

astral stirrup
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i might be wrong since im still quite green with ue, but using a return within a loop breaks it in other coding languages

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thats why it might be happening, does one, breaks

somber quail
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ill move it back to the event graph

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there is no errors tho

astral stirrup
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instead of returning the value try setting a variable

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yea its not really an error

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could be intended behavior πŸ™‚

somber quail
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wtf

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wtf

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no

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how

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i tried this

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EXACT SAME THING BEFOR

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WHY IS IT WORKING NOW

astral stirrup
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1am πŸ˜„

somber quail
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AAAAAAAAAAAAAAAAAAAAAAA

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now i need to add the second item tho

astral stirrup
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glad i managed to crack something πŸ˜„

somber quail
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i hate this

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i did the exact same thing befor

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now it works

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now watch it break when i add the second item

astral stirrup
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probably some node unconnected or something stupid i do it all the time

somber quail
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yeah nah not working anymore

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once i added the second item

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how would i add the second item tho

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just add another =

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or do another for each loop

astral stirrup
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you have an array with a list of items, where are u adding it to, like a ui?

somber quail
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kinda it is checking through the array and if the player has 2 items it will make a button visible

zealous moth
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Look up my message from today i did a count function

astral stirrup
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they have different classes yea?

zealous moth
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Uaes a map output

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Uses*

astral stirrup
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if u need to check for a different class u can use the OR bool

somber quail
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i need a and

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its needs both items

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i used a and but then it breaks it

astral stirrup
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yea coz its a for each loop

somber quail
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i think its trying to find both items on the same slot

astral stirrup
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it will already go through all

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so it will never reach a case where both are true

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coz its looking at em one at a time

somber quail
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oh

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then how would i do this

astral stirrup
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or bool

somber quail
astral stirrup
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then u could create an int

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that would keep track of the item count

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and increment it by 1 on true

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and from completed in the for each loop u could do another check if that int is equal or greater than 2

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if so show button

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and u can run that loop every time u pick up an item

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so it only checks when its actually needed

somber quail
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ill do what you said befor see if that works if it dosnt ill use the int idea

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im using boolian so when it finds the correct item it will just make the boolian true

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then it will try and find the other item when it does it will make another boolian true

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then ill just use a and and put the 2 together

astral stirrup
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yeah that should work too if u never plan to have more items needed

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at once

somber quail
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it worked

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thanks man

astral stirrup
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happy days πŸ™‚

somber quail
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its a bad way of doing it there is another way of doing this but for now

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this is the way

astral stirrup
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maybe looks messy but booleans and math are actually quite fast

somber quail
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ooohhhh thank god now i gotta get the craft button working and to minus the items in the player inventory

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hmm

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tru

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the items needed are glow slime and normal slime to make a slime potion and if you eat the glow slime it makes you glow

astral stirrup
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thats cool, you will prob have more of those at some stage

somber quail
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wdym

astral stirrup
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diff recipes

somber quail
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ohh

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yeah

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if you mix glow slime and normal slime i want it to make a slime potion that turns the player into a slime making them immune to any slime attacks

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slime

astral stirrup
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trying to think of a good way of implementing this

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so that when u want to add a new one its quick and easy

somber quail
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yeah

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ill think of something later when its 3 oclock and im just lying in my bed

astral stirrup
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heh yeah its a bit late for this

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wanted to ask my question but its a ghost town πŸ˜„

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can always try i guess, im trying to create thumbnails dynamically using the 2d capture component, i think i figured out how to save them correctly but no clue how to access them from elsewhere

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this is my saving bit

somber quail
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wt wait im not that advanced yet are you able to dumb it down a bit

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so

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your trying to make a image and save it?

astral stirrup
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yeah im hoping maybe someone good with ui will see it πŸ™‚ yes there is a component in ue4 that allows to project a camera on a 2d surface, can use it for many things but i want to save the results in engine as material instances and use them later for thumbnails, cant seem to find a way to reference them

somber quail
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i would just use the scene capture

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then tell it where you put the image

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then make the image a material

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bam

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no fancy code needed

jovial dirge
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Hey all, I'm using proximity voice chat in my game using VOIP, I followed this tutorial... the only issue is- everyones mic is going to the capsule collision, where the (attenuation is) so you can hear anyone if you're near 1 player
https://www.youtube.com/watch?v=cndbrTOAQD4

How to add VOIP to your Steam Multiplayer Game in Unreal Engine 4 (UE4). A nice, simple tutorial that will make you happy hehe xd

SUBSCRIBE RIGHT NOW OR I WILL END YOU!

β–ΊCheck out my Unreal Engine courses right here: https://devaddict.teachable.com

β–ΊSubscribe if you enjoy! https://www.youtube.com/channel/UCGxt9c_CREmnquHjPEknHYw?sub_confirmat...

β–Ά Play video
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I am setting the atten settings to the capsule component of the player BP

mint wraith
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".uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible."

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after upgrade from 4.26 to 4.27, there are many these warnings for the uasset. should i re-open/save all uaaset after upgrade the UE? if it was, is there automatic way to do this?

sand shore
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it's one of the most common noob traps, and there's no reason to tutorialize its usage.

daring musk
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Hi guys, i'm currently working on learning a bit of blueprints for gameplay, and want to know if you know a way to make a trigger box, to check if the asset is cuttable, and with the press of a key trigger the transformation in an asset (i want to be able to cut grass that's the idea).

I tried making a Bool variable, named iscutable?, and get it from the level map blueprint and get that variable into the character blueprint, from that I used the press of a key to check if the variable iscutable? is true and do the transformation but for now it doesn't work

sand shore
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Not everything is connected

daring musk
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Aaa little mistake, I connected it but still doesn’t work

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Thanks for responding πŸ˜„

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Here is how it looks now

astral stirrup
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u are casting ur character to the trigger box

daring musk
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Yes, i searched how to get a variable from another blueprint in google, and that's the way google showed me haha

astral stirrup
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the way casting works is u give it a class, when its a match it succeeds, if not it fails and u have no logic for the fail

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if u want to get the triggerbox use get actor of class

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and cast that

daring musk
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Ok, i'll try that, thaaanks ❀️

astral stirrup
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np hopefully it does the job

somber quail
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nneewww probblleemm

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it checks for the item it finds it

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but as soon as i added that if it cant find the item it turns off the boolian it broke

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now it never turns on

astral stirrup
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breaks work sort of like returns

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if u break the loop it no longer works

somber quail
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here is the story i thought that it finds the item

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makes the bool true

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but then it goes to the next one

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finds the wrong item

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turns off the bool

astral stirrup
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yea dont break it when it doesnt find

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only if it does i think

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although i still think that for each loop was a better idea

somber quail
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can you pls dm me what ever you think or something i have to go and i might not see this

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thank you

daring musk
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Thanks for the help, solved it with your help, but i needed to keep a constant check on the overlap of the trigger so i used the event tick node!

sand shore
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Then use the completed pin to do other things

somber quail
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oohhhhhh ok

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im back to so poggers

red grail
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Hello, I need some advice on a more efficient way to expand this interact functionality. I have 8 statues with unique tags and I need to have unique images pop up when I interact with them. I could expand this by adding "Forth Artist", "Fifth Artist"... and so on, but that seems like a bad way to do it if I have a ton of individual statues. Any other way to somehow create a loop or something like that? If you need more images of the blueprint let me know. Help/advice would be really appreciated!

void comet
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Hey mates. I am setting up projectiles in my project and am having trouble getting overlaps working. Have the projectile blueprint with a sphere collision set as parent with On Component Begin Overlap that checks tag and destroys projectile. Works for actors I have made with the tag but I have no idea why it wont work on my player character. Nothing I try has the sphere collision trigger when it overlaps player. The player has the usual capsule component and I have tried adding a new capsule with no luck. Tried custom collision and every other option. Should be simple, projectile sphere overlaps Pawn and player capsule overlaps WorldDynamic and have tried using hit events also to no avail. And yes, Generate Overlap Events are ticked for both. Any ideas?

maiden wadi
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@red grail If I'm understanding correctly, that looks like something you would use a Datatable for. Create a single actor that is a mesh, and has the ability to add that widget to the screen, make an instance editable variable of a Name type. Create a datatable with the mesh, materials applied to the mesh, image, and text lines you need like the CreatureName, ArtistName, Description, SecondDescription, etc. Then all you need to do is line trace and interact with one object type, call the function on it and it can show you what you want. Then in your level all you need to do is drop one of those actors in, write the correct lookup name from the datatable in the dropped actor's instance editable Name variable.

red grail
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I'll save this somewhere and do some more research. Thanks a lot for the detailed write up! @maiden wadi 😁

maiden wadi
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It's a fairly easy method. But I know how new things can be to connect the dots sometimes. πŸ˜„ Just a sec and I can give you a quick example.

maiden wadi
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@red grail This might help. Start by making a struct, then a Datatable.

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Then make an actor. In the Construction script, set up it's world visual from the table. Here I just did mesh and materials.

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Same actor in the Event Graph. I cheated and did OnClick. You would likely make a CustomEvent and call it from your line trace.

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Then your Widget is easy after that if you pass in an instance editable exposeonspawn value.

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Then all you need to do is drop an instance of the actor in the level, find the ArtName value you're using to look up in the Datatable on the actor's details. Like here I have the cube version selected, it says CubeArt. If you look back at the Datatable, that was the lookup name I gave that entry.

red grail
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@maiden wadi I think I get the overall idea behind it. That's really fancy! I'll have to spend some time with this over the next couple of days. Thanks a lot for all the effort that you put into showing me an example! I genuinely appreciate it 😁

maiden wadi
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Tag me here if you have any questions on it.

red grail
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Alright, will do!

maiden wadi
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wat?

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@valid gyroLike, you want to just spawn one of each node you can have in a blueprint, or?

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That would be a lot of functions. πŸ˜„

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I doubt it though. That's mostly what the right click menu is for.

surreal kite
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i want to make a camera for a 3rd person shooter game does anyone have idea how to do it or any tutorial ?

pale orbit
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what is the best way to make a vehicle getting hit by another one get impulsed?

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using Chaos Vehicle plugin

glacial eagle
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Should already do that as part of the physics sim

pale orbit
onyx token
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anyone know how i can snap this cube to the left hand too? rooThink1

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like i read somewhere apparently you gotta use the IK node? But that doesn't make alot of sense, that sounds more like you want to snap the hand to the cube, not rotate the cube to look at the hand rescBlank

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i wanna rotate the cube tho

surreal peak
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Usually your animation holds the cube already correct and you indeed snap the other hand

onyx token
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rooMad but then i gotta fiddle around with hand rotations and stuff

surreal peak
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You can add a socket to the hand bone and rotate it

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And then attach the cube to that

onyx token
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like rotate it on every frame of the animation? rooWtf

surreal peak
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Will pierce the hand though

onyx token
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there must be a simpler solution..

surreal peak
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No the socket holds a rotation

glacial eagle
onyx token
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yea, and the animation points the socket, and thus the cube, in weird directions

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Now i can either go into every single frame and hand-fix the rotation

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or i'm thinking, just make a lookat thingy for the cube shrug

surreal peak
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Again usually you have fitting animations

onyx token
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ok what if i don't? rooVV1

surreal peak
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Code something dynamic?

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Try to use control rig?

onyx token
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what does "something dynamic" mean?

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maybe a lookat rotation? rooThink1

surreal peak
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Idk. The normal idle and run animations aren't made to hold a tick in both hands. Make a pose of the hands being stretched out and blend them into the normal locomotion

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Yeah or that. Update the bones of the arms with IK to be on the stick. The stick would need to be attached to something else then though

onyx token
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and it annoys me that it doesn't fit right

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so i'm thinking - can't i just scuff together a lookat thingy

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but lookat didn't work, it just rotated the cube weirdly rooMadCry

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and i don't wanna go in, export the animations, import them into blender, fix all the fbx import shit, add a rig, fix them, export them, apply them to the character-

Just to in the end find out that my combat system idea was dumb from the getgo rescBlank

surreal peak
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Hm

onyx token
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like it can weird in the normal idle and run animations, don't care.

I just need to know how i can point a cube from 1 socket to another

surreal peak
onyx token
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rly? Pointing an object from 1 socket to another socket? Alright... i'll go to #animation rooVV1

onyx token
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what do you mean? rooThink1

turbid thicket
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Hey everyone! I want to save and load presets for my editor utility widget. I need a way to name / save / load and delete presets in my widget. I tried using savegames but I failed. In the unreal forum someone recommended using Primary Data Assets but I dont get how these could help me. I guess its possible to save and load variables but I dont get how to create and name new presets.

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I'd like to know if what I am trying to do is possible at all. If I cant make it work its also an option to hire a developer.

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(I'm an artist with basic blueprint knowledge but this is nothing I can just do following a tutorial)

gentle urchin
onyx token
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no sure, i get that i can rotate the socket

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question is how do i make it look at another socket rooThink1

gentle urchin
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Usually one offset/rotation fits the entire animation

onyx token
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or alternatively - if i can't rotate the socket, can i rotate the cube that's attached to it

pale orbit
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does anyone have any idea why this is not working (game state btw)

gentle urchin
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the cube can have yet another rotation based on this I think, altho it sounds like fixing the animation would be the proper way to do it

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@pale orbit Usually spawning is handled in GameMode .. can't say why yours is not working... is it being called properly? does it have an input? Debug print string to the default output could be helpfull etc

pale orbit
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its being called froom a widget @gentle urchin

gentle urchin
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widget cant talk to server, so you gotta go via the controller I believe

pale orbit
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That makes a lot of sense

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thank you @gentle urchin

maiden wadi
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It's not going through the Widget, it's being RPCed through GameState.

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You should put some prints in. See if it's actually running on the server, and see what integer is going through.

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Oh

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I'm dumb.

gentle urchin
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Didnt think widget could call the RPC directly regardless but i'm not super versed with it

maiden wadi
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The RPC would work, except that it's GameState.

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GameState is owned by server. Client Can't RPC through it no matter what calls it.

gentle urchin
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^ This

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Ownership.

tight schooner
# turbid thicket Hey everyone! I want to save and load presets for my editor utility widget. I ne...

Fwiw I'll say that I use savegame files in an editor utility widget, although I only try to read them and not write to them in the editor. Is it the saving part that you can't get working?

Data assets are like a non-actor blueprint that can't be modified at runtime; they only hold fixed data and functions, iirc. (https://youtu.be/hcwo5m8E_1o) It would be a logical approach to housing "presets" though I never tried creating BP classes within a utility widget before so idk if that's possible offhand. But data assets would be simple enough to make in the editor itself apart from the utility widget. And then once you make them, your widget can read the assets.

mortal breach
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Blueprint Runtime Error: "Attempted to assign to None". Blueprint:

pale orbit
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Show BP @mortal breach

surreal kite
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guys i want to make a 3rd person shooter mouse movement does anyone knows how or have a tutorial please ?

mortal breach
pale orbit
mortal breach
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yes

pale orbit
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Show where you are calling the widget creation from

pale orbit
mortal breach
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stream url1 in actor

surreal kite
pale orbit
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Widget doesnt have a clue whos target since it has no references to it

mortal breach
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ok

surreal kite
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@pale orbit can u read ?

mortal breach
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@pale orbit thanks look at that

surreal kite
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why my character look like that ? the camera on the right hand why ?

onyx token
surreal kite
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@onyx token GG

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XD

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@onyx token u here ?

onyx token
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i don't wanna pm rescBlank

surreal peak
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@surreal kite repeatedly asking for help is against the #rules and will sooner or later result in strikes. Please be more patient. If no one answers you then no one has time or knows the answer.

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No idea what you mean. Just follow the rules. Cheers

wild moth
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Hello πŸ™‚
Does an AND statement abort if it hits a false statement?

surreal peak
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In Blueprints: No

wild moth
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T_T

surreal peak
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In C++: Yes

wild moth
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Thanks

atomic salmon
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@surreal kite you can learn a lot just by looking into the Third Person Template project. If you open the ThirdPersonCharacter BP you will note that the skeletal mesh for the mannequin is rotated by 270 degrees respect to the capsule. That is because the mannequin skeletal mesh normally faces the Y direction while you need it to face the X direction. Check that it isn't the same for your character.

astral stirrup
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good afternoon, im trying to make dynamic thumbnails to use in a UI, im using a scenecapturecomponent2d and would like to make dynamic materials with the captures, one for each composite mesh stored in an array, currently have a for each loop running from EventBeginPlay, experimenting with RenderTargetCreateStaticTexture node but the textures come out black even though the component works if i just project it as is.

loud cipher
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hey all

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my linetrace is always blocked by the capsule component

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hnowever it seems to fix when i uncheck world static

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What can i do to fix this?

olive sedge
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Can I switch out the pawn camera for a different one? (I got a cine camera and I want to play with it in the intro level instead of the normal one)

raw orbit
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is it possible to enable tick on client but not on the server?

surreal peak
astral stirrup
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@surreal peak yes, i think i got one step further, capture worked finally, i found the CaptureScene node πŸ™‚

surreal peak
astral stirrup
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@surreal peakcheers checking out now

frosty crane
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Is there a way I can write documentation for conventions I've established say in the construction script node editor of a blueprint? Multiline comment blocks seem buggy. What do people do for documentation?

surreal peak
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Usually outside the Engine

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On whatever service you use to handle your projects and documentation

feral ice
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how to copy all the componenets without making one parent and the other children? I am just pressing "Ctrl+C and "Ctrl+V"

surreal peak
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Eh.

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Wait, are you placing grass as single components of an actor?

feral ice
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yes

surreal peak
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Pretty sure you should use the Foliage system for that

feral ice
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what is that?

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no i dont want to use landscape stuff

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i am going to give this platform a random location and i cant use landscape for that cuz landscpes re static of what i knoe

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but do you have answer to my question

surreal peak
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No I don't

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This will give you horrible performance

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At least use an InstancedStaticMeshComponent

feral ice
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the blue one?

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why will this give a horrible performance?

surreal peak
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Because each of those Components is a draw call

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While ISMC makes it only one

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That's also why one uses foliage for this in the first place, if possible

feral ice
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but i cant see my mesh in ismc

surreal peak
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You can add instances in the settings on the right too

simple imp
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Does UE4 blueprint have an easy way to remove all non alphanumeric characters from a string?

jaunty field
surreal peak
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Make sure the AnimMontage has a Slot Setup

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And the AnimBlueprint is using that Slot

jaunty field
surreal peak
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And the AnimMontage is using that slot?

jaunty field
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yeah

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Nevermind, I managed to fix it!

frosty crane
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Is there a way in a blueprint at begin play to get all blueprint assets extending a base blueprint class in order to instantiate them dynamically? Trying to use asset registry with no luck.

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Basically what I'm trying to do is create extensions of a blueprint, assign gameplay tags to them to categorize them, then using colliders with those same tags, implement some procedural spawning.

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I learned how to create custom blueprint nodes in C++ so I'm wondering if there's a way to do it in C++ if there's no blueprint api capable of doing it.

tired cypress
frosty crane
loud cipher
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anyone know how i can change the physical material for individual bones on the mesh

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instead of the whole character?

tired cypress
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I don't know skeletals very well but you may have to cast that mesh to the skeletal mesh object so you can access its individual bones

loud cipher
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okay ill try that ty

clever cedar
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I'm trying to create an asset in editor. There is a node for it, but I can't figure out how to create the factory input. Can this be done?

dawn gazelle
proven shadow
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Hi hi, how can I get an event for if a certain button is pressed?

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As a type of trigger

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Currently I only have an event for if the dialogue is clicked on, but I also want to have one for if a key is pressed

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No key press events seem to show when I type in keyboard

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For some reason it doesn't show up in the dialogue BP, while it does in the character BP

surreal peak
proven shadow
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I think only Actors can have Inputs in Blueprints
Isn't it strange that [Is mouse button down] is usable?

spark steppe
feral ice
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Whats the best way of getting the rotation of a point? If I shoot a line trace down in the ground and want to get the rotation of that point how do I do that?

spark steppe
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@feral ice the impact normal is all you can get

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which is the "angle" of the surface/collider at which the line trace hit it

feral ice
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Impact normal is a rotation?

spark steppe
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it's an vector which you could convert to a rotation

feral ice
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How did they do that?

bronze quiver
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are there any good resources for transitioning from C# coding in Unity to swaping to visual like unreal?

heady terrace
#

Hey I have a question. If I make any modifications to an Actor object in the level editor or the Actor's Viewport, does the engine regenerate it? Because I have a Character whose Constructor keeps running and reinstancing some classes. I think it is causing a memory leak.

spark steppe
#

yea every change in the leveleditor/viewport runs the construction script again

heady terrace
#

@spark steppe That means I should add those classes to something like the Game Mode Blueprint instead, huh? That doesn't regenerate does it?

spark steppe
#

i assumed construction script because we are in #blueprint :p

heady terrace
#

So in BP is it "OnConstruction?" Or is the OnConstruction function a feature of UCLASS?

#

So evenvthough it is a construction script it is still not a constructor.

#

Because defaults are provided in the blueprint and not visible in c++, right?

#

No I'm c++ and blueprints. Some things are in bp.

#

Many are moved to c++ classes and a funxtion library.

spark steppe
#

huh? defaults defined in the class aren't available in the c++ constructor?

#

then what does the constructor do when nothing is available? πŸ˜„

#

idk if we are talking about the same thing....

#
class UFoobar extends UActor {
float huh = 10;

  UFoobar(){
    printf("%d", huh);
  }
}
#

that wouldn't be 10?

#

yea sorry, i did mostly java the last years πŸ˜„

heady terrace
#

Got it! You meant defaults in the bp subclass won't be read in the C++ Constructor.

spark steppe
#

good to know, i would have banged my head when running into this

heady terrace
#

That makes sense considering BP stuff can't be read in C++. Even BP classes and variables aren't understood by C++ code. You'd have to reimplement them in C++ first.

spark steppe
#

but wait

heady terrace
#

"leave some blanks?"

spark steppe
#

if my subclass makes it 20, it's still 20 in the constructor of my subclass, isn't it?

heady terrace
#

You mean leave variables that can be filled in Blueprints after the constructors are finished?

spark steppe
#

what the frick

heady terrace
#

The Constructor runs first, C++ runs before blueprints do. [edit]Right?[/edit]

spark steppe
#

oh wait, it'll probably throw an error anyways if i define the same variable in the subclass

regal crag
#

Anyone got this crash message before?-
"Assertion failed: SceneContext.CustomDepth && SceneContext.CustomStencilSRV [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Renderer/Private/PostProcess/SceneRenderTargets.cpp] [Line: 2350]"

#

you mean custom depth and custom stencil?

#

ok thank you

#

ill check those out

heady terrace
#

I'll move the instancing of those classes into a GameMode blueprint instead. It won't try to rebuild itself if I modify the level or any actors, will it?

spark steppe
#

i wonder what you are doing if you consider to move it to something which should be unrelated

#

maybe the beginPlay event is an option for you, as it only runs once you start the game/level

heady terrace
#

Well I'm creating instances of state machine classes in the Character.

#

And every time I modify a spline in the Character, the Construction function runs and those classes are reinstantiated. I don't know if that's a memory leak, but I know UE5 has been crashing.

#

It's not real development, I'm just experimenting.

#

It's something for a demo reel.

#

And that's why I'm here.

spark steppe
#

which seems to like to keep a lot of things πŸ˜„

heady terrace
#

Trust me, I don't store variables or objects globally. You don't consider storing objects in the "Game Mode" object to be the same as "storing globally" do you?

spark steppe
#

yes

heady terrace
#

Then maybe I should move the construction of these state classes to the BeginPlay event after all?

spark steppe
#

do you store references to them on the character?

#

because you could check them while running the construction script

#

and even just stupidly wipe them when the construction script runs

#

i guess that would pretty much avoid your "memory leak"

heady terrace
#

Right now they're all stored in a C++ child of the character class. The ThirdPersonCharacter is a child of that class.

spark steppe
#

just make an array<MyStateThingyClass> on your character and store references of them in there

heady terrace
#

The abstract class for the state machine is C++. The child classes are Blueprints. This allows me to prototype game logic in blueprints and I can move frequently used game logic into libraries or the ACharacter child class.

spark steppe
#

then in the first step of the construction script run over the array and destroy everything in there

heady terrace
#

I have.

#

I am unsure if I want to make them global. There might be a simpler solution, but I'd love to hear about subsystems.

#

(or do you just want me to google them? >.>)

#

I wanted to use them both to learn them both while I build the controls for a platforming system. Like in Zelda or Uncharted.

spark steppe
#

the problem is that he seems to create objects, that aren't wiped, and he keeps creating them everytime the construction script runs

heady terrace
#

I do not know if they are wiped or not.

spark steppe
#

that sounds like a homebrew memory leak

#

if you don't wipe them, they won't be wiped

heady terrace
#

That sounds like what's happening.

runic plinth
#

Hope im not stopping any topic. I'm trying to make something fall by 300 units with a timeline but the actor just zaps through the ground. Can someone tell me what's wrong?

arctic moat
#

is anyone here able to private message? I have questions about how to implement spawn protection into my game

dreamy river
#

Why my event is not firing up? I call it from another widget and I checked with print that its calling it.
Dispatcher is also created correctly, just nothing happens after event is called.

runic plinth
#

Thanks solved. But I don't understand why you need to do it

heady terrace
#

(I'll try solving my problem with @spark steppe 's BeginPlay idea. If that works, I'll get back to you).

runic plinth
#

But the actor is already "living" in a set vector in the map, so in my mind why would you need to "reconfirm" its vector

#

aaaahh

#

this

heady terrace
#

A and B have to remain the same for lerp to work properly.

runic plinth
#

Now makes sense, It's kinda of a pain to making lots of variables, but oh well it is what it is. Thanks for the explanation πŸ™‚

heady terrace
#

Ok now that the code is in BeginPlay, everything works a lot better. Thanks @trim matrix, thanks @spark steppe

#

The big thing is I originally worked in Unity, where ScriptableObjects did not need to be initialized at runtime and could be plugged into Components attached to the Actor (GameObject). Here, I need to instantiate the classes at runtime and put them into a TMap to get the same features.

spark steppe
#

i think the problem is just that changing stuff does rerun the construction script, but NOT recreate the actual actor

#

so the actor is still somehow referencing what you created in a bunch of construction script runs

#

the way around this is to wipe what you created

heady terrace
#

Yes I know, but from what I read Data Assets do not have access to visual editing. And I would like to have that instead of rebuilding the C++ code every time I make a change.

#

well, what I have works for now. I will re-examine Data Assets at a future date. It's been great talking with you guys!

loud cipher
#

anyone know how you can have a system where if you shoot a ai

#

it plays a animation of the character being shoved backwards

#

like a hit reaction

#

But only on the first hit, so the character doesnt get spammed with a animation of being hit

#

if the weapon is full auto

plucky copper
#

do once node and play montage node

#

@loud cipher

loud cipher
#

Okay thanks

mossy jolt
#

Is it possible to reparent a BP when the class doesn't exist anymore ? I can't open it

hard charm
#

Guys, how would it be to make a locomotion for different weapons that my character can take

#

It would be to put it in an array the animations and there take the animations that correspond to me or it would be to create a super state machine

mossy jolt
#

Well, i will recreate everything and never refactor again i guess :p

sand shore
#

But it only works if you have the same fields & functions & stuff (the new class can have extra)

mossy jolt
#

Hum should i use the path ?

sand shore
mossy jolt
#

I saw that yep, i tried +ClassRedirects=(OldName="OldProjectName",NewName="NewProjectName", MatchSubstring=true)

glossy glade
#

Is there a way to create a reusable color that can be referenced in blueprints and materials?

real tree
#

I got a question. I moved the third-person camera to a separate blueprint and I'm using it as a child blueprint on my pawn, so I don't have to duplicate logic between multiple pawns, but I'm having an issue where the Add Controller Pitch and Yaw Inputs no longer work, and the camera is locked behind the player. How would I go about fixing this?

sand shore
glossy glade
#

I want to have reference to an Ally and Enemy color for use in HUDs, decals and the like

#

And If I want to adjust one of the colors I don't want to go chasing down everywhere I show them

glossy glade
sand shore
#

make a blueprint function library and in that make a function. It should take either a Gameplay Tag or an Enum or whatever, and should return a FLinearColor

#

It can be pure

#

You can then use that wherever you like in BP to push material params. Have any material that needs it take a color param which you can set by name from BP

#

You almost could use a material parameter collection but would still need to tell every material which field to use (what team they're displaying)

#

Now, your game systems can keep using whatever they were already for team identity and you have a centralized place to handle team colors

#

plus you can either make that library a TeamHelpers lib and also provide team names and icons in this way, or you can lean into that function library providing utilities for setting up material instances in general (a portion of which is the team color)

#

There's a more scalable alternative but it's quite heavy and nowhere near this simple.

#

downside is that you have to use material instances and can't ever just use basic materials or textures

runic plinth
#

I have a spline drawn in "S" and sometimes when following the player it jumps on the curves and doesn't keep up with the player. Is there a way to improve this behavior?

jovial dirge
#

what is wrong with my logic? This isn't working

#

(to get the amount of rooms entered)

sour ridge
#

If in example in an Array For Each Loop, inside the loop body you do Remove Index for the array you are using for the loop, does it fuck with the For Each Loop since you remove an index from it? or the loop continues normally.

jovial dirge
#

@sour ridge Not entirely sure what you mean, but did some more testing and randomly the value would reset to it's default

sour ridge
jovial dirge
#

so I would just do the same for the amount of rooms entered?

#

Why wouldn't this work?

sour ridge
#

@jovial dirge your goal is to add +1?

jovial dirge
#

yes

#

just everytime

#

add +1

sour ridge
#

is it adding more than 1?

#

if so check your box collision to maybe not trigger on any actor collision

jovial dirge
#

no, sometimes it adds none ... or I think it might be getting set to default amount

#

No it's not the boxcollision becuase everything else after that is executed fine

sour ridge
#

maybe it collide with all actors

#

I see

#

if it adds +0 does the rest of the bp works? or all of it doesnt work for you?

jovial dirge
#

Yes it always works it's only the integer that is messing up

#

I think it's getting reset to it's default value

sour ridge
#

if you want to check where else you are using that variable, you can right click it, find reference, if no reference shows up in the same BP, you can click the binoculars to find it in another blueprint (Gotta check if its the same variable of the variable you right clicked (applies if you create same variable with same name elsewhere)

jovial dirge
#

Yeah there's no other instances of it unfortunately

sour ridge
#

@jovial dirge I don't necessarily see how it would fail except checking your collision settings or posting a bit more all of the blueprint that function does

#

just showing Variable = Variable + 1, itself it should work

#

also the first post I made wasn't an answer to your post XD more like a question I was asking also πŸ˜›

brazen pike
jovial dirge
#

Hello I had another quick question if you don't mind
I need to get all of the undead monsters and then perform a check every tick for when the amount of them is = 0 how would I accomplish this?

gentle urchin
#

On monster spawn -> Subscribe (add self) to a list in whatever actor that needs to check the amount.
On monster death, unsubscribe (remove self) from the list

#

Why must you check every tick?

#

If you wanna start respawn stuff then you can do a timer/delayed respawn in the monster actor itself, or via said actor that controls this

surreal peak
#

;_; Please don't do whatever this cursed image is showing

pliant tendon
#

is it possible to make control rotation rotate around a specific axis, for example say my player is upside down, how do i make it so that the control rotation is upside down too?

gentle urchin
#

Add rotation to the input vector direction

surreal peak
#

By calculating it yourself instead of using "AddRotation" for example.
But this smells like you'll soon face gimbal lock

gentle urchin
#

Dont think thats needed when using the "get forward" vector tho

surreal peak
#

I only ever did this stuff with Quats

pliant tendon
bright surge
#

hello! I need help, I don't know anything about blueprint, how can I link the location of point lights or any spot light to the Skylight angle?

#

I don't know what to do now

gentle urchin
#

Nvm, i misunderstood the question 100% πŸ˜›

pine herald
pliant tendon
bright surge
#

I want when the skylight rotate its angle, the spot lights that I created follow

pine herald
#

Can you send some screenshots of the scene?

#

πŸ˜…

bright surge
#

here is the screenshot

pine herald
#

Do you just want a light that revolves around your character? To your magnificent character, congratulations ;D

bright surge
#

yeah I want the lights that go around the character

#

with the skylight change its angle too :p

pine herald
#

IDK

#

πŸ˜…

bright surge
#

hey thanks a lot man, I will watch this

pine herald
pliant tendon
#

is having too many branches bad?

pine herald
#

I guess I also scam the pixels of the monitor

pliant tendon
#

is it bad for performance?

gentle urchin
#

Not by itself

pliant tendon
#

and 2 linetraces and some simple maths

gentle urchin
#

no prob

pine herald
#

For ticks it seems to me that you can only put 1 for Blueprint, so I think that's fine

gentle urchin
#

branches are very cheap by itself... they're just "jumps" in the code

pine herald
#

They are events

pliant tendon
#

nice thanks πŸ™‚

gentle urchin
#

How are they events? They're not callable by any means

pine herald
#

Here you are, drink and calm your minds

gentle urchin
#

Right, but he asked about branches , if they were bad for performance πŸ˜›

pliant tendon
#

thanks for the chamomile mmm tasty

pine herald
pine herald
pliant tendon
#

there were two cups sorry πŸ˜›

pine herald
#

In Italy, however, I'm only good at making pizza 🀷

barren whale
#

When I create a new blueprint I can't find it in the place actors window, if I place it from the content browser into the level then it appears. When I restart the engine then it doesn't show up in the place actor window until I use my test blueprint. Is this only happening for me? I tried googling about it but I can't find anyone mentioning this issue.

surreal peak
barren whale
#

is it? My c++ actors always show up in this window (even when I've never used them yet) so I just assumed it was a list of placeable actors

tropic pagoda
#

Hi all, Any idea how to update a post-process material parameter in Blurprint?

random orbit
#

how can I make a sliding effect where when you slide you have 0 control, like on ice

fiery swallow
#

I am referring to the branch branch branch

trim matrix
#
  • Question * Why Can't I see my TextBox Multiline as blueprint variable? I've checked Is Variable tick box but it still doesn't work, with other widgets that I don't need it works seamlessly.
trim matrix
#

Hi guys, a newbie question, i want to start an action when the game start but the event begin play it's already fired in this blueprint, how can i start the logic?

#

i want to fire the linetrace when the game start

fiery swallow
#

Option 1. Add it to the end of the beginplay line,
Option 2. Create a sequence after beginplay that calls everything you need

solar sleet
# trim matrix

add a sequence node or put it after the 'should rotate event' node

trim matrix
#

a ok, so the logic is that the begin play can be called only once in a blueprint

solar sleet
#

Yes

trim matrix
#

then the logic need to be applied following that right?

#

perfect

#

thank you : )

barren flower
#

Hey guys, I have a weird one

#

I want to be able to draw on any surface I shoot with a line trace

#

I just want to change single pixels, or very small anyway

#

So point gun at wall, shoot a line trace, that spot turns red

#

Now, I understand render targets can do this, but does that mean I need a render target on every single surface on every single object in the entire game?

#

Can I incorporate a RT into a material and make it an instance or will all of them update at once?

#

Really appreciate the insight!

gentle urchin
#

ping pong

#

Minesweeper, tertris etc

#

relatively simple. Involves some spawning, some UI, some bounce at a constant velocity etc

orchid star
#

but Im not expert on material coding

#

Or you can maybe try decals

#

but it might not be optimal im not sure

barren flower
#

Yeah its rough, decals might work but I dont think they are going to be performant. I actually am currently spawning sprites, but again, I want to be able to draw to the material/texture directly to use it as a mask later

runic plinth
#

Joining in for some ideas, how would I set up a box collision to be static and yet detect physics / hit collision to output the player velocity? (basically detect how hard the player hits the wall) I keep getting this warning but I don't want the box to move.

barren flower
#

On overlap - > is player -> get velocity or whatever

#

Calculating physics is expensive, you shouldnt have some random box doing physics calcs. Just use overlap triggers!

runic plinth
#

But I need to know how hard player hit the wall ..

barren flower
#

Right

runic plinth
barren flower
#

So you are currently doing that by having the player add impulse to the box, right?

#

Right, so you are getting the component velocity

runic plinth
#

No idea I just enabled physics on the box and get the velocity

barren flower
#

So instead of on hit, use on overlap

#

Wait even on hit should work, why are you adding impulse to the box if you dont want it to move

runic plinth
#

How am I adding impulse to the box?

barren flower
#

You tell me, you're the one with 5000 errors telling you thats what you are doing

runic plinth
#

That's the problem. I don't know how supposedly set that on, I just pressed enable physics and changed some collision settings

barren flower
#

Also you are getting the component velocity of the box, not the actor hitting the box

#

Right, so disable physics on the immobile object

#

Get the velocity of the other component, not your own

runic plinth
#

something along those lines?

barren flower
#

put a branch in there in case that cast fails if you want graceful errors, but yeah

runic plinth
#

That only gives me the direction player is facing when rubbing the wall

barren flower
#

No, it should give you the velocity of the player

#

Try running into the wall really hard

runic plinth
#

If I running dead center I get close to 0 values if I am "side rubbing" I get up to 90?

#

not sure if velocity is what I need

warped quail
#

Hi, since a long time this is all we see in our Blueprint Debugger call stack anytime we want to use it. Any ideas why?

random quail
#

What is the reason why 'Get Class Defaults' node for the field of type TArray<UDataAsset*> (editable uprop) triggers @@ has an unsafe connection to the @@ output pin that is not fully supported at this time. and are there any workarounds or a way to silence warn since it is a read-only use?

heady burrow
#

Holy shit, I spent a long time trying to understand why my char wont move to a specific point..

#

it happens that, there was a box there.

#

had no clue that he wouldn't even walk there if the place was occupied

#

what a polite character

astral epoch
#

Is it possible to open a map from an url link? Say if I have a server that hosts all levels?
I'm posting this to both Blueprint and CPP chats because I'm happy to use either option.

earnest tangle
#

Hmm, is there no way to reference a level asset directly in BP's? It's mildly annoying sometimes that it's a string

fleet mauve
#

Hi everyone. I'm currently trying to switch cameras in a level blueprint by pressing a button. I've gotten the first part to work (switching to the second camera), but when I press the button again I want it to go back to my first person camera. Does anyone know how to reference the first person camera in a level blueprint? Or how to switch back to the first person character. Here's the code I have in my level blueprint at the moment. Again, part A works, just need help with part B.

fiery swallow
fleet mauve
fiery swallow
fleet mauve
fiery swallow
#

New view target just needs to be whatever actor you want to get the camera of

gentle urchin
#

Thea_currency_test

#

in this case i think

#

but not really,

#

since its a controller, and shouldnt have a camera

#

You could do "get player camera manager" tho

fleet mauve
#

I probably shouldve sent a screenshot of what i did . Here's what i have so far

fiery swallow
#

I tried the one and it didn't work, getting controlled pawn worked, or casting to an actor

gentle urchin
#

Input mode UI only also blocks input to the pawn...

#

Pretty sure im using camera manager in my project.... ..

fiery swallow
#

Set Input mode ui only.. can you disable that and try again?

fiery swallow
pale orbit
#

How can i handle different game modes on the same map?

fleet mauve
#

I guess the input UI was causing issues

fiery swallow
#

Yeah you'll just need to re enable input after you're done with ui stuff

#

Or have the ui automatically place the camera back to normal

fleet mauve
#

Yeah the reason I had that there was so the player wouldnt move around when going to that second camera

#

But im just happy its working as of now ill cross that bridge when i need to lol thanks again

gentle urchin
#

Just checked , and you're right Moxie ^^

#

PlayerCameraManager seem to hold the current camera ref, nothing else

#

never really used the manager beyond such a test πŸ˜›

sacred minnow
#

guys i made a fully working stamina system and i works fine, now i'm trying to add a simple feature, every time the stamina bar is full i want to hide the stamina bar, and only make it visible when the bar is below the value 95 (100 being the max), im bad at BP's,

#

so i suppose i need to and a branch with (if integer <= 95) to set visibility) and connect it to return node?

#

thanks in advance

gentle urchin
#

I'd suggest doing it on an event based setup and not using the bindings but...

#

if you like bindings then you can add another binding for visibility

#

and as you say, just do a is Health >= 95 boolean, connected to a select into the visibility

#

Or branch and hardcoded visibilities

fiery swallow
# pale orbit How can i handle different game modes on the same map?
gentle urchin
#

think the latter is less expensive

sacred minnow
#

ok let me try, thank you

icy pilot
#

Doubt

random quail
#

why you would think so?

feral ice
#

hello i have been strugling how to get this to work. Spawning a lot of line traces just shooting down and center is the red.

#

I came up with this

#

but when i just drag the location away from 0(in y axis) the distances bwtween each line in y axis gets larger. It should always stay the same

#

like this

maiden wadi
#

@feral ice I would recommend something like this to simplify your math a little. Should also do what you want with the same inputs you're using.

#

The above will also rotate with the actor if you need it to.

rugged wigeon
#

does ue4 have any built in bp funcs that take an integer, increment it, and if it's greater than some threshold, going back to a min value? Or more literally, incrementing through an array and hitting the first element if it's at the end?

#

don't need guidance on how to do that. just curious if there's something built in.

last abyss
# feral ice like this

it keeps increasing because of: distance between each + temp y + actorlocation(Y) = temp y so if actorlocation Y is 20 and say distance between each is 20
20 + 0 + 20 = 40, first time
20 + 40 + 20 = 80, second time
20 + 80 + 20 = 120 third time
etc. basically the actor location drives the distance, not the distance between each using that method. all you really have to do to fix it is move the + node before setting the temp y to the make vector Y to fix your problem.

white field
#

quantize

#

there are some quantize nodes as well

runic plinth
#

So my AI goes through walls like they don't exist. Walls block the player but not the AI. Kinda first time I work with AI, for what and where should I look?

maiden wadi
#

Select node.

#

About as close to built in as you'd get for that.

dawn gazelle
#

So say you have Min at 0, Max at 100, and your input value is 101, it'll return 0. 102, it'll return 1. etc.

feral ice
feral ice
trim matrix
#

Hi everyone, so i was cleaning up and moving some stuff into my project, i'm very new so i was trying to not broke everything lol, i was almost done everything is ok aside the thirdpersoncharacter blueprints

#

get messed up a bit

last abyss
trim matrix
#

this is actually my thirdperson BP location

feral ice
last abyss
#

that wasn't my solution, but if that works its better right?

feral ice
#

but you see the points where it hits here. I want to spawn a grass mesh on each point. How do i do that?

#

it spawns it out of place and spawns a lot of them in the right corner

pearl beacon
#

Im having some issues on my inventory function for dropping a item from slot, so when its dropped, it spawns the item into the world, but as long as there is no item actor in the world from scratch it does not spawn it, anyone have a clue why?

maiden wadi
#

@feral iceThat node uses a difference space. If you want to do it off of the return location of the trace, use AddInstanceWorldSpace. Otherwise you need to convert the trace location into the local space of the ISM Component.

cyan schooner
#

Any reason why my animation blueprint would break after migrating to another project where I have the same skeleton, anims and statemachines setup ?

maiden wadi
#

Most ISM or HISM component stuff is optimized to work in the local space of the component.

dawn gazelle
#

Eg. This first node here no longer has the save game object class set in it.

#

And that has a cascading effect on the rest of your issues.

#

And this one here, you need to recreate the cast to the appropriate save game class.

odd roost
#

Hi All, does anyone know how to fix this issue? I have 3 component sections of my landscape where it's visually just off from the other component sections

jolly delta
#

🀣

tight schooner
#

I have an esoteric question. I made a blueprint child class of a Hierarchical Instanced Static Mesh Component that has some mesh & material & collision settings pre-configured. (It's a data-only BP.)

#

I can do that, right? Like UE4's not gonna explode?

#

Are there limits to BP-subclassing things like mesh components? Like, could I put functions in there?

brazen pike
tight schooner
#

The UI seems to suggest I could put functions in a mesh component subclass. My question is whether I should alex

trim matrix
feral ice
#

how do i get the rotation of hit result in line trace

pearl beacon
#

Character BP Side

#

ItemBP side

#

Im having issues with a error reading following

tight schooner
pearl beacon
tight schooner
#

The basic issue seems to be there's no ItemBP spawned into the world; it can't get an actor that doesn't exist.

#

That's all I can say from my end

#

If an ItemBP does exist at some point, maybe you're calling GetActorOfClass at the wrong time, like before it exists or after it's destroyed; idk.

pearl beacon
#

Does it require an actor to be in the world at all times?

tight schooner
#

Only when the node GetActorOfClass is called, and any of the nodes using the reference that pops out of it.

#

The reference becomes invalid if you destroy the actor ofc, but it seems like GetActorOfClass isn't finding an actor to begin with

feral ice
#

why does it create a lot of static mesh at origin(0,0,0)

pearl beacon
#

but the ItemRef is not finding anything

tight schooner
#

All that "Cast" does is check if a supplied object reference is of a certain class or not... it won't do a better job at finding an actor than GetActorOfClass per se

pearl beacon
#

Okey so im better off just using Get Actor of Class and just storing a itembp underneath the map to tackle the issue?

tight schooner
#

Maybe. I don't know anything about your project, but if an ItemBP is hand-placed into the level and you use GetActorOfClass, it'll return a reference to whatever ItemBP happens to exist in your world.

#

(If there are multiple, it arbitrarily picks one.)

pearl beacon
#

Nah, i got one but im trying to make it so that upon the function to "dropfromslot" is triggered, it will clear out hte slot, and pass the variables over to an item that is to be spawned into the world

tight schooner
#

I'm kind of baffled looking over your screenshot... It looks like you got a function in ItemBP that spawns an ItemBP

#

but ItemBP #1 can't spawn an ItemBP #2 because ItemBP #1 doesn't exist yet

pearl beacon
#

Yea, i am i supossed to keep it in ThirdCharacterBP?

#

Oooh, so i need to pass that functionality over to my characters bp?

tight schooner
#

Yeah, or otherwise something that already exists in the world needs to execute the spawning code

#

Can't really say structurally where it should go cuz I never made an inventory system myself

pearl beacon
#

Oooh ok, my bad, i will do this now then, cheers

tight schooner
# feral ice

You should debug it; make sure every part of that node graph is doing what you expect; producing the values you expect etc... I can't debug it myself merely by looking at your screenshot.

pearl beacon
#

welp, now its just picking it up at once when dropping it

cursive path
#

I have question abount widget how to make it so big and move inside it by mouse

pearl beacon
cursive path
#

I know this but i mean that i want to be like window when i move up

#

Similar to scroll to all side

#

Seem i bad in explaining

pearl beacon
#

Yea, its a little hard to understand you mate, my bad πŸ˜…

cursive path
#

Do you know salt and sanctuary game?

pearl beacon
#

i dont im afraid

cursive path
#

You can check on youtube the skill tree

whole marlin
#

How do I set the view target with blend in multiplayer with a camera that is in a level?

#

for multiplayer

odd sun
#

Hi sorry in advance for the very NOOB question but I am trying to cast to my Behavior Tree service to get access to a function. Question is, what do I use as an object for the service cast. I tried a Blackboard reference, no joy... so what to use. Thanks

coral sand
#

how could i access or generate the average of the 3 vertices of the current primitive in a material

upbeat otter
#

How can I "save" a variable to another level such as a simple text string in a widget containing a url

earnest tangle
#

If you're opening them as separate levels, easiest way to do it is probably have a variable on your game instance class and save it there, since the game instance persists between levels

upbeat otter
iron heron
#

i am stupid

#

yes my indexes were inverse

runic plinth
#

Anyone has ideas on why Do Once node doing twice?

dawn gazelle
runic plinth
#

Single player

idle monolith
#

Yo

#

A video demonstrating the Flame Thrower.
https://wiki.teamfortress.com/wiki/Flame_Thrower

Damage
Flame damage (close): 13.0 / particle (100%)
Flame damage (far): 6.5 / particle (70%)
Critical: 20-39 / particle
Mini-crit: 9-18 / particle
Afterburn: 4 / tick (60 total)
Afterburn (mini-crit): 5 / tick (80 total)

Function times
Attack interval: 0....

β–Ά Play video
#

I making a TF2 fan game and I need to know how recreate the flamethrower of the original game

whole marlin
#

Trying to do an onclicked for an actor. Static mesh works but skeletal mesh wont, how can I fix this?

signal warren
#

hi
i'm currently having a Player Character who can equip/unequip a sword actor

#

should i use child actor or just use actor?

#

i've read that child actor is more expensive than traditional actor and have limitations (i've have to change my bp graph to fit with the child actor function)

fiery swallow
runic plinth
#

if anyone here, how would I simulate higher velocity for hit events if I won't allow sprint? I was thinking something like get distance traveled in a straight line and get that value to add into the normal player velocity but I think it's redundant. Any ideas?

civic briar
#

How can I make the debug capsule follow the rotation of my characters pawn?

shadow root
civic briar
#

That just rotates the capsule in place

#

@shadow root

atomic salmon
civic briar
#

I did that but im creating an offset from the capsule

#

If i move the capsule itself it moves everything because its the root component

#

i tried to draw it from the camera itself.... but take a look at my problem in #ue4-general

shadow root
#

are you adding a value to the rotation the same way as the location? that could be what's causing it to spin

atomic salmon
#

Yes I see that now. The debug capsule is always in world space, so if you are trying to have it displaced to the right of your character you need to use its right vector to offset it

civic briar
#

All I did was plug in the relative rotation from the capsule to the rotation in the draw debug

#

@atomic salmon I am using the right offset based off the relative location of the capsule component. When i try to get the relative pos from the camera, it doesnt use the camera im specifying

#

weird

atomic salmon
#

If the capsule component is the root, its relative location is in world space

civic briar
#

This works using the capsule component location but it does not work for the relative pos of the camera for some reason

#

image above does everything but rotate around the capsule in the direction of the camera (which is what i am trying to achieve

#

Can someone tell me where the random Camera Actor is coming from ?

atomic salmon
#

Are you possessing your pawn?

civic briar
#

yes

#

everything works fine as well

#

unless i try to reference the camera in BP

#

it gets the wrong camera ? even though it says it is getting the one inherited from the cpp class

young oriole
#

I'm following a tutorial and I notice his SplineMesh is under his arc_spline but is not. and it won't let me drop in there. Does this matter at all?

atomic salmon
#

Is that derived from Character or a custom class?

civic briar
#

Custom class

#

whats weird.... if i (get) the camera relative location and print the position... it shows the correct position

atomic salmon
#

There may be something in code which activates and external camera

civic briar
#

Could the camera be automatically spawned from the character movement component ? I used a Character class when creating this

#

Maybe i didnt answer you correctly to begin with

atomic salmon
#

The standard Character doesn’t have an β€œexternal” camera.

civic briar
#

hmm.... then wtf is happening lol

atomic salmon
#

Unless it’s using a spectator mode

civic briar
atomic salmon
#

But you need to transition the player to spectator specifically for that to activate

civic briar
#

I am using this in the cpp to auto possess

atomic salmon
#

Something strange is going on. That part should be fine.

civic briar
atomic salmon
#

Where does the CameraActor come from?

civic briar
#

noooo idea lolll

#

i have the camera in the .h and then i set it up in the constructor in the cpp

atomic salmon
#

I would create a separate test level, place just your character in it and test it there

#

Or delete the CameraActor from this one if you don’t need it

tawdry raft
#

Sorry to barge in here but anyone know how I can make a actor rotation loop whenever I'm locked onto a target?

civic briar
#

i cant delete the camera actor because its automatically spawned; if we are talking about the same camera

civic briar
#

New level.... No change

#

thats the issue. Idk where the hell its coming from

tawdry raft
atomic salmon
#

Then it is spawned by your character @civic briar

atomic salmon
#

But it is linked to an input

#

If you want to lock onto your target that code needs to be called on tick

civic briar
#

I don't understand. I have a camera component on the character BP in the scene. This is other camera is separate and i have no clue how its getting spawned

atomic salmon
#

@tawdry raft As long as you want to maintain the lock

tawdry raft
#

I want it to maintain the entire time the camera is locked on, but now that I think about it, I will instead go for when the button is held

civic briar
#

So i have confirmed that 2 seperate cams are in the scene at runtime

atomic salmon
civic briar
#

Get this when i try to delete it from the scene at runtime

tawdry raft
#

Alright, gonna give that a try!

civic briar
#

Where does PlayerCameraManager come from

atomic salmon
#

Or a custom game mode

civic briar
#

When you say "custom" do you mean... made from c++ NONE or c++ Character class and i created all the functionality myself

#

Also, i created a BP gamemode derived from the default

tawdry raft
#

I may have messed up

civic briar
#

Okay maybe its coming from here

atomic salmon
#

All I can think of being 4 AM here is that there is something wrong in your custom character which triggers some default code somewhere

#

Maybe you can try with a default character and see if it still does it?

atomic salmon
#

From the input event you just set the Boolean

#

Then from On Tick you check if that Boolean is true with a Branch

#

If it is true you run your rotation code

#

If it is false you do nothing because you are not locked to the target

civic briar
#

Heres where its coming from

#

But why is this code being executed

atomic salmon
#

That’s the standard Camera Actor, but usually it doesn’t spawn by itself. Looks like something is spawning it.

civic briar
#

This is default. I think its referring to the Character class camera

#

But like you said. It shouldnt be auto spawning

atomic salmon
#

I think the camera manager is spawning that camera actor because it doesn’t recognize the camera within your character

civic briar
#

Potential UE5 Bug ?

atomic salmon
#

Or double check your code

#

Sounds too obvious to be a regression

civic briar
#

I have triple checked it

#

unless i am doing it wrong and dont know

#

Header

tawdry raft
#

Did you mean Event Tick?

civic briar
#

cpp

atomic salmon
civic briar
#

thats the only place

atomic salmon
tawdry raft
#

I already have that for the camera targeting attached to a sequencer, but it's fine if I copy it and paste it for the SetActorRotation?

civic briar
#

Actually idk if its my character class calling it. I check in a new level and changed the gamemode back to default and to use the spectator gamemode and the random camera actor still spawned in the scene

atomic salmon
atomic salmon
#

It happens when the camera manager cannot find a player camera

civic briar
atomic salmon
#

Need to catch some sleep now sorry

civic briar
#

Thanks for the help though

tawdry raft
#

Thank you, I'll get this working eventually

civic briar
#

Ill hit you up when i find it lol

atomic salmon
#

Please do!

#

Gn

vocal urchin
#

How does one show splines at runtime? I just need a debug visual.

burnt citrus
#

Hey I need help
I'm making FPS with TP Mesh
Then I have to make FP weapon and TP weapon effects synchronized
but I have no idea... is there good idea?

atomic salmon
#

@vocal urchinyou can issue a show splines from the console at runtime.

#

Or use a Execute Console Command node and do it from code

astral stirrup
#

hello, good morning. im having some issues referencing a texture2d by name. i have a few exr files created by unreal, with some numbers in the name and using import file as texture 2d and giving it a full path (as a string) doesnt seem to work for me in this instance

void needle
#

does someone know why everything reflects light, and how ti fix it?

astral stirrup
#

classic, when i finally ask i figure it out somehow πŸ™‚ seems my export was a bit off, changed min alpha, and set it to ui element. one of these worked for me

void needle
#

okay, i fixed it

amber rock
#

hi people, I trying to set default value for inherited variable in constructor, but i can't figure out how to do that? is it even possible ?
i had config and i want to transfer some varibales from config to blueprint. I created same variable in base blueprint class, and trying to find a way to set default vaules in cgild classes as copy of config values

astral stirrup
#

one last question on the matter, do i have to use the ImportFileAsTexture2D if the file is already an asset or is there a faster way of doing it? even with 10 icons it causes a hickup every time i open the menu

vernal ore
#

Does anything look wrong here? My vehicle wont move at all

astral stirrup
#

do u have ur axis defined in project settings>input?

vernal ore
#

I do

astral stirrup
#

the only other thing that comes to mind is some setting in the vehicle movement component

#

but maybe someone with more knowledge could help more

vernal ore
#

My wheel rotation works, I just wont move 😒

#

Anyone know?

stable fjord
#

how to turn off foliage movement in UE4 for whole project?

lost solstice
#

how would one go about properly using a player controller component... It seems a bit complicated just looking at it

lofty hound
#

Whats the logic for determining crit chance? i have a character with 5% chance to crit, how do i implement via BP?

astral stirrup
#

@lofty hound try RandomIntegerInRange node

#

combined with a branch node to test against your chance

fiery swallow
lost solstice
#

like why is there a camera and such

fiery swallow
#

The camera in the player controller I believe is what allows the actual player to see through camera actors, or pawns that have camera components. It's not really something you need to worry about unless you plan to switch viewing cameras between different pawns

earnest tangle
#

I don't think there's a camera on the player controller?

#

It's just in the pawn

fiery swallow
#

I don't think he meant an actual camera, but there is something like it in there

earnest tangle
#

iirc it has a camera manager or something like that, which is used for the purposes you mentioned yeah

fiery swallow
#

@lost solstice
It's not really that complicated though, it's mostly the same as a regular character blueprint, It just has different blueprints you can use that are specific to the controller... You could actually script everything in controller the same way you can do everything in an actor... It's not really a good idea though

sacred current
#

Guys How Can I get the previous tick of a float variable on tick event and store it?

earnest tangle
#

Depends on what the variable is really

astral stirrup
#

@sacred current have 2 variables, before u set the current one, set the value of the 2nd one to what the first one is

earnest tangle
#

You need to save its value somewhere before you change it

astral stirrup
#

if that makes sense

sacred current
#

basically I have my speed char variable and I want to check when the speed is not increasing so i can trigger a stop animation state

earnest tangle
#

Yeah just stick it into a variable and compare

#

iirc there's a way to get the previous velocity from character movement comp as well

#

if you use that

astral stirrup
#

true u dont need the var for the speed coz the movement comp has one already

#

just save that value probably around the end of your tick event

#

to compare that when it fires again

#

i got a bit of an issue too, do i have to use the ImportFileAsTexture2D if the file is already an asset or is there a faster way of doing it? even with 10 icons it causes a hickup every time i open the menu

#

this is sort of what im doing atm

#

should i just bite the bullet, and keep using the import, just refresh the image whenever actual changes are made (since it runs every time the menu opens atm)

earnest tangle
#

I think the import func is for image files

#

so if you already have the files imported in the editor, you don't need to import them again

astral stirrup
#

how would i access them through this name lookup?

#

i feel like i went through the entire node list and couldnt find anything

earnest tangle
#

iirc if you want them in this fashion you'd need to use the asset registry

#

I'm not sure how much of that is exposed to BP's but at least some of it should be

#

alternatively an easier method might be to just have an array of textures in your widget, and assign your textures into it in the editor

#

it's a bit of manual management but it's the most straightforward way to do it

astral stirrup
#

ah fantastic thank you looking into it now

quiet stag
#

guys i am trying to use ALT MIDDLE MOUSE to move the PIVOT and its not moving the piviot point its moving the ENTIRE thing...in the blueprint

#

I GOT IT πŸ˜›

astral stirrup
#

trying to get it to work with a data table and i cant reference them now for some reason, made a struct for it, holding the setups and the appropriate image (texture2d object ref - same as in the import which worked) the rows in the data table are being found correctly, but the texture doesnt load

south merlin
#

I must of spent 5 or 6 hours trying to debug why AI Move To wasn't working with a flying enemy. Only to discover flying enemies dont' work with nav meshes. LOL

rich crown
#

Hello, This might be a noob question , but the default tab seems to be missing on the right, i want to add a mesh.

lofty hound
#

Any idea why this is working? right numbers are coming out but bool is always set to false?

last abyss
#

because everytime u run an execute node you get a different value from the random float in range

#

so when you print string it gives a random float in range, then when you branch it gives another random float in range.

willow yacht
#

Anyone else having that UMG bug... When you add a user-created widget inside another widget then you update something in the user-created widget it doesn't update unless you remove it and add it back again or restart the engine? (4.26.2)

willow yacht
burnt nest
#

I mean that if you don't get any help here, you might try in #umg since it's UMG related. πŸ™‚

earnest tangle
#

it's called Component Begin Overlap or something like that

#

it'll probably look something like "Event Component Begin Overlap (Name of your static mesh component is here)"

fallen glade
earnest tangle
#

or that :)

fallen glade
#

does anyone know how to fix this error? Do I have to keep the scale to like 0.00001

#

np

earnest tangle
#

Yeah I don't think you can scale to 0 πŸ€”

#

What do you need that for? Are you trying to hide it or something?

fallen glade
#

yeah it's just a mesh that i make appear disappear, an attack of opportunity marker if you're familiar with rpgs

earnest tangle
#

Ah

#

Yeah probably just hide it the regular way

fallen glade
#

done this to keep the animation

runic plinth
#

Hey all, these Do Once nodes are triggering twice. Any suggestions?

fallen glade
#

yes, you might have 2 actors doing the same thing?

#

if you place a break node on them where does the input comes from ? @runic plinth