#blueprint

402296 messages Β· Page 715 of 403

runic plinth
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Comes from the Custom event

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I used the debug but couldn't much useful info

fallen glade
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do you unbind the event after using it?

runic plinth
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It's firing 5 times lol

runic plinth
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I found a post online of someone also complaining about this and was also using a node to rotate an actor SetWorldRotation

proper vale
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Hi, Guys!
Is anybody know how make a widget which has a drag and drop-SpawnActor function and works like a UE4 Place Actors panel?
How does this function work?

peak whale
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Any idea why I might be getting this problem?

earnest tangle
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I'm not sure what that would do?

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Begin Overlap is called when something starts overlapping, what else do you need to know?

orchid garden
earnest tangle
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Ah, if at load time/spawn time yeah. You can just use get overlapping actors on beginplay to check for this condition

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It's a bit annoying it needs to be handled separate but oh well

orchid garden
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well there ya go, get overlapping actors πŸ™‚ though you'd have to cycle through them to find the actore your looking for.

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I just noticed... slackers doesn't really have a channel dedicated to modeling/mesh building....

loud cipher
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anyone know the proper way of getting a ai enemy to attack you with animation?

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I hate the idea of having a capsule collision attached to its hand, it feels so clunky. Whats the proper way? like linetraces?

rugged wigeon
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What's wrong with a collision object socketed onto their hand? That's probably the best way to do it.

real sundial
coral sand
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im trying to get a mesh to always face the camera, AlignMeshToTheCamera didn't work (idk why) so im trying to do my own

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but it's not right

real sundial
loud cipher
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Thanks mate, do you have a tutorial for something like this?

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Especially for the threshold part

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to check the range

coral sand
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@real sundial thing is i'm using a procedural mesh, the vertices could be anywhere, not necesarilly relative to the object that owns them

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so im trying to do it per vertex

real sundial
coral sand
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my idea was get a vector perpendicular to the vertex normal and the camera view vector

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and rotate around it

real sundial
runic plinth
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I placed the same BP actor twice on the level each with a Bind Event node and found it's triggering twice. How would I go about to have that event but only fire once? Do Once doesn't do it.

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Doesn't placing the same BP actors create difference instances?

real sundial
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You'd have to get these actors to talk to each other and tell each other that the event has already been fired once

runic plinth
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Oh because I do a "generic" Call Event on the other script, it calls both BP actors on the level. Would the solution be to make the duplicated BP actor also have a call event that stops the other form firing twice?

real sundial
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Can you send a screenshot of where you're calling the event from and how you're doing it?

runic plinth
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to here which I have two instances on the level

real sundial
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Hopefully someone with a little more experience with bound events will come along and offer you some better insight

runic plinth
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How would I use custom events to cross reference between those two?

real sundial
runic plinth
fading raptor
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Im trying to make it so when I kill the last enemy in a certain area, the game goes into slow motion for a couple seconds

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Any ideas or tutorials I could use?

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I tried searching for it but im not getting exactly what I want

south merlin
fading raptor
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The spawner is the thing im having trouble with

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Would I use the gamemode blueprint to count the enemies? Or would I use the world bp?

real sundial
latent basin
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Hey guys, is there a way for me to spawn an actor so that he has authority, and so that whenever i trigger an event on it, even if the triggerer was the client, it would still have authority to trigger any events on the server?

devout saddle
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Hey, does anyone know how to call a chaos fracture from in blueprint? I've made a mesh and formed a geometry collection, but I want it to only fracture when my character steps on it (I've already implemented a checking system), and I don't know how to activate it. Thanks!

devout saddle
glossy glade
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Why won't these events trigger?

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  1. I click a unit
  2. The unit's HUD shows up with several AbilityButtons
  3. I hover over the buttons and nothing happens
  4. I attempt to click a button and nothing happens
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Every layer of the widget is set to 'visibility=visible' and 'is enabled=true'

last abyss
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is there another ui above the unit's ui perhaps, that is blocking it?

glossy glade
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There is another UI, but not in the same screen space

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At least not visibly

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But that is totally the issue. I disabled the other hud and it solved the problem

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I'm guessing it's the canvas layer

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That was blocking

last abyss
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haven't done too much with ui, but did run into a similar issue before

glossy glade
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I'll experiment and see if there's a way to have them peacefully coexist

jolly delta
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why isn't my ai moveto working? It neither prints 'fail' nor 'success' and doesn't move.

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I also setup navmeshboundsvolumes still it isn't working

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What could be the reason

south merlin
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your destination is the pawn

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so he's moving to himself

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oh are you moving it to the player?

jolly delta
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oh this is not that player itself

south merlin
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Yeah I didn't loo up at the tab

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does your pawn have the CharacterMovement component?

south merlin
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make sure the player location is valid for the AI to move to

jolly delta
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i guess it is valid

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it printed fail

south merlin
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have you tried priting your player location to see what it thinks it's trying to move to?

jolly delta
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its printing the same value

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oh wait it suddenly started moving

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when I put the ai move to in the tick

south merlin
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you def dont' want the AI move on the tick

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I've not tried to make an AI move on begin play. Usually i do some setup.

maiden wadi
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Behavior trees make everything better.

south merlin
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I just rebuilt my system in a behavior tree

bleak rose
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I have a problem that my landscape warps very noticeably as I move towards it. I seem to recall that previously this was fixed by adjusting the LOD distance factor which was under the landscape LOD setting. However it's not there now. I tried to search the details panel for something similar but didn't find it so does anyone have a clue of it's current whereabouts?

pastel sinew
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My game instance stops working (I put an enum in there) when I package my project

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looked for some solutions online, the only one being that it might be named wrong in the default.ini file, but it was fine for me

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to clarify, everything works as intended when i play through the editor

pastel sinew
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I solved it

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loading issue, had to add .5 delay

fast lintel
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hi everyone need help

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im having trouble
i'v set up a simple rootmotion
but when i walk i only walk forward
but when i press D or A or S to walk backwards or to the sides
it dont move, but it do plays the animations
of walking back and sides
it only moves forward
help?

atomic heath
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I have a lightweight level with a very heavy Sequence that plays on BeginPlay. It seems to take forever to load (30-50 seconds). Is there a good way to pre-cache the level while waiting in the previous level (a multiplayer lobby) to cut down on load times?

pale orbit
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How do games handle different game modes on the same level?

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For example map Arena01 can be played in TeamDeathMatch or in Domination but how do you tell tem what game mode to use on the map?

fervent girder
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does anyone know why this returns both true and false

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how can it be both though?

vivid forum
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can someone help me with this levitate mechanic? if I hold down the space button I'm levitating, but I want it that if I press space again I get another impulse as well

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and how do I connnect with the does not equal statement?

formal cedar
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hey guys how do I connect this varriable to the look at node?

formal cedar
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im trying to replicate this:

dark crow
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Expose it as a pin

vivid forum
dark crow
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You were probably adding Impulse on tick?

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So you want it constantly applied?

dark crow
formal cedar
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thank you! ❀️

vivid forum
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the way I want to work this if I hold down the space I get an impulse, but if I hit the spacebar while levitating I get another impulse aswell

dark crow
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But do you want the impulse constantly applied every tick as long as you hold spacebar?

vivid forum
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yes

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can I dm you? if no problem

dark crow
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We can keep it here so others see if they need too

vivid forum
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you familiar with the game Spellbreak?

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basicallly I want to mimic the same mechanic

dark crow
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Axis is fine in that case, you can simplify it and have a mult for the Axis value so controllers can regulate impulse intensity if needed

vivid forum
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which has the levitate

dark crow
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Impulse Mult would be to dictate the strength of the Pulse

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Axis value will always Return 1 on a Keyboard if pressed

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So if you want it 1000, ImpulseMult would be 1000

vivid forum
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so Impulse Mult is a float right?

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i mean variable

dark crow
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Yes

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So if you have different characters you can use that to dictate how fast they levitate or up stuff like that

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You may wanna multiply it by Delta Time too to avoid that different FPS = different results

vivid forum
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now the only thing left is, that if I press space again while I'm already levitating, it gives another boost relative to my speed as it

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because if I press space again, it just stays and hovers but I want a little upmovement

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this is what I'm struggling with πŸ˜…

hard yacht
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How do I make the scale change slowly?
I assumed this would do it but it instantly becomes super small.

dark crow
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Timeline

mellow coral
daring vapor
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I'm looking for a way to tell how far an object has turned, like a gear. Is this possible within blueprints? Or rather what would the setup be and how would I do the math.

From what I've figured out, I need to know its initial rotation, and then compare that to its rotation over time. Yes?

rose shore
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Surely you don't need to do anything over time, just store initial and compare to current whenever you want to check. If you want the difference then just subtract initial from current right?

gritty elm
gritty elm
gritty elm
daring vapor
daring vapor
polar mulch
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I’m not sure where to put this, but I have an idea for a game that I might be making for a project for school, a VR social game (think PlayStation Home, Tower Unite, VR Chat) and I want there to be a player apartment that all players have. Does anyone have any idea how you might create an instances apartment system where everyone can have an apartment without there needing to be enough physical apartments in the world for all players. I’m thinking it has to be a system similar to how the apartments work in GTA Online.

civic briar
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Can I execute another node once a VInterpTo finishing reaching the target ? Or do I need to just get the target position from the object and then execute from there ?

formal cedar
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Hey guys, I was wondering why my actor variable has an extra pin? in this tutorial from 2014, this guy's node does not have the extra pin

dark crow
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Cause stuff changes

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It's just a more comfy way to use a variable directly after setting it if needed

formal cedar
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can I continue without adding anything to that extra pin?

dark crow
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Yes, it's a return aka output, not input

formal cedar
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awesome, thank you for the help!

heady burrow
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when working with an actor that has a spline component, the constructor triggers whenever its placed on the map, or modified after, in the editor. But if I do it programatically, it doesn't. Any ideas why?

formal cedar
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I can't find which character is the right one to use, this is the only node that will give me a Get socket location, but its not the right node and I cant find the "target is character" socket no matter which cast node I use, if that makes sense

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I was able to compile with no errors(after connecting the pins), but I'm not sure if the nodes i'm using will result in the same way

dark crow
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Mesh

raw orbit
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im having a bit of an odd issue, i want to change an int from 0 to 1 with a click of a button but its giving me odd results

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i get this after pressing the button

peak nexus
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do released instead of pressed see how that works

raw orbit
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same result

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how can it be 1 out of 5 how does that even make sense o-o

formal cedar
dark crow
raw orbit
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ill try see if i am just in case

dark crow
civic briar
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Actually better yet. Let's see your print string node

raw orbit
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im just letting it print without touching anything after tapping 0

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its not really being set anyplace else so a bit bizarre

formal cedar
rustic vapor
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So I am trying to use a custom event from a blueprint in a another blueprint, is it possible to use that event in that blueprint?

raw orbit
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yes, you need to cast properly

civic briar
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I know what it is

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Actually hold up 🀣

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Okay so maybe try this:

Create a new game instance BP and cast from your current BP class and then set the value.

For the object in cast, use your game instance.

Might wonder why do this in a totally separate class. It's boils down to the concept of object oriented programming.

If you want to store a variable that has no reference to an object, you need to use a new game instance @raw orbit

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Edit : Cast From your current BP *

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Create the variable in the game instance

dark crow
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It can always be that he has placed more than one instance in the world and only changes the value of the one he's currently controlling

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So it prints the 0 of other instances

raw orbit
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but the game can only handle one game instnace bp at a time right

civic briar
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What game instance is used by default ?

young basin
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Is there a way to mark the area where the shadow of an actor falls on?

civic briar
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Just create a new one and use it @raw orbit

fast lintel
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hello i have problems setting up rootmotion

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may i get an answer?

raw orbit
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alright, ill try that @civic briar thank you.

fast lintel
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im using root motio

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when i walk left it plays the strafge animation but wont move

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help pls

civic briar
raw orbit
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i figured it out

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@civic briar somehow the integer started getting pinged ponged by my animation blueprint through which i am trying to manipulate animations

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i disconnected this and simply got a reference to my AB in my character so i am changing the AB's integer directly

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and then it works fine

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idk vurry interesting, this works

formal cedar
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why cant I find this node in my anim BP

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i only have the GUID is valid node

civic briar
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Okay yeah, wouldn't want to store this in a new game instance because you are using it specifically for the camera object. Sorry about that. Good stuff ! @raw orbit

formal cedar
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weird, I found the node I was looking for

pine trellis
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can someone help! I have been editing my character for 4 hours and I cant save and Im scared its going t o scrash I keep getting this message and cant save

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I dont want to lose 4 hours worth of work

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I tried to delete the macro but still says the same thing

civic briar
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Maybe take some screen shots of youe work just in case and then Clean your project ( removing old .obj files) in VS

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@pine trellis

unkempt moth
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Hey everyone, I have an issue, hoping for a quick and speedy answer.

  1. I'm using Create Player Node to make a 2 player split screen
  2. I'm using Open Level Node to re-do the level after a game over (in this instance, when either player dies, but in future levels they'd be able to revive each other)
  3. How do I keep the Create Player Node from launching after a game over? When this happens it makes a 3rd then 4th screen. I only want co-op.
  4. I feel like the answer is out there, but I can't find it in Google. I tried Do Once, but technically, since it is re-opening the level, it is Doing Once everytime it Opens.
    Thanks in advance everyone!
civic briar
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Store some variables in a new game instance and cast to it to retrieve them in your bp that handles new levels

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@unkempt moth

unkempt moth
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How do I do that? Sorry still learning. This is my 2nd game πŸ˜„

civic briar
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If you could truly Do Once like you mentioned above, would it fix your issue ? I haven't seen your nodes so I'm trying to get alittle more info. @unkempt moth

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My thought process is:

Upon opening a new level, keep track of this in variable(s)

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If you think that sounds like a potential solution for your game, I'll walk you through it

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If you respond, please tag me @unkempt moth so I can get notified. I wont be constantly checking the BP feed. Currently away from my PC and out of town

unkempt moth
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Okay I'll give it a try. Do Once does not work. I'm just not completely sure how to do the handler. I did the open level logic in each character's bp when they die. @civic briar

civic briar
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If you need to store a variable across levels:

Create a new Game instance BP, create a variable in the instance.

To call: use Cast to yourgameinst and the object will be Get game instance. The "as yourgameinst" will be for getting the variable.

@unkempt moth

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Make sure you also change the game inst in project settings maps and modes

rustic vapor
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How do I access a custom event from a different blueprint?

civic briar
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Casting @rustic vapor

rustic vapor
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Thats using dispatchers right?

civic briar
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Yeah sorry I read that wrong. Basically in your new BP create a new variable and search for the custom event type. Make sure instance edible is checked and also expose on spawn is checked. Drag it on the graph to GET and then drag off that and search for the custom function @rustic vapor

rustic vapor
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Alright Thanks

civic briar
unkempt moth
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@civic briar I'll probably have to look at how to create a new Game Instance BP before I can continue

civic briar
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In the editor, just create new BP of type Game Instance @unkempt moth

unkempt moth
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@civic briar Okay so I made the game instance bp. What variable am I supposed to make?

civic briar
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I don't understand your project entirely but I'm assuming you need a boolean.

Use a branch to determine whether or not you need to create a player node

unkempt moth
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Okay

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It is just a 2 player split screen co-op. I'm trying to restart the level if one of the players dies. @civic briar

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Level BP

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Part of one of the character BPs. They are almost identical. Here when they die there is a delay then it Opens a Level. I promoted to a Level variable and made it editable in the editor so I could change the name depending on which level they are in

civic briar
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So it's loading in extra players when this happens ? That's your issue correct ?

unkempt moth
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Yup

civic briar
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Right click and search for get game mode @unkempt moth

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There's an override function I think it's called Reset level. This may work instead of loading it. @unkempt moth

unkempt moth
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Okay just tried that, but it made my characters disappear @civic briar

civic briar
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Probably because they were spawned

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I think it deletes spawned characters. Try placing one of your characters in the level before runtime

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It doesn't delete other actors. It's kinda weird how it works with characters

unkempt moth
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Yeah they weren't spawned. I put them in the game. I'm still trying to figure out why putting two players in the viewport, I still have to use the create player node

civic briar
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So you are still calling create player even though they are placed manually ?

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Best I can say for now is: mess around with a custom Game instance and Mess with the reset level nodes. I wish I was at home with my PC... Lol...

Gonna get some sleep. Gotta be up in 3 hours :(

Let me know if you figured it out ! @unkempt moth

unkempt moth
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Okay thanks

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I think I figured it out @civic briar! I used a node called Remove Player right before Opening the level. I remove player 2 whenever either player dies, then when the level is opened, it will re-load player 2. Kinda hacky but I think it will work

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Also, anyone with experience in 2player split screen know why I can't control player 2 when in full screen mode?

smoky belfry
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Hello everyone. Does anyone know of a tutorial of making a grid that adjusts along with the landscape automatically?

carmine mesa
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quick question about delegate
i have a
UPROPERTY(BlueprintAssignable)
FPlayerDieDelegate OnPlayerDie;
delegate in c++
how can i subscribe to that delegate from blueprint?
or add to invocation (listener) list

atomic salmon
trim matrix
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I wonder how I would do this. So basically that swerving line "gunsnake" is showing the path of bullets if they were fired in the past. I've been wondering how I'd get the position of the projectile from 1 second ago, 2 seconds ago, etc. So any ideas are appreciated

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I was thinking of just getting the world location of the projectile as if it were fired a certain time ago

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But I'm not quire sure how I'd do that

eternal reef
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Id say it depends on how the bullets travel, if they always have the same path (same drop, same velocity, etc) you could use just a function which can calculate its position at any given point given the start and end position
Or you could just save the location of the bullet after 1 sec, 2 sec and so on

trim matrix
light token
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Hello. I'm new to UE4 and have a question about blueprints. Right now I'm determining if I can cast an object to the wanted object by creating an empty parent class and checking if the object is a child of. This feels really sloppy and I don't know if I should do it this way. Maybe somebody can give me some feedback on this code.

trim matrix
eternal reef
light token
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Alright I'm going to dive into that! Thanks a lot

trim matrix
light token
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Yeah! I have two lightsabers, a double one and a single one. they both implement ToggleSaber. This sounds what I want. So I can call the togglesaber only once instead of casting to the two sabers.

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Thanks a lot. I'm going to find some tutorials about blueprint interfaces!

hoary orchid
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is there a way to to make BlueprintUtilityWidget to be of custom size whenever you open it?

civic briar
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Isn't the size determined from the designer window ? And you referring to the window size of the widget or the contents ?

trim matrix
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Hi there, so i'm trying to setup a shooting system for my Ai, so i created this Fire Bullet function, that i'm calling in the blueprint of my Enemy, the function as you see should spawn a projectile simple class actor after the "linetracebychannell" is called

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but for now look like it isn't working

trim matrix
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ok i got the projectile to spawn finally and also physic but need to orientate the projectile direction

coral herald
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I don't know if that the right channel here, but did someone know why the Basecolor still black? try to follow a tutorial and got stuck at the first minute..... please help
Tried to make for Landscape painting a blend materiel

small swift
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Hello everyone, I'm trying to get the previous Spline_BP my player character creates to stop producing spline points (ending the spline) and open a new Spline_BP from a new location whenever a variable is hit. I'm not sure on how to reference the previous Spline_BP so I can tell it to stop making spline points. I've included a screenshot of broken BP but I hope it gives you an idea of what I'm trying to achieve.

fiery swallow
dusk flame
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What can I do to convert from pixel units, to world units?

trim matrix
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i have setup the projectilemovement component into my rifle setup

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and now the projectile spawn but it follow a wrong direction

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ideally i think i need to orient the projectile direction moving on the Y Axis

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do you know any node that can do this?

fast blaze
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hi all, maybe you can hint me where to dig in, I have a character and how can I implement physics correct way to add weight and correct vector movement simulation while it is jumping from the ramps? I need to implement physics for the capsule component in the character blueprint? so I need simulation like ball is moving and jumping from the ramp, so I need to use velocity of the character and ramp angle normal and do it physically correct, how can I do it?

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tried to add sphere and inherit from it to the capsule (physics) and add force to the sphere from the character movement controls. but it is looking like a character is inside ball, it is working, but not realistic

civic briar
vernal ore
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How can i stop the players movement with this? when this becomes active, if im still holding movement keys, the player will continue walking forward, even though i cannot use input anymore

light token
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Simple interface method call

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Handling of the event.

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Anybody got an idea why this event isn't firing?

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I implemented the interface

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with the Fire function

gentle urchin
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Ivalid reference?

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Invalid*

light token
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Let me check that

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No it's not invalid

gentle urchin
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Not much else comes to mind

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How did you check its validity?

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Like.. its called on beginplay, so could it be called before the reference is updated then?

fiery swallow
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I think you should try removing it from beginplay

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^^

light token
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Alright

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Let m check that

civic briar
light token
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Yes it was within scope

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Moving the function to the every tick

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Moving it to the every tick also doesn't work :/

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Ill try restart the editor

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nope

civic briar
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The Blaster Large BP ? Try casting it instead

light token
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Alright

civic briar
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Cast from begin play

light token
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This also isn't working. Maybe I'm doing it wrong.

gentle urchin
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Is the fire event called in this case ?

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Add a print on the output

light token
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Yeah I added prints

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The event is not called on the interface

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Fire in this case

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Ah now its cast failed

gentle urchin
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There we go

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Invalid

light token
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What is that?

gentle urchin
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The object reference is probably just empty

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Null

civic briar
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Where is Fire Blaster being called now ?

light token
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Out of the battledroid holding the blaster

civic briar
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Where are you casting from ?

light token
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From the blaster

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BlasterLargeBlueprint

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Which I have as a component

civic briar
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You are returning object as self.

When casting, you need to do this in a separate BP.

Also, if the reference is null it won't work. Is it prelavent in the scene at run time ?

light token
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It's just this code, the blueprint is a child of a static mesh component.

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how can it be null of i drag it into the blueprint from the component view

civic briar
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Blaster Large BP is a component on a static mesh ?

light token
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yes

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the static mesh is a static mesh of the droid

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omg

civic briar
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Try getting another object reference in your cast.

light token
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I deleted the thing

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and readded

civic briar
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Like the components actor

light token
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and now it says something

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oh no

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its the cast failed message

civic briar
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Okay, maybe just use an event dispatcher instead

light token
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Ill look that up

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thanks for the help

civic briar
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I helped someone with it

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Here

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Easy peasy

light token
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Thanks a lot. Going to try to interpret that.

civic briar
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If you need help just message ✌️

light token
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Thanks a lot!

civic briar
civic briar
lyric glade
#

how to make ai stand in a waiting line to use a service?
Hello i am working on an rts style game right now
and i am having trouble with telling my ai to stand in line,
i have some arrows set in the service actor that tells them where exactly to stand but i cannot figure out how to have them actually work
my problem is that when they spawn the data does not update in real time so they will stand in line 1 instead of 2, and i tried having it update real time with an event tick and a delay but that just makes the ai repeat and they walk slowly and bugged out, as well as once 1 of the ais gets to service all the others will just exit for some reason?
can someone help me figure this out, this system should be procedural in a way so i can have other services that are a tiny bit different aka just instances of the original service, i shall be waiting for your reply kind folks! if possible i would like to keep things simple by using blueprints instead of the ai branch tree, but if i really must use the branch tree i am ok with that

civic briar
gentle coyote
#

Hi, i'm trying to load an asset in blueprint but get "The AssetData '/Game/Audio/MyAsset.uasset' could not be found in the Content Browser". I

#

.. any ideas what the correct naming should be?? thanks

civic briar
nocturne lagoon
#

Is it possible to remove everything that construction script spawned after pressing "play"?

earnest tangle
#

Should be yes

tawny river
#

I'm having a math brainfart - how to calcuate the correct camera distance to frame all desired actors within a camera view?

#

I'm currently pointing the camera at the average location, but determining the actual distance to slide the camera back and forth is a bit trickier

earnest tangle
#

I think if you know the FOV you might be able to calculate how far you need to be to fit them within it

tawny river
#

yeah, that sounds right

earnest tangle
#

you would probably want to calculate a bounding box for the set of actors, and then use the size of that box to determine how far you need to be

tawny river
#

in theory I need to pick the actor farthest from my mid point

#

then use trig to adjust my camera position to ensure that is within the view frustrum

#

but FoV complicates this, because aspect ratio is a thing

#

vertical & horizontal FoV not being the same, of course

earnest tangle
#

yeah basically you'd use the width of the bounding box to compare vs horizontal fov, and height of box vs vertical fov

spark bridge
#

Hello folks, a smol question if I may. There was an option recently added that we could edit Blueprints runtime while playtesting. I cant find it though. 😦

earnest tangle
#

I have something similar where I'm scaling an actor down so it fits within the camera's viewport, but it's a bit different to this in how it needs calculating I think

tawny river
#

that could work, if I can work out how to generate a bounding box aligned with the camera πŸ˜„

tawny river
spark bridge
#

I think it came with 4.25, you can edit and compile while game is running

#

You just had to add the BP to a certain list in Project Settings or so.

earnest tangle
#

πŸ€”

#

never heard of this either

#

you can edit BP properties at runtime if you select it but not sure about editing the actual BP logic

spark bridge
#

you actually can! I swear it was somewhere but I disabled it T_T

#

the compile button becomes available etc

#

you need to add the BP to a certain list

#

it was an experimental thing

earnest tangle
#

hmm

#

the only thing I can think of is the livecoding things but they're for C++ πŸ€” But I suppose it's possible this might exist somewhere

spark bridge
#

"New: There is a new experimental feature that you can select that enables modifying Blueprints during Play in Editor by adding a parent class in the BaseClassesToAllowRecompilingDuringPlayInEditor list (empty by default). Whether or not this will work in your particular use case depends on the circumstances:

Things that are spawned on demand with no active instances, such as gameplay cues, are the most likely to work, and leaf things that usually aren't referenced by other gameplay code directly, such as props, should generally be fine as well.

Core gameplay code is sketchier. For example, iterating on a player controller Blueprint may not work.

UMG widgets with existing instances do not work. (If there is a way to recreate your UI during PIE, then it should work after the widgets are recreated.)

This feature is experimental and may increase the chance of crashes during Play In Editor when recompiling Blueprints, so save first and use with caution."

#

4.24 release notes!

earnest tangle
#

interesting

#

somehow I feel like it's going to break things a lot lol

spark bridge
#

It is wonky if the Blueprint is doing something runtime

#

but I don't mind that!

#

I just can't find it T_T

#

Ah found it. ❀️

tawny river
#

@earnest tangle - no my brain is still breaking on this

#

it isn't good enough to work out which one is farthest away

#

the actor that is not in view that we need to adjust for, for example, could be underneath the camera, and therefore the closest

#

might be going about it wrong, might need to do the math in camera space

tawdry raft
#

@atomic salmon Would what you helped me with also be able to work if I added a strafing system?

void needle
#

i have this error ( always crashes when i laucnh 1 level)
Assertion failed: InDeltaTime >= 0.f [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/AlphaBlend.cpp] [Line: 90]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
does anyone know what can i do with this?

glacial eagle
#

@void needle please don't crosspost

#

Get the engine debug symbols, put a breakpoint on that line and figure out where it's being called from

twilit heath
#

although DeltaTime being less then 0 might give you some clue that you called Tick manually πŸ˜„

onyx token
#

like how do i get back to my normal state machine? rooThink1

#

if i play an animation in normal blueprint

last abyss
onyx token
#

dang montages clogging up my file structures rooMad

last abyss
#

well, I'm not sure but I think play animation changes the animation mode of the SM, that's what usually happens when you get stuck in animation like that..

#

seems like I was right πŸ˜…

willow breach
#

what do i put in the object?

last abyss
#

I would assume its a number, 0-9

last abyss
cerulean carbon
#

Can I use visual scripting with UE5?

willow breach
last abyss
#

an object reference that points to a valid "portal1"

willow breach
#

yes cuz i understand that

#

sry if im annoying, im new to ue4

last abyss
fiery swallow
willow breach
willow breach
fiery swallow
#

we are literally telling you

#

Casting is like the hardest thing to explain to beginners lol

last abyss
#

been there πŸ˜…, as in I was that beginner and made some people go through hell

last abyss
# willow breach

I'm guessing you only have 1 portal in the world of portal1 and 1 of portal2, so use get actor of class not get all actors of class.
also, with get actor of class you get a reference that you can call your events or set ur variables or do whatever with.

willow breach
#

this worked thx

frigid ether
#

Does anyone know a way of snapshotting an actor and all it's variables and then restoring it, without deleting the actor and without having to re-set all it's variables?

last abyss
#

if you're not deleting the actor you're not deleting the variables so what's the issue there?

frigid ether
#

I need to temporarily disable my weather and sun actor, and spawning them is pretty expensive

#

so the idea was to snapshot all the settings, change them and then restore them, but there's a ton of variables

willow breach
last abyss
#

if you're using tick, would set tick enabled do the trick?

willow breach
#

what is tick

willow breach
last abyss
#

https://www.youtube.com/watch?v=ylwlw8KCNIs i think this video will be good for you

In this quick tutorial, IΒ΄m going to show you how you can create actor references inside of unreal. I quickly explain four different approaches. ItΒ΄s based on a question of our community member RogueScholar.

The methods I use here are:
-Get actor of class
-Get all actor of class
-Set variable (single)
-Set variable (array)

If you need any hel...

β–Ά Play video
tepid pollen
#

Hello,

Why would my animation blueprint not animate the player on AI Move To ?

#

On the default anim blueprint it works

#

And it's exactly the same copied and pasted node

#

I also noticed that the one I'm trying to make work does not blink, and the second one/default one does

coral sand
#

i tried adding a big negative value to a material's pixel depth offset

#

so that it rendered behind other objects

#

but it didn't work?

maiden wadi
#

@tepid pollen Check the state machine hookups that are running that node.

tepid pollen
maiden wadi
#

Show your Update event in the graph?

#

That is setting Speed I mean.

#

In your Event Graph.

tepid pollen
#

I think it is set but I'm not sure

maiden wadi
#

Do you have a cast failing before that?

tepid pollen
#

Yes it fails

tepid pollen
maiden wadi
#

Glad you got it working.

vestal plank
#

hello! i am trying to make a mini game/project for class and tbh i dont even know where to start, the game was supposed to be top down first person view, the player is just one of the hand and they would have to grab the sponge to clean (per say a counter). i figure out how to change material over time (aka dirt) by pressing '1' but i couldnt find a way to only make it do that after the sponge is being picked up and/or colliding with the 'counter'

last jetty
vestal plank
#

i started it weirdly, i actually still looking on how to make the character player itself right now, it still using default top down type which the game shouldnt even be having the character model yet

last jetty
#

You could still set it up to work with the default top down character to make sure it works correctly before you add your custom model

dense atlas
#

Any quick ideas on how I can trigger basic slate functionality (pressing a button) with a worldspace widget component? Currently I have it reading and scaling the mouse position to move the cursor around on the monitor (not working perfectly yet), but beyond that I'm struggling to get functionality working.

#

Another thought I had was to render a screenspace canvas to a texture, although I'm not sure how I can hide the canvas while keeping the desired effect.

glad python
#

oh hey

#

i might need help

#

but ill google again first πŸ˜‰

crimson hornet
#

Hello I got an question does someone know how to change the overall quality like the screenshot if you are gonna make an settings menu

atomic salmon
trim matrix
#

How would I go about creating a blueprint that opens a door to 50 degrees and closes at 0

#

this is what I have right now but for some reason everytime I click on the door it rotates around the vehicle instead of going from 50 to 0 from the flip flop

#

its like like it keeps adding 50 degrees everytime I click onthe blueprint

#

I want to see the turnable animation in motion but for it to limit itself to 50 degrees and if clicked again, for it to go back to 0

fiery swallow
trim matrix
#

i deleted a bunch and made it like this

#

because the user is supposed to open and close the door

#

this should work fine

#

but look what it does

#

it opens immediately

zealous moth
#

@fiery swallow he should do 0 to 1 and multiply by the value.

trim matrix
#

it didnt even show i just realized

#

whatever the animation is instant

#

this is the timeline

#

so it shouldnt be that fast

#

or maybe im confused

#

hold on

zealous moth
#

Restrict the time on it to your max

#

Otherwise it drags on

#

Here it goes from 0 to 1 but then stays there

trim matrix
#

ok

#

so like this?

zealous moth
#

No

#

You see how on the left it is black

trim matrix
#

yea

zealous moth
#

And on the right it is gray

#

Make the gray shorter

trim matrix
#

ohhh

#

okay hold on

zealous moth
#

It is on the top left setting

trim matrix
#

ok got it

#

thanks! πŸ™‚

fading wren
#

hello

#

is it correct way to do a collision for room

#

i mean, if i undestand correctly, most correct way to do a collision is a lot of separated meshes

#

am i undestood correctly ?

civic briar
# fading wren is it correct way to do a collision for room

3d modeling isn't my thing but I don't see an issue with it. Although if you merge them all together maybe that will decrease the Verts (not by much) probably not enough to see performance enhancement.

Although... If you want to use any of the walls as a destructible mesh in unreal, they will indeed need to be separate

#

There's a hot key or something to join the meshes and create one single object from multiple. Idk if it would be beneficial or not.

dark crow
#

Ctrl+J iirc

If they didn't change, lol

fading wren
#

i mean, when i trying to use a mesh

#

like this

#

UE4 just build it is own collision

#

i find out that it because UE4 doest like concave meshes

#

but i am not sure, if i understan correctly

civic briar
#

Yeah but I believe those collision generations are done at import and can be checked.

might want to adjust your verts. Again, I'm not sure but could the Verts connecting to that first door cause problems with the UV maps ? Again, don't know really anything about UV mapping, etc

civic briar
#

And some of the corner Verts can be merged

#

No no

#

Maybe I'm answering the wrong question

fading wren
#

i am showing collision mesh 2 option

#

not room mesh

#

2-d oprtion of collision mesh

#

which cause a problems

#

1-st option that i send - doesnt cause a problem

civic briar
#

So option 1 works ? And option 2 doesn't work properly in UE ?

fading wren
#

yes

#

and it looks like, 2-d option - is concave mesh

civic briar
#

When you import to UE. Are you checking "Generate collision" ?

fading wren
#

yes

#

also One UCX per hull

#

too

civic briar
#

I know i am not really qualified to be helping you with this because its not my thing but I like trying to help others with problems. It helps me learn myself.

Can you not import custom collision created from Blender and skip the collision generation in UE ?

fading wren
#

if you asking me again, if i check Generate Collision also One UCX per hull

#

then yes

#

i swithced off this function

#

but in 1-st case, UE4 build own colllision anywa

#

y

#

no matter if i change something in import preset or not

#

i find out, it because in 1-st case UE4 count it like concave mesh and build it is own because of this

civic briar
#

hmmm. Sorry im just not knowledgeable in this area. I hope you find your answer !

fading wren
#

i am already found, i just want confirmation, that i correct understand everything

last jetty
#

Anyone know how I can force my game to remain windowed and prevent players from putting it in fullscreen?

tight hinge
#

is float + float a thing in unreal engine 5? i cant find it

tight hinge
# civic briar

whats name of that node. whenever i type float + float it doesnt show it

civic briar
#

just type +

tight hinge
civic briar
#

Not sure.

tight hinge
civic briar
#

I figured its just like in cpp; use 2 floats (the operands) and the + operator

#

I get what you are saying though. I am unsure

upper stump
#

hi, im new to unreal and i have a question. is there a way to use random level as main menu. something similar to what overwatch has for their main menu.

earnest tangle
#

Sure

#

Easiest way to do it would probably be to create a list of your levels that you want to use as backgrounds, then stream one in at random when you're in the menu level

unkempt moth
#

Also, anyone with experience in 2player split screen know why I can't control player 2 when using game pads in full screen mode? Tag me please

pine trellis
#

is it possible to get smooth rotation control without using "use controller rotation yaw"???

#

Im using this code but its laggy what can be done to make it smooth ?

tawdry raft
dark crow
#

You way wanna Gate it with Event Tick

#

So Open the Gate when you Press, Close when Released

tawdry raft
#

I want to have it be a hold shift to make the character continue facing the target

dark crow
#

Yes, as long as you hold, the Gate will be Open aka facing

tawdry raft
#

Okay, do I keep the branch and connect true pin to open pin then exit pin to SetActorRotation?

dark crow
#

Something like this

tawdry raft
#

Whenever I try adding event tick, my view gets redirected to one I already placed down

dark crow
#

You can't have 2 event ticks

So either you use a Sequence, or create a Custom Event for it

tawdry raft
#

Ah, got it, thanks!

#

Although an error popped up

dark crow
#

What error?

tawdry raft
#

Blueprint Runtime Error: "Accessed None trying to read property TargetLockActor". Blueprint: BP_Player Function: Execute Ubergraph BP Player Graph: Targeting Node: SetActorRotation

#

I probably need to add a Is Valid?

dark crow
#

Means TargetLockActor isn't Set

tawdry raft
#

I had a similar problem earlier and adding a ? Is Valid seems to fix it

dark crow
#

You may wanna have the branch in front anyways

#

This one

#

So it doesn't run if you don't have anything locked

#

Cause if not the Gate opens if you don't have anything locked so no valid reference

tawdry raft
#

That branch above is for the camera to lock onto a target

#

And I have these two components

#

But I'm not quite understanding what you mean by have the branch in front

#

Oh, I fixed it

dark crow
#

πŸ‘Œ

tawdry raft
#

I did this instead

#

By adding ? Is Valid and input to Target Lock Actor

dark crow
#

You could make it a Validate Get too

tawdry raft
#

I'm brand new to UE4 Blueprints, literally started last week

dark crow
#

Right click the Dot on Target Lock Actor

tawdry raft
#

Validate Get would essentially do the same thing?

dark crow
#

Convert to Validate Get

tawdry raft
#

Ah

dark crow
#

Yeh, basically the same but you don't get through the Macro iirc

#

Directly from the variable

tawdry raft
#

Oh

#

Oh

#

Ohhhh

#

That's pretty cool

dark crow
#

Yup

tawdry raft
#

I've been trying to get my actor to rotate to target for a good week

#

Camera lock system from a tutorial video

#

With the actor now facing the target whenever holding the input, would this also be able to work with wanting to put a strafing movement system?

dark crow
#

If you want it to strafe around the target, you have all the tools now, just gotta math some i imagine :p

tawdry raft
#

I'm sort of trying to replicate how DMC5's lock on system works

#

Summit pls no math

dark crow
#

In theory your forward vector will always be towads the target, so if you move to your right i imagine it will move around the target as the angle changes

#

Don't quote me on it tho

tawdry raft
#

It does

#

When I move right, it continues to always face at the target

#

But instead of a circle, it's sort of a spiral?

#

The actor doesn't walk around in a circle, but rather gets further but still in a circular motion around the target

dark crow
#

Magic of calculations πŸ‘€
Up to you to expand and shape the system on your preferences

tawdry raft
#

I know that, it's just I'm not entirely sure what to write or how to start

#

I feel a bit lost with UE4

#

I know what I want to do, but some of these tutorials aren't very helpful with how to make something work alongside with what I'm running with

dark crow
#

In the end it's all problem solving like that, with time you'll get the hand of it, may take years tho and even then you'll find yourself lost with some things, but it's all part of it
In case you can always ask in the discord here for help, there are peeps who are more than happy to give a hand ❀️

tawdry raft
#

This Discord has been more helpful than any tutorial I've been able to find

tired cypress
#

@tawdry raft I can help if you have specific questions on actor rotation to face targets. I use this extensively in my 3D ship combat game.

#

There's a lot of methods to actually do this and the key is probably choosing one that works well for your scenario

runic plinth
#

Just realized that the issue should come from before timeline logic. Is this alright?

tired cypress
#

Usually when using Timelines you use the Update pin to execute your logic

#

Is there a reason you're using the Finished pin there?

void pewter
#

Hello everyone! How's it going? Hoping someone wiser then me might help to answer a question. I have an actor that has a large sphere collider, when the player capsule overlaps it, the actor begins to move to the player. I want to destroy the actor when its mesh overlaps the player capsule (by using a BP interface). My problem is that my actor is being destroyed when my player overlaps the sphere collider controlling the actor movement. Is there a way to check which component you collided with and only fire Interface Message if hitting a certain component on an Actor? Thanks ahead of time!

tired cypress
void pewter
# tired cypress <@804182989671104523> I believe you will want this event: https://docs.unrealeng...

Right right thats where I am at, its hard to explain, but basically I am checking for my overlap in my Player Controller, and then sending an interface to destroy the actor (the cube in screenshot) What I want to do is when the Player overlaps this Actor, I want to check if its overlapping only the inner sphere collider and send my interface only when colliding w/ inner sphere. It is always registering outer sphere first and sending interface then. So when I call my overlap event can I check if I am overlapping a specific component of a certain actor and not the actor as a whole? Thanks for your response! πŸ™‚

tired cypress
#

Yes you can use the "Other Component" pin that comes off that event to identify the component of the actor you are overlapping

tawdry raft
formal cedar
#

Hey guys, I'm looking to make certain blueprints activate when a mesh is overlapped with a mesh component on a NPC character. Is there any tutorials or places I could search for on how to make events happen with collision and overlaps?

#

I'm new to unreal and I'm a little lost on what to search for in regards to making things happen when two meshes collide

tired cypress
#

@formal cedar It's a big topic, for sure. First you'll need to decide if this is an overlap or a hit event. Overlaps are most commonly used when your player is walking through a trigger, for example. Whereas a hit event would be an actual object collision. Once you decide that then you can utilize the built in events that fire when this takes place. A good place to start is OnComponenetBeginOverlap and EventHit nodes

royal rain
#

hey so i came across a really cool unreal asset, and its very interesting and theres a lot that i like, but theres some things that either need to be changed or gotten rid of, how hard is it to modify a asset/ how much of it do you got to mess with before you can pull it apart and put it back together, has anyone done this before

#

ive been looking at it and some of it doesnt make a lot of sense

tired cypress
#

@royal rain I've done this a ton and it really depends on how the asset was built by the designer. If it's done well, then typically they are highly modifiable. I've had really good success with getting assets and using the Discord from the person if I need support on changing certain items.

#

Bottom line though is that it really highly depends on complexity of implementation

royal rain
#

ill try to reach out to the person if i can

#

i hope i can work out what i dont like with or without the dude who made it. maybe later ill try to come back here to figure out how to get it working

rotund cargo
#

Does anyone know what the error "ConvertToPNG only supports UAppleImageInterface derived textures" means?

jolly delta
#

i have a sprite. for the minimap. But this is of the npc. What rendering settings should I have for this? If I do OwnerNoSee = true then It gets displayed to the player character which I don't want. OnlyOwnerSee Disables the sprite to displayed to the scenecapture through which I have setup the render target through which the minimap is setup

rotund cargo
void pewter
tired cypress
gritty comet
#

not getting bloom in movie render queue as shown in pictures

#

2nd image is rendered in movie render queue but its lacking that bloom as shown in 1st image

#

how can i get bloom in movie render queue?

icy dragon
gritty comet
fading wren
#

could you help, have no idea, why colission go infinity to bottom ?

#

this is have it look in blender

velvet nymph
#

hey guys, I made a weapon blueprint class (type actor) with a bunch of gun properties and the skeletal mesh etc. However when I add it as a child into the character controller and test it out the movement/input gets all screwed up. Perhaps I am going about the Weapon BP creation process the wrong way?

light token
#

Hello. I've got two meshes. A character mesh and a laserbeam mesh. Both have generate hit events activated and preset set to blockalldynamic. Now when the laserbeam hits the character mesh only the on component hit of the laserbeam is fireing. Not the one on the character. Does anybody know what is causing this?

native summit
#

Hey guys. I need to change lenght of the Target Arm and I would like to make it smoother - I'm new in UE4 so I'm not sure how to do so, In unity I would use Time.DeltaTime

velvet nymph
maiden wadi
#

@native summitNot familiar with Unity, but Tick sounds like what you're after. Runs once per frame with a float that is a delta between the frames.

native summit
maiden wadi
#

What are the parameters that start the change from 120 to 200?

native summit
#

Okay, made it with timeline:

sand bloom
#

hmm is my brain pea sized, I want to call a function or a event from a different blueprint, so I get a reference but inside the reference I can't call it

#

Could have sworn i have done this before like this

#

Did I miss something lol

sand bloom
#

hmm idk it works without a variable so ill just do that lol

trim matrix
#

This should print the values from the array objects right

burnt citrus
#

Hey I need help
I want to use ”play animation” node without override animation blueprint because it has some bone transform
Can I?

velvet nymph
sand bloom
velvet nymph
#

yep! or even better, making getter and setter functions πŸ˜„

gentle urchin
#

I was thinking it was the wrong type of variable created (some actor parent class without said functionality)

solid heart
#

Hello everyone!!

#

I'm sorry if it's a question for a different thread or, maybe, for a different channel. But I'm desperate. I've made a castle walls and stairs using Spline mesh component but the NavMesh isn't generating on a surface of them. Is there a way to make it happen? Or maybe I should convert spline static mesh component to a static mesh component? Spline is generated at runtime. NavMesh is also generated dynamically.

eternal plover
#

Hi I'm trying to make my character sink in mud like quicksand. How can I do that? I have already player can swim in water so when I enable water volume as deep mud, the player goes into swimming state in mud. I'm not sure what nodes to do so player stops swimming only in that volume...

native summit
#

Is there a way to smooth transition when enabling use controller rotation yaw?

maiden wadi
#

The only way to smoothly do anything is per frame in small increments. Tick/Timeline/Timers.

#

Interpolation math functions can help with that.

solid heart
trim matrix
#

There is a way to align the rifle and so the character Ai when he's shooting to my controlled character?

#

so far i got the character to rotate and face my player but the position of the rifle and the bullet is offset

native summit
#

Hey guys, does anyone knows how to make a vertical Aim offset (but it has to be replicated over the clients)

maiden wadi
#

Make a 1D Aim Offset, and use it in your animgraph, and use GetBaseAimRotation instead of GetControlRotation. Pitch is replicated, Yaw is assumed from the character's X direction.

fierce axle
#

Hi, I have a newbie question about delays and infinite loops that Im struggling with.

Basically Im trying to mockup a basic AI system in blueprint (no fancy behavior tree stuff)

I want the AI to chase the player if it sees them and then return to its origin if it looses sight for a short while.

I have an On See Pawn event that tells the AI where to go which ends in a retriggerable delay that sends it back to its origin, which should work in theory but I keep getting infinite loop errors. Is this something that conceptually cant work (and i need to use behavior trees) or are there ways to do this I just need to implement it correctly?

weary spire
#

so.. i have a volume that chucks players into an array upon entering the volume, and disables wallrunning for them whilst inside this volume.

After they exit the volume, i would like wallrunning to be enabled again

#

where did i go wrong

#

it's a bit weird, i duplicated a pain volume, still need to do some clean up

zealous moth
#

@fierce axle for what you ask it is better in behavioural trees. Those use state machines

#

@trim matrix tick is good but it depends on what you want to do. Being this vague no idea what your issue is. Gonna nèed more details.

#

@weary spire that is a very weird and poor way to do it. You said it yourself in your issue.
What you want is a simple boolean in your character and in the same character toggle it upon entry or exit of the volume.
Right now you are scattering the logic for no reason and even plugged it on tick for a static state.

weary spire
#

Can’t alter the character

zealous moth
#

???

weary spire
#

Character is coded in c++ and not all variables are available in blueprint.. this is for UT4

#

Char was Made by epic.

zealous moth
#

Just add the variable

weary spire
#

i can't

#

there is no way to alter the character. at all

#

i can modify existing variables

#

but there is no way to add new ones. server loads the default one so any custom changes there go out the window

#

it's complicated lol

#

any way i could make it work with the hacky way i got going right now?

willow breach
#

why doesnt this work?

zealous moth
#

@willow breach no idea add some print strings in it and see what happens

willow breach
#

k

errant snow
willow breach
#

nothing happens

#

i did this and it didnt even print "1"

#

this is the whole thing btw

errant snow
#

What blueprint is this? It's possible/probable it's been unloaded by loading into a new level. You may have to do all that work after "Open Level" in something that is in the new level. Level Blueprint, Player character, etc.

halcyon laurel
#

so i have this Functions to zoom in and out of photo,now its not working, what i want to do is if i pressed preview it give me the ability to zoom in and out , it works if its an single photo, but if i go to the next photo it wont work, so i want make some thing like counter attached to the arrows to increase and decrease to make me control the photo i am standing on

willow breach
willow breach
#

what object should i get when i want to set a variable in cast to firstpersoncharacter?

pale orbit
#

Get player character'

broken quiver
#

how to detect ocean surface when under/outside water?

fiery swallow
broken quiver
#

Just trying to check whether it is in water or not

slender delta
#

you could do a line trace that starts high in the air and scans down

fiery swallow
#

is the simplest way

slender delta
#

is world origin rebasing being phased out or something, because it doesn't work with the new world partition system

#

sorry i guess this is the wrong channel to ask that

broken quiver
#

Seems like linecast isn't hitting on water surface

fiery swallow
slender delta
#

check the collision settings of the water

broken quiver
#

which one?

slender delta
#

not sure how you'd do it with a spline

#

maybe you could add a box collision to its surface in the blueprint

#

i haven't worked with splines before

pale orbit
#

what kinda error is this

last abyss
#

its saying you're trying to access index 1 of an array that only has 1 element, and arrays start at index 0

pale orbit
#

oh the index starting at 0 confused me

broken quiver
willow breach
#

Why is it printing false?

void needle
#

is it possible to make box bounce?

ivory adder
#

So I have this code, its probably terrible but it works so oh well, but I want the weapon to shoot in bursts, how would I do that? Im brand new to Unreal

native summit
last abyss
ivory adder
native summit
last abyss
#

no I'm saying you have a Server_LookUp event and Multicast_LookUp event, thats why it is looking up. but you don't have something similar for Turn

ivory adder
last abyss
#

they are integer variables

ivory adder
#

oh

#

bruh it just crashed

#

rip

willow breach
last abyss
#

spawn transform is where the projectile spawns, so you'd need your own logic for that. count should by default be 0, burst should be however many times you want the projectiles to spawn per burst

ivory adder
#

oh cool

#

thx'

last abyss
#

and when the branch is false, you should also set count to 0

ivory adder
#

cool

native summit
last abyss
#

you aren't calling server turn

willow breach
#

only fire once

#

Γ―s that normal

last abyss
#

did you set count to 0 when the branch is false?

willow breach
#

it didnt show that

last abyss
#

right, it's not the whole thing it was just made to push you into the right direction using a delay and calling the branch again to "loop" through the logic.

ivory adder
#

So know that I have this, you can just spam the fire button and the burst will stack on top of each other. How can I add a delay?

native summit
#

PS Use controller desired rotation is set to true

rose kettle
#

Pls help

#

So I want a dude to run to an object he wants to interact with

#

Not just use his telepathic powers

#

Will "AI move to" node work here?

last abyss
# native summit https://blueprintue.com/blueprint/b5gm7frv/

maybe see if setting use controller rotation yaw on server (when you are aiming in) fixes it, basically anything you want to have happen on the server and other clients you need to replicate. if you have anymore questions you should ask in #multiplayer though since that's what most of your questions seem to be about.

rose kettle
heady burrow
#

I create an actor, I do some stuff in the construction script, once placed in the map (editor) I see it firing. However whenever I update a property at runtime, it doesn't. Is this normal?

#

I've read that the constructor script fires whenever it gets placed on the map, or when a property is updated (position, etc)

maiden wadi
#

But not at runtime. Only at spawn or when placed in a level or a property edited in the editor.

heady burrow
#

only in the editor

#

not programatically in the event tab

#

ok, that explains it

#

so for example, if I have a spline that gets added static meshes, I would have to have that logic in the constructor and in a tick event or something inside the event tab

#

something that triggers whenever the points or tangents changed

maiden wadi
#

Sounds more like you just need to make a function with your other logic in it and call it when you update a property.

#

That is one place where setter functions will help. If you have a function you call to set the value, it can contain other calls that can happen after. Or just call a delegate's Call, and let other things bind to it.

vapid owl
#

Anyone know why I can't scale my spline along the X axis? I can scale it on the Y or Z axis but for some reason it won't on X. I've been printing out the values so I know it isn't changing from 1. Any ideas?

native summit
#

Damn... I've messed up my skeleton

#

Is it possible to revert the changes? I've imported a character that broken it :/

heady burrow
minor wolf
#

i have a widget with an integer variable marked as "Expose On Spawn" and "Instance Editable". im creating multiple of these widgets and setting the integer for each one, but all of them end up sharing the same value. does "Expose On Spawn" or "Instance Editable" make the variable as static/shared across all instances?

vapid owl
heady burrow
#

yes

earnest tangle
minor wolf
# minor wolf i have a widget with an integer variable marked as "Expose On Spawn" and "Instan...

so i think i know what happened here. since the integer's default value is 0, its using that instead of using what i set on construction. im having some very weird issues right now with my widget blueprints. one widget (my "server menu") has a list view and uses advanced session results to populate it. for each result, it inserts a custom widget into the list view. this all works fine, but if i try to pass the session to the list item (via the session being exposed/instance editable), its invalid when Construct is called. if i make a custom event, i get the correct data, but none of the text in the list item is updated. i cant debug this in the editor since im using steam sub system

#

all of this is being done without me being connected to a session.

earnest tangle
#

How are you constructing the widgets?

minor wolf
#

im just using CreateWidget

earnest tangle
#

and how are you setting those variables you mention?

minor wolf
#

would a picture work?

earnest tangle
#

Yep

minor wolf
#

this is inside a widget btw

#

specifically a button press event

earnest tangle
#

Right, so the thing with construct is that it runs "during" the create widget node

#

So if you set a variable or call something after the node, then construct has already ran

maiden wadi
#

Why is that a networking function?

minor wolf
#

im trying to fix my current issue

#

so i tried setting the index on spawn (exposed on spawn/instance editable) but it was always 0 (the variable default)

earnest tangle
#

if you set it to expose on spawn, does the pin actually appear in the spawn widget node?

minor wolf
#

yep

earnest tangle
#

and you tried setting the value on that pin directly?

minor wolf
#

no i didnt because i confirmed that straight out of the foreach node, the index is correct. it was just incorrect in the ServerItem widget

#

i can set it back up and test it again

earnest tangle
#

Yeah so if you want to change the value of a expose on spawn variable so that it's available in Construct, you need to set the correct value into the pin that's in the spawn node

#

since that's what handles setting those variable values at the correct point in time so they are available

minor wolf
#

so ive changed it and the pin is showing, except its still 0 in the ServerItem widget.

earnest tangle
#

πŸ€”

#

Not sure, that should definitely work

willow breach
#

Why does this give me errors?

earnest tangle
#

Read the error message :)

#

"pending kill" means you destroyed it

#

you can't do anything to actors once you've done that, so it gives errors

willow breach
#

so i need to put the set before

earnest tangle
#

yep

willow breach
#

ohhhh

#

OOHHHHHH

#

tysm!!!!!!

#

hm

#

still doesnt work

#

so the thing works

#

but

#

i have it so if is second portal made is false, it shows a blank materiak

#

tho it shows this

#

and gives me this

#

@earnest tangle

minor wolf
#

wait why arent they .. collated? idk what the word is for this. should it be Setting/Getting? not setting/setting/getting/getting?

willow breach
#

mabe

#

try

minor wolf
#

is there a way to do a full clean and rebuilt of the entire project?

maiden wadi
#

@minor wolfWhere are you adding those widgets to screen?

minor wolf
#

how do you mean?

maiden wadi
#

Where are they being added into the list that is showing them.

minor wolf
maiden wadi
#

And you're using that on Event Construct?

minor wolf
#

no the nodes in the picture are on a button press event

#

widget button not keyboard

maiden wadi
#

I mean the exposed variable.

#

Inside of ServerItemWidget

minor wolf
#

im using it inside of Construct and its 0

glad python
#

Hello

#

I'm wondering if anyone knows a way to . Click to move without a nav mesh volume

earnest tangle
# willow breach <@!286140789304721417>

it's hard to say.. but the error message has a hint as usual.. accessed none means that you were trying to access something from a "none" value, and the CalllFunc bit means that the none value came from that node's return value

maiden wadi
#

@minor wolf Odd. I've never seen that before. I haven't personally experienced that before. I use Exposed variables in widgets almost weekly. Though others have had that issue consistently apparently. Some say it fixes after restarting the editor.

minor wolf
#

this is the first time ive had issues

#

if i had to guess i would say its probably something to do with AdvancedSessions being async but i really dont know enough to make any more educated guesses.. just normal guesses

rotund cargo
#

Does anyone know what the error "ConvertToPNG only supports UAppleImageInterface derived textures" means? Do I need to convert a texture to another class base before using the "convert to PNG" Node?

minor wolf
#

i really should not have rebuilt my project. 3> [62/2736] Module.Core.11_of_16.cpp this is going to take hours

maiden wadi
#

O.o That is a lot of things to build.

minor wolf
#

I'm guessing since it's a source build it has more stuff

#

Regarding my issue, probably stupid question but would it have anything to do with this being run in single player? This is being run in my main menu (it's a server browser) and I guess I have a feeling that some parts might be executing on the server and some on the client? But my understanding is that in single player that boundary doesn't exist

vapid owl
# heady burrow yes

So I'm at my computer now and I'm not actually seeing that anywhere in the details panel?

heady burrow
#

and in the BP if you need to change it:

vapid owl
#

Ah, you are talking about a spline mesh. Mine is just a spline.

#

Although that might work just as well

#

Actually I don't think that I can use a spline mesh...

#

I'm just using my spline to spawn items at the spline points and I wanted to be able to scale the points themselves and translate that to how many items to spawn at that point. It works on the Y and Z axis but I can't get it to work on the X axis

willow breach
#

and boom!

#

it works flawlessly

onyx token
#

so i wanna make a linear moving dash
And for that i'm gonna lerp a set world location node

#

question is

#

if i now set x + 500
I move x + 500 on world coordinates of course

#

Is there a way to move x + 500 on camera coordinates?

#

so if i rotate the camera, and i press the dash button - it moves in the vector direction of the camera?

still panther
#

hey, im sorry to interrupt but how do i cast to another blueprint?

prime dust
#

Hi everyone, just a stupid question. is the node Inverse Transform Direction is heavy for performance if i run it every frame?

lone carbon
#

I wonder what interfaces are again, i kind of forgot what i use them for? I had a teacher telling me cast to wasnt too good

still panther
#

i dont know what to put into the object?

onyx token
still panther
#

oh, ok

#

thanks

onyx token
#

np

#

so i wanna make a linear moving dash
And for that i'm gonna lerp a set world location node

question is
if i now set x + 500
I move x + 500 on world coordinates of course
Is there a way to move x + 500 on camera coordinates?
so if i rotate the camera, and i press the dash button - it moves in the vector direction of the camera?

supple dome
#

camera rotation -> get rotation x vector
or get player camera manager -> get forward vector

prime dust
onyx token
#

wait and then just....

supple dome
#

normally X should be forward, unless your actor is not pointing to +x

#

also you need to add back to the original location, or youi will just get a forward vector on the center of the world

#

or use add offset instead of set world location

onyx token
#

ooooh

#

so i just get the current character location, add the camera vector, and put that one into the setworld location

#

hmm this still doesn't work

#

oh

#

that's it, that's the solution rooVV1

#

oh i'm also stupid. Because i + before.
While i should've multiplied

sick onyx
#

Hello guys , I have an issue with replication so outside of servers view equipping of client doesnt work did ever someone experianced this before ? please help me ...

wind void
#

Is there a way I can push a static mesh, let's say 50 units somewhere but check if it CAN move that way without hitting anything BEFORE it get's moved?
I felt there was smt like add Impulse or smt, that allowed you to check? but haven't found it.

indigo bough
#

Is anyone familiar with a way to take a selection of actors in the level and bring them (as they are) into a blueprint actor?
Otherwise, any idea how to move a datasmith import result into a blueprint actor?

wind void
azure vale
#

@wind void?

I would fire a raytrace and check if it hits anything

#

Otherwise Sweep would stop along the way

indigo bough
# wind void > Is anyone familiar with a way to take a selection of actors in the level and b...

Sorry, I wasn't very clear! I mean at design time, with a selection of actors (in my case, static meshes), add them to a blueprint actor.

I have a collection of about 1000+ static meshes which form the basis of a large vehicle, which were imported as a scene through Datasmith, and I'm hoping to put these inside of a single Blueprint actor, instead of them just floating in the level.

#

In other words, this:

supple dome
#

this?

indigo bough
#

Oh! Let's try. That'd be amazing. πŸ™‚

wind void
# azure vale Otherwise Sweep would stop along the way

The LineTraceByChannel i used to use, but found issues when a weird shaped mesh was moving towards another weird shaped mesh, and the dozens of line traces would've been exhausting. I am now experimenting with the sweep, thanks πŸ˜„

indigo bough
#

Beautiful, thank you @supple dome

azure vale
wind void
#

I may use that if my expierments with sweeping don't pan out

supple dome
indigo bough
#

Yeah just saw they were all child actors haha

willow breach
#

how do make so when i hover over a button in a widget userface it changes the buttons text, so the original text is "Exit The Torture" and when you hover i want it to say "Understandable"

azure vale
#

@willow breach

willow breach
#

i know

#

but how di change the text

#

in blueprint

#

@azure vale

#

nvm

azure vale
#

just bind the text to a function

#

and set the var

willow breach
#

did smth else

#

just put the "Understandable" in tool tip text

azure vale
#

Ok but if you need this for later, this is what im doing with my healthbar

It works similiar

willow breach
#

isnt there a note called exit game?

covert arrow
#

For anyone that uses flashlights in there games do you guys have separate actors as flashlights or do you add a spotlight to a player pawn i guess what i’m asking is what is the best way to handle a flashlight for a player.

willow breach
gentle urchin
willow breach
gentle urchin
willow breach
#

OIOOOOOH

#

QUIT'

#

ty

gentle urchin
#

I'd also avoid the binding and set it up with a custom event/function instead and call that whenever health is changed, but that can be a little extra .. tho more efficient πŸ™‚

azure vale
gentle urchin
#

Ah, yeah its pretty practical when protoing πŸ™‚

wind void
#

Does sweep events, ignore sibilings and parents?
I'm moving an component, and I want to make sure it doesn't hit any of it's sibling components, but it hasn't yet seen it's sibilings just other actors.

#

The text only the root component is swept does this imply the root of the scene component that is being passed into target? Or does it mean root of actors?

willow breach
#

try before asking

wind void
#

I did,

#

it seems to not generate overlap events and I have no clue why,

gentle urchin
#

I'd assume its the first one, only the root of the input scene component

#

guess my assumption dont really answer your question tho πŸ˜›

#

doesnt make sense for it to be the actor root tho

simple dune
#

Hi everyone,
Why is it not possible to set a variable in an animation notify state blueprint? Does anyone know what I am doing wrong?

covert arrow
#

You can’t set read only values

simple dune
#

Hmmm, I think I did set the editable checkbox and the read only checkbox is unchecked.

#

Or do I have to configure this somewhere else?

twilit heath
#

you can sweep with a primitive component

zealous moth
#

You can do a half circle integral function

wind void
#

So, I have an actor blueprint with just a static mesh in it, this blueprints runs an AddActorWorldOffset with sweep checked. This should be checking for collisions?
It has ran into static meshes and other actors without it registering a hit.
Collision has been set to blockall in everything it has run into.
What am I supposed todo for the sweep result to detect it ran into something?

gentle urchin
#

Why multibox trace tho?

#

couldnt you just check for overlap on said shape?

wind void
dire drift
#

While I press and hold a button in my Widget-UI, I can no longer get my mouse location in other blueprints.. How do i fix this?

#

I have tried turning off the Is Focusable in all the elements in my UI, but it still seems to consume the mouse-input everywhere

#

like, no Mouse Over events will fire in any blueprints while the button is held down

prisma stag
fading raptor
#

Try setting a print string after the is game paused branch and see if it runs