#blueprint
402296 messages Β· Page 715 of 403
do you unbind the event after using it?
It's firing 5 times lol
Doesn't work
I found a post online of someone also complaining about this and was also using a node to rotate an actor SetWorldRotation
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?
Any idea why I might be getting this problem?
I'm not sure what that would do?
Begin Overlap is called when something starts overlapping, what else do you need to know?
begin overlap doesn't always fire off, i.e. if something spawns inside the object.
Ah, if at load time/spawn time yeah. You can just use get overlapping actors on beginplay to check for this condition
It's a bit annoying it needs to be handled separate but oh well
well there ya go, get overlapping actors π though you'd have to cycle through them to find the actore your looking for.
I just noticed... slackers doesn't really have a channel dedicated to modeling/mesh building....
anyone know the proper way of getting a ai enemy to attack you with animation?
I hate the idea of having a capsule collision attached to its hand, it feels so clunky. Whats the proper way? like linetraces?
What's wrong with a collision object socketed onto their hand? That's probably the best way to do it.
We like using anim notifies in the attack animation for the "peak" of the hit, and if the player is within a distance threshold when the notify fires then you take damage. Same exact process for the player hurting the enemy as well. Gives you lots of control
im trying to get a mesh to always face the camera, AlignMeshToTheCamera didn't work (idk why) so im trying to do my own
but it's not right
Try the "Find look at rotation" node between the camera and mesh, then set the world rotation to that look at rotation
Thanks mate, do you have a tutorial for something like this?
Especially for the threshold part
to check the range
@real sundial thing is i'm using a procedural mesh, the vertices could be anywhere, not necesarilly relative to the object that owns them
so im trying to do it per vertex
I do not, sorry. We're using a behavior tree for that part and there's plenty of tutorials on that online, once you see how to do things based on distance the rest should be easy
my idea was get a vector perpendicular to the vertex normal and the camera view vector
and rotate around it
Oh shoot, I see. That sounds a lot more complicated then. Best of luck to you!
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.
Doesn't placing the same BP actors create difference instances?
Yeah, different instances per actor means that the do once node is specific to that instance, so it wouldn't work
You'd have to get these actors to talk to each other and tell each other that the event has already been fired once
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?
Can you send a screenshot of where you're calling the event from and how you're doing it?
comes from character bp linetrace
to here which I have two instances on the level
I see. So personally I don't bind events often, I usually make a custom event or function and call it, but yes I believe in your situation a bound event will call on every instance
Hopefully someone with a little more experience with bound events will come along and offer you some better insight
How would I use custom events to cross reference between those two?
From your character BP, do a "for each" of the skull BP and call the event. Then, on each skull BP, immediately set a bool to true and don't let the rest of the event go if that bool is true
Got it, will try that approach thank you
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
Any ideas or tutorials I could use?
I tried searching for it but im not getting exactly what I want
If the number of enemies is known, you can just count down with each kill. You just have to have a spawner add to the count as they spawn, and then count them the same way
The spawner is the thing im having trouble with
Would I use the gamemode blueprint to count the enemies? Or would I use the world bp?
Level blueprint would be better than gamemode bp, but even better would be a "battle area controller" volume. This actor would have an editable "enemy count" variable and whenever you kill an enemy in the volume, you would increment another variable until you hit that threshold and an event to set the world in slow motion fires
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?
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!
Do you mean something like making a variable that the character has set to true (HasAuthority) and whenever an event is triggered, it would check it through a branch in the level blueprint? And each trigger that is triggered is just a level blueprint function that checks and then calls the actual trigger?
Why won't these events trigger?
- I click a unit
- The unit's HUD shows up with several AbilityButtons
- I hover over the buttons and nothing happens
- I attempt to click a button and nothing happens
Every layer of the widget is set to 'visibility=visible' and 'is enabled=true'
is there another ui above the unit's ui perhaps, that is blocking it?
There is another UI, but not in the same screen space
At least not visibly
But that is totally the issue. I disabled the other hud and it solved the problem
I'm guessing it's the canvas layer
That was blocking
haven't done too much with ui, but did run into a similar issue before
I'll experiment and see if there's a way to have them peacefully coexist
why isn't my ai moveto working? It neither prints 'fail' nor 'success' and doesn't move.
I also setup navmeshboundsvolumes still it isn't working
What could be the reason
your destination is the pawn
so he's moving to himself
oh are you moving it to the player?
yes
oh this is not that player itself
Yeah I didn't loo up at the tab
does your pawn have the CharacterMovement component?
yes
make sure the player location is valid for the AI to move to
have you tried priting your player location to see what it thinks it's trying to move to?
its printing the same value
oh wait it suddenly started moving
when I put the ai move to in the tick
you def dont' want the AI move on the tick
I've not tried to make an AI move on begin play. Usually i do some setup.
Behavior trees make everything better.
I just rebuilt my system in a behavior tree
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?
My game instance stops working (I put an enum in there) when I package my project
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
to clarify, everything works as intended when i play through the editor
hi everyone need help
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?
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?
How do games handle different game modes on the same level?
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?
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
and how do I connnect with the does not equal statement?
Not needed
Expose it as a pin
but now it's not working :S
thank you! β€οΈ
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
But do you want the impulse constantly applied every tick as long as you hold spacebar?
We can keep it here so others see if they need too
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
which has the levitate
Impulse Mult would be to dictate the strength of the Pulse
Axis value will always Return 1 on a Keyboard if pressed
So if you want it 1000, ImpulseMult would be 1000
Yes
So if you have different characters you can use that to dictate how fast they levitate or up stuff like that
You may wanna multiply it by Delta Time too to avoid that different FPS = different results
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
because if I press space again, it just stays and hovers but I want a little upmovement
this is what I'm struggling with π
How do I make the scale change slowly?
I assumed this would do it but it instantly becomes super small.
Timeline
because delta time goes from 0 to 1 as a loop. if you want to scale the object as time goes on, for every tick you need to add some vector to actor scale instead of multiplying.
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?
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?
you need to pass the game mode name parameter when opening a level like this
Yes, when you rotate it, save it's initial rotation in a variable, when you stop rotation, just subtract both rotators ( R2 - R1 ). In unreal you can use a function called "Delta rotator"
There are two methods you can test:
1 : Timelines ( search at google/youtube "Timeline UE4"
2 : Use VInterp ( search at google/youtube "VInterp in UE4"
Cool, that should get me started. Though I will want it to stop when it reaches a specific rotation. For example, I want it to begin to rotate, and to stop when it reaches 45 deg.
I'll need this in real time though. But I see your point.
Iβm 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. Iβm thinking it has to be a system similar to how the apartments work in GTA Online.
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 ?
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
Cause stuff changes
It's just a more comfy way to use a variable directly after setting it if needed
can I continue without adding anything to that extra pin?
Yes, it's a return aka output, not input
awesome, thank you for the help!
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?
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
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
Mesh
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
i get this after pressing the button
do released instead of pressed see how that works
i'm sorry can you explain further?
You sure you're not setting it again somewhere else?
β
ill try see if i am just in case
Instead of Root Component, use Mesh Component
Actually better yet. Let's see your print string node
im just letting it print without touching anything after tapping 0
its not really being set anyplace else so a bit bizarre
Thank you however I am unable to connect my object reference to the mesh component
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?
yes, you need to cast properly
I know what it is
Actually hold up π€£
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
Edit : Cast From your current BP *
Create the variable in the game instance
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
So it prints the 0 of other instances
but the game can only handle one game instnace bp at a time right
What game instance is used by default ?
Is there a way to mark the area where the shadow of an actor falls on?
Just create a new one and use it @raw orbit
alright, ill try that @civic briar thank you.
im using root motio
when i walk left it plays the strafge animation but wont move
help pls
No problem. Let me know if that fixes your issue
i figured it out
@civic briar somehow the integer started getting pinged ponged by my animation blueprint through which i am trying to manipulate animations
i disconnected this and simply got a reference to my AB in my character so i am changing the AB's integer directly
and then it works fine
idk vurry interesting, this works
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
weird, I found the node I was looking for
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
I dont want to lose 4 hours worth of work
I tried to delete the macro but still says the same thing
Maybe take some screen shots of youe work just in case and then Clean your project ( removing old .obj files) in VS
@pine trellis
Hey everyone, I have an issue, hoping for a quick and speedy answer.
- I'm using Create Player Node to make a 2 player split screen
- 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)
- 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.
- 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!
Store some variables in a new game instance and cast to it to retrieve them in your bp that handles new levels
@unkempt moth
How do I do that? Sorry still learning. This is my 2nd game π
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
My thought process is:
Upon opening a new level, keep track of this in variable(s)
If you think that sounds like a potential solution for your game, I'll walk you through it
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
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
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
Make sure you also change the game inst in project settings maps and modes
How do I access a custom event from a different blueprint?
Casting @rustic vapor
Thats using dispatchers right?
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
Alright Thanks
No problem. Let me know if you have any complications
@civic briar I'll probably have to look at how to create a new Game Instance BP before I can continue
In the editor, just create new BP of type Game Instance @unkempt moth
@civic briar Okay so I made the game instance bp. What variable am I supposed to make?
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
Okay
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
Level BP
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
So it's loading in extra players when this happens ? That's your issue correct ?
Yup
Right click and search for get game mode @unkempt moth
There's an override function I think it's called Reset level. This may work instead of loading it. @unkempt moth
Okay just tried that, but it made my characters disappear @civic briar
Probably because they were spawned
I think it deletes spawned characters. Try placing one of your characters in the level before runtime
It doesn't delete other actors. It's kinda weird how it works with characters
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
So you are still calling create player even though they are placed manually ?
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
Okay thanks
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
Also, anyone with experience in 2player split screen know why I can't control player 2 when in full screen mode?
Hello everyone. Does anyone know of a tutorial of making a grid that adjusts along with the landscape automatically?
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
@carmine mesa https://forums.unrealengine.com/t/tutorial-creating-and-using-delegates-c-and-accessing-them-in-blueprints/9649/4
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
I was thinking of just getting the world location of the projectile as if it were fired a certain time ago
But I'm not quire sure how I'd do that
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
I have that sorted actually, I've been using a ballistics plugin that allows me to find the location on the trajectory given the time. It's the saving the location stuff I'm not so sure of
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.
This sounds like a situation where you would use blueprint interfaces
Just a for loop which adds the values to an array? The index would just be in the same order as its positions I suppose?
Alright I'm going to dive into that! Thanks a lot
Basically it allows you to have similar values for different objects, for example if you have different types of actors but you want to easily manipulate their health without having to do a cast to every single actor π
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.
Thanks a lot. I'm going to find some tutorials about blueprint interfaces!
is there a way to to make BlueprintUtilityWidget to be of custom size whenever you open it?
Editor widgets ?
Isn't the size determined from the designer window ? And you referring to the window size of the widget or the contents ?
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
but for now look like it isn't working
ok i got the projectile to spawn finally and also physic but need to orientate the projectile direction
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
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.
You want to spawn the bullet and, thenuse line trace to hit the target?
What can I do to convert from pixel units, to world units?
actually the linetrace was just for testing the direction but what i wanted was to spawn the projectile on the "Barrel_Ref" wich i set to be on the barrel of rifle and make it going forward
i have setup the projectilemovement component into my rifle setup
and now the projectile spawn but it follow a wrong direction
ideally i think i need to orient the projectile direction moving on the Y Axis
do you know any node that can do this?
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?
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
Moving the projectile will be in the projectile component itself. Not upon spawning it
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
Simple interface method call
Handling of the event.
Anybody got an idea why this event isn't firing?
I implemented the interface
with the Fire function
Not much else comes to mind
How did you check its validity?
Like.. its called on beginplay, so could it be called before the reference is updated then?
Is it within scope ? If not you need to cast it
Yes it was within scope
Moving the function to the every tick
Moving it to the every tick also doesn't work :/
Ill try restart the editor
nope
The Blaster Large BP ? Try casting it instead
Alright
Cast from begin play
This also isn't working. Maybe I'm doing it wrong.
Yeah I added prints
The event is not called on the interface
Fire in this case
Ah now its cast failed
What is that?
Where is Fire Blaster being called now ?
Out of the battledroid holding the blaster
Where are you casting from ?
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 ?
It's just this code, the blueprint is a child of a static mesh component.
how can it be null of i drag it into the blueprint from the component view
Blaster Large BP is a component on a static mesh ?
Try getting another object reference in your cast.
Like the components actor
Okay, maybe just use an event dispatcher instead
Thanks a lot. Going to try to interpret that.
If you need help just message βοΈ
Thanks a lot!
Maybe try casting to your character BP and setting the speed value to 0.
Or create event dispatcher
Seems to be alot of these lol
(custom event type) meaning the event you created - just to specify further
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
Not to be crude! Don't take it that way please - but first clean up your BP nicely and then send some updated screenshots So someone maybe myself can look into it much easier
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
its as clean as it can get
Double click on a line and it creates a dot (break) and then drag it. Try to eliminate crossing lines
Is it possible to remove everything that construction script spawned after pressing "play"?
Should be yes
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
I think if you know the FOV you might be able to calculate how far you need to be to fit them within it
yeah, that sounds right
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
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
yeah basically you'd use the width of the bounding box to compare vs horizontal fov, and height of box vs vertical fov
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. π¦
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
that could work, if I can work out how to generate a bounding box aligned with the camera π
I have never heard of this feature
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.
π€
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
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
hmm
the only thing I can think of is the livecoding things but they're for C++ π€ But I suppose it's possible this might exist somewhere
"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!
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. β€οΈ
@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
@atomic salmon Would what you helped me with also be able to work if I added a strafing system?
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]
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UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
does anyone know what can i do with this?
@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
although DeltaTime being less then 0 might give you some clue that you called Tick manually π
like how do i get back to my normal state machine? 
if i play an animation in normal blueprint
try using play montage instead
dang montages clogging up my file structures 
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 π
what do i put in the object?
I would assume its a number, 0-9
you gotta think of cast node like a branch, you will take an object variable and test to see if it is that specific class or one of the parent class(es) of that class.
Can I use visual scripting with UE5?
i dont understand, cant u just tell me what to put cuz i have no idea
an object reference that points to a valid "portal1"
https://www.youtube.com/watch?v=o-Hj29Wdsf8 here take a look at this video
For those completely new to Unreal Engine 4 and its blueprint system, here I explain how casting work.
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a reference to the portal you're trying to cast to
i dont understand :(
someone just please tell me :((((((((((((((((((((((((((((
we are literally telling you
Casting is like the hardest thing to explain to beginners lol
just start by using GetAllActorsOfClass or GetActorofClass if you're only using 1 "portal1". It is a good place to start as a beginner, but don't rely on it because (as it says in the tooltip) it's a slow operation
been there π , as in I was that beginner and made some people go through hell
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.
this worked thx
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?
if you're not deleting the actor you're not deleting the variables so what's the issue there?
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
actually nu
if you're using tick, would set tick enabled do the trick?
what is tick
oh ur talking to @frigid ether
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...
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
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?
@tepid pollen Check the state machine hookups that are running that node.
I have this, and the condition to go to walk/run is that speed is > 10
Show your Update event in the graph?
That is setting Speed I mean.
In your Event Graph.
I think it is set but I'm not sure
Do you have a cast failing before that?
I will debug print and tell you
Yes it fails
Nice I think I understood why it breaks. I was casting to a ThirdPersonController whereas I'm using an AI.
Thank you!
Glad you got it working.
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'
Could you add a collision box to the counter and check for overlaying actors (the hand with the sponge)?
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
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
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.
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
Sorry remind me where you stand with your project.
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
If you want the door to open 50 degrees why don't you just make the timeline go from 0 to 50 and then plug that into the rotation, what's all the extra stuff
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
@fiery swallow he should do 0 to 1 and multiply by the value.
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
Restrict the time on it to your max
Otherwise it drags on
Here it goes from 0 to 1 but then stays there
yea
It is on the top left setting
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 ?
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.
Ctrl+J iirc
If they didn't change, lol
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
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
collisions need a UV ?
And some of the corner Verts can be merged
No no
Maybe I'm answering the wrong question
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
So option 1 works ? And option 2 doesn't work properly in UE ?
When you import to UE. Are you checking "Generate collision" ?
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 ?
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
hmmm. Sorry im just not knowledgeable in this area. I hope you find your answer !
i am already found, i just want confirmation, that i correct understand everything
Anyone know how I can force my game to remain windowed and prevent players from putting it in fullscreen?
is float + float a thing in unreal engine 5? i cant find it
whats name of that node. whenever i type float + float it doesnt show it
just type +
I'm confused because in unreal engine 4 it was so you had to find float + float
Not sure.
I was used to write float + float, now i see that add works as well
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
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.
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
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
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 ?
Trying to get my character to face the targeted enemy which the camera faces, but I have to repeatedly press shift in order for the character to face in that direction
You way wanna Gate it with Event Tick
So Open the Gate when you Press, Close when Released
I want to have it be a hold shift to make the character continue facing the target
Yes, as long as you hold, the Gate will be Open aka facing
Okay, do I keep the branch and connect true pin to open pin then exit pin to SetActorRotation?
Something like this
Whenever I try adding event tick, my view gets redirected to one I already placed down
You can't have 2 event ticks
So either you use a Sequence, or create a Custom Event for it
What error?
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?
Means TargetLockActor isn't Set
I had a similar problem earlier and adding a ? Is Valid seems to fix it
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
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
π
You could make it a Validate Get too
I'm brand new to UE4 Blueprints, literally started last week
Right click the Dot on Target Lock Actor
Validate Get would essentially do the same thing?
Convert to Validate Get
Ah
Yeh, basically the same but you don't get through the Macro iirc
Directly from the variable
Yup
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?
If you want it to strafe around the target, you have all the tools now, just gotta math some i imagine :p
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
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
Magic of calculations π
Up to you to expand and shape the system on your preferences
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
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 β€οΈ
This Discord has been more helpful than any tutorial I've been able to find
@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
Oh I'm also trying to make a thing rotate. Mind if I ask few questions?
Just realized that the issue should come from before timeline logic. Is this alright?
Usually when using Timelines you use the Update pin to execute your logic
Is there a reason you're using the Finished pin there?
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!
@void pewter I believe you will want this event: https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Collision/OnComponentBeginOverlap/
On Component Begin Overlap
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! π
Yes you can use the "Other Component" pin that comes off that event to identify the component of the actor you are overlapping
There's not much at the moment with this, now that I have the camera and actor facing the target, I just need to start figuring out how to get strafing to work alongside this
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
@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
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
@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
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
Does anyone know what the error "ConvertToPNG only supports UAppleImageInterface derived textures" means?
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
Do I need to convert a texture to another class base before using the "convert to PNG" Node?
Just wanted to say thanks! I got it working as intended, partially some collision settings and partially your advice about Other Component, thanks a ton, have a good one!
No problem, we're here for questions! π
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?
Seems like you already got your bloom π€
compare 1st and 2nd image, 1st image has that orange tint whereas 2nd image (rendered) has none
could you help, have no idea, why colission go infinity to bottom ?
this is have it look in blender
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?
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?
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
nvm seems I needed to disable collisions π
@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.
Not really works.
What I need is to change value from 120 to 200 not instantly but let's say to make it changing over like 1 second
What are the parameters that start the change from 120 to 200?
Okay, made it with timeline:
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
hmm idk it works without a variable so ill just do that lol
Hey I need help
I want to use βplay animationβ node without override animation blueprint because it has some bone transform
Can I?
Functions and variables need to be set to public so they can be accessed outside their own BP
thank you that's a good thing to keep in mind!
yep! or even better, making getter and setter functions π
I was thinking it was the wrong type of variable created (some actor parent class without said functionality)
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.
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...
Is there a way to smooth transition when enabling use controller rotation yaw?
The only way to smoothly do anything is per frame in small increments. Tick/Timeline/Timers.
Interpolation math functions can help with that.
Reduce movement speed there, add sinking animation and make him go down.
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
Hey guys, does anyone knows how to make a vertical Aim offset (but it has to be replicated over the clients)
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.
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?
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
@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.
Canβt alter the character
???
Character is coded in c++ and not all variables are available in blueprint.. this is for UT4
Char was Made by epic.
Just add the variable
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?
why doesnt this work?
@willow breach no idea add some print strings in it and see what happens
k
Well for one you've got an execution path that uses the cast output when it fails.
You'll probably have to be more precise. What part doesn't work?
nothing happens
i did this and it didnt even print "1"
this is the whole thing btw
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.
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
but idk how i should do that
what object should i get when i want to set a variable in cast to firstpersoncharacter?
Get player character'
how to detect ocean surface when under/outside water?
what are you trying to do?
Just trying to check whether it is in water or not
you could do a line trace that starts high in the air and scans down
is the simplest way
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
Seems like linecast isn't hitting on water surface
You'll need to apply a surface type to it
check the collision settings of the water
which one?
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
its saying you're trying to access index 1 of an array that only has 1 element, and arrays start at index 0
oh the index starting at 0 confused me
makes sense thank u
I think I figure it out a bit. It seems you can't linecast from underwater?
is it possible to make box bounce?
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
Hey guys, can someone tell me how to fix rotation issue here? Server is the big window, and cannot see character's rotation during aiming
https://streamable.com/7dwoqb
https://blueprintue.com/blueprint/hld6a9qq/
you are replicating lookup but not turn?
this is how I would do it
cool thanks I will try it
Should I replicate just TurnValue variable or I have to do it with character rotation?
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
what are the count and burst nodes?
they are integer variables
im kinda trying to copy this blueprint, what do i put in burst and count as their default value, and spawn transform?
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
and when the branch is false, you should also set count to 0
cool
I've made an update but it's still not working - I've also tried to make delta between control rotation and actor rotation, not working: https://blueprintue.com/blueprint/3wind1cv/
you aren't calling server turn
ok but now i can i
only fire once
Γ―s that normal
did you set count to 0 when the branch is false?
it didnt show that
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.
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?
Okay it seems to be working now but in a wrong way, now it's replicating offset but not the rotation of the character: https://streamable.com/dp3034
PS Use controller desired rotation is set to true
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?
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.
?
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)
But not at runtime. Only at spawn or when placed in a level or a property edited in the editor.
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
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.
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?
Damn... I've messed up my skeleton
Is it possible to revert the changes? I've imported a character that broken it :/
There is a scale direction field where you choose axis, check that is correct
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?
I'm not at my computer at the moment but I'm assuming that the scale direction is just under the spline settings?
yes
No, nothing is shared between instances in BP's
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.
How are you constructing the widgets?
im just using CreateWidget
and how are you setting those variables you mention?
would a picture work?
Yep
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
Why is that a networking function?
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)
if you set it to expose on spawn, does the pin actually appear in the spawn widget node?
yep
and you tried setting the value on that pin directly?
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
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
so ive changed it and the pin is showing, except its still 0 in the ServerItem widget.
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
so i need to put the set before
yep
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
ye i really have no idea whats going on
wait why arent they .. collated? idk what the word is for this. should it be Setting/Getting? not setting/setting/getting/getting?
is there a way to do a full clean and rebuilt of the entire project?
@minor wolfWhere are you adding those widgets to screen?
how do you mean?
Where are they being added into the list that is showing them.
And you're using that on Event Construct?
im using it inside of Construct and its 0
Hello
I'm wondering if anyone knows a way to . Click to move without a nav mesh volume
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
@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.
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
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?
i really should not have rebuilt my project. 3> [62/2736] Module.Core.11_of_16.cpp this is going to take hours
O.o That is a lot of things to build.
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
So I'm at my computer now and I'm not actually seeing that anywhere in the details panel?
and in the BP if you need to change it:
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
figured it out, its bc in my other blueprint with the blank/non blank material setter, i also checked if the portal was at 0.0.0 and if the second portal wasnt made, so i just had to set the portals location to 0.0.0, and i stored the location in a variable so i just had to set that variable to 0.0.0
and boom!
it works flawlessly
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?
Hi everyone, just a stupid question. is the node Inverse Transform Direction is heavy for performance if i run it every frame?
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
i dont know what to put into the object?
you go first
you need a reference to the golfing_rig - make a variable and make the type into golfing_rig
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?
camera rotation -> get rotation x vector
or get player camera manager -> get forward vector
no
thank. just want to make sure π
wait and then just....

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

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 ...
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.
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?
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?
Do you mean like find an actor in the world and access/change it from another blueprint?GetAllActorsOfClasswill return you all your actors(of the class) that is currently in the world, sort them from there.
@wind void?
I would fire a raytrace and check if it hits anything
Otherwise Sweep would stop along the way
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:
Oh! Let's try. That'd be amazing. π
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 π
Beautiful, thank you @supple dome
Or you dont use a single line, rather a box(really depends on what you want to move)
Oooh! I didn't know that existed!
I may use that if my expierments with sweeping don't pan out
although i suggest harvest components when possible, child actors always bugged me out
Yeah just saw they were all child actors haha
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"
@willow breach
Ok but if you need this for later, this is what im doing with my healthbar
It works similiar
isnt there a note called exit game?
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 iβm asking is what is the best way to handle a flashlight for a player.
@azure vale
Probably should move the cast to on construct, save the variable, and use that instead ( along with isvalid)
@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 π
Yes sure^^
I currently just prototyping, Ill move the most blueprint stuff to cpp anyway
Ah, yeah its pretty practical when protoing π
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?
try before asking
I'd assume its the first one, only the root of the input scene component
guess my assumption dont really answer your question tho π
doesnt make sense for it to be the actor root tho
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?
Its set to read only on the variable.
You canβt set read only values
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?
you can sweep with a primitive component
You can do a half circle integral function
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?
I got this to work finally, just needed BlockAllDynamic instead of BlockAll π€·ββοΈ
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
Hello I have this code here: https://blueprintue.com/blueprint/y9uo4bvt/ that is supposed to close my pause menu when the menu is opened but it doesn't work. I made sure the input action is set to execute when paused but still no change.
Try setting a print string after the is game paused branch and see if it runs

pls no math