#blueprint

402296 messages Β· Page 716 of 403

prisma stag
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I tried adding a print string after the true branch which is the one I want to execute but it does not show.

willow breach
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how do i remove only 1 widget

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instead of removing all widgets

fading raptor
prisma stag
fading raptor
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Make a print string after where u set the game to paused, and see if it shows up

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Maybe the game may show its paused but the bp doesn't register it

prisma stag
fading raptor
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That means your condition for the branch you made is the wrong one

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I dont know your code, but try to find the condition you set where it pauses the game

willow breach
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why doesnt it do the event?

fading raptor
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Is the "is game paused" custom made, or does it come with the engine?

willow breach
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it prints hello

prisma stag
fading raptor
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What determines if the game is paused?

willow breach
fading raptor
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Im reading ur code give me a sec

willow breach
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k

fading raptor
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Its kind of hard to debug when all ur print strings say hello

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Rename them then debugg

prisma stag
willow breach
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ok i changed the first one to 1

prisma stag
willow breach
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and second to 2

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and it switched between 1 and 2

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starting with 1

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gtg sry :(

fading raptor
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Try making a custom variable for is game paused and replace it with the engine made is game paused

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So instead of the engine is game paused, it would be a boolean you made

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And set the boolean wherever you pause the game

prisma stag
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Alright. Give me a sec.

fading raptor
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I dont like using engine made things because they don't always align with your code

prisma stag
fading raptor
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Im not familiar with most engine pre-made events/conditions, because they just cause problems tbh, even if u actually pause the game, it still might not register it

prisma stag
formal wren
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How do I make VInterpTo and other Interp-function FPS unindependant?

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*unindependant

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mmh this seems to do the trick:

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any suggestions?

sinful sequoia
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@formal wrenWhy not just set SplineInterpSpeed in seconds and multiply it by GetWorldDeltaSeconds?

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I'm trying to figure out what asset is used in classe's static mesh (and use same static mesh in another thing) how do I get it from soft reference?

formal wren
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if I just multiply by world delta seconds I think I would have to recalibrate all my speed variables

sinful sequoia
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@formal wren Other option is probably "SetEventByTimer", not sure about the details

formal wren
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not possible

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i have to use tick. The interp function makes one object follow another objects location

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😦

sinful sequoia
formal wren
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yeah already found that one

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I think my solution works

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at least the speeds now seem consistent among different framerates

wind void
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Is there a way I can make a custom vector that contains Integers instead of floats?
Or if said vector exists?

sinful sequoia
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@wind voidMake vector?

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oh

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integers

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I can only suggest this

wind void
sand shore
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but function libraries exist for that sort of ergonomics

soft scaffold
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Hi! I tried to make an angle calculator system to calculate the angle between the lines, but something doesn't work correctly. Any idea?

unkempt moth
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Does anyone know where the best way to learn third person over the shoulder aiming and shooting? I'm not making a shooting game but I need to make a set up like that so I can aim fireballs and arrows where I want.

Tag me please

fiery swallow
# unkempt moth Does anyone know where the best way to learn third person over the shoulder aimi...

https://www.youtube.com/watch?v=BzpPK0hPc4s
The fundamentals are kind of explained here. If you want an interactive camera that moves rather then teleports you'll just need to use VinterpTo node, alternatively you can use a timeline to achieve the same effect. I believe VinterpTo is used in Advanced Locomotion System rather then timeline... So it's probably the better method

Short, snack size video guides on various elements of Unreal Engine 4.

Support me on my Patreon and see episodes 2 weeks early: https://www.patreon.com/ryanlaley

In this snack I go through how to make your third person character have an over the shoulder perspective like a third person shooter such as Gears of War.

β–Ά Play video
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There are all sorts of settings in the camera that can easily be changed in blueprints as well to achieve your desired effect

unkempt moth
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I think I've watched this one @fiery swallow. But I might have to watch it again. Maybe my question wasn't completely clear. I want a hold button to aim and a shoot button to shoot. Not just over the shoulder view but an over the shoulder when aiming view. Does it cover that or do I need to adapt from what it is talking about?

fiery swallow
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If you want an interactive camera that moves rather then teleports you'll just need to use VinterpTo node, alternatively you can use a timeline to achieve the same effect

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Is how you'll achieve the effect of shoulder view when aiming

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Are you familiar with VinteroTo node or a Timeline node?

unkempt moth
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Only slightly

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I'm working on my 2nd game and my 1st commercial game

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Plus I've been using Unity mostly until a certain point

fiery swallow
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In your case, I would go with a timeline since it's suppose to be a temporary thing

unkempt moth
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Okay, I'll check the video out. Thank you!

fiery swallow
unkempt moth
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Okay that would be a great help!

fiery swallow
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join programming parlor voice chat

unkempt moth
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Hold on trying to get the mic to work

fiery swallow
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I guess you need special permission to screenshare so just sent you a friend request, you'll have to accept

trim matrix
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does anyone know the name of this node?

fiery swallow
trim matrix
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i mean im guessing??

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im tring to figure out which one it is that target to the left thingy

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if i drag camera alone with get or set it doesnt give me it

fiery swallow
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I see a cast to node

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a variable

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and a set view target blend

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the one on the left is a cast to node

trim matrix
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yeah

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but how do I get the middle one?

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if i click on promote to variable it gives me that node instead

fiery swallow
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so you're trying to get camera 1 from Dviz Game Mode?

trim matrix
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yeah

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idk im kind of in a mess rn

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because im following a guide to be able to to access a camera

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on this scene

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so it says here to place the camera in the level

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then get the reference

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so maybe that step has to do with it

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how do i get a reference from a camera thats already in the scene?

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i already tried dragging it onto the event graph or components and it doesnt work

fiery swallow
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So the way cast nodes work is... They give you all the variables and information from a different blueprint

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the reason you can't get camera 1 when dragging off of it is because camera 1 does not exist inside of it

trim matrix
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yeah

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Camera 1 exists in the level

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but its not referenced

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because I dont know how to do it, I tried looking it up but i havent had much luck with cameras only

fiery swallow
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what do you mean it exists in the level, it's not attached to any actor?

trim matrix
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i have a camera actor to roam around

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im trying to get a second camera so the player can look at specific thing from a specific angle. controlled with a widget

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the plan was to let people click on it and use the camera for a bit and then go back to the roaming character

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what I mean is this

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on the second step is where im a bit lost cause i dont know what he means by get the reference (Like I know what he means but im unsure on how to do it)

fiery swallow
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Okay so it's saying open your level blueprints and store these camera references in your gamemode

trim matrix
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yeah

fiery swallow
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So open up your game mode, create a variable that's an actor

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camera actor

trim matrix
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done

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called it camera_1

fiery swallow
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then go to your map and open up the level blueprints

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should be at the top

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somewhere around the toolbar

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somewhere near the play in editor button

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it's like a picture of blueprints

trim matrix
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yeah

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im on it rn

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now it says thre cameraactor, from persistent level

fiery swallow
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right click and click create reference

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it will automatically give you a reference to that camera

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it should say camera actor from persistent level

trim matrix
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OH

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wait gold on

fiery swallow
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if it doesn't, you'll need to go back to the viewport and click on the camera, and then do it again

trim matrix
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i created the cameras on the gamemodeBP not on the LevelBP

fiery swallow
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yes that's correct

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leave it

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you can not reference the cameras properly in the actor unless you store it's reference in a reachable location, which is why you needed to create it in the gamemode

trim matrix
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yeah bare with me for a sec

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im redoing all the steps

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im trying to find the level blueprint real quick

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ur saying that its at the top

fiery swallow
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look where the play button is

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and go left of it untill you see some blueprint logo

trim matrix
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got it

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ok im here

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lets see

fiery swallow
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click on it and then click open level blueprints. okay

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Go back to the viewport

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and click on the camera

trim matrix
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yea

fiery swallow
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return to the level blueprints and right click and then click create reference

trim matrix
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and drag it

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got it

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now its good

fiery swallow
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you dragged it into the gamemode set camera actor?

trim matrix
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i dragged it on to the level BP

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and im building the nodes that are on the pictures

fiery swallow
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okay

trim matrix
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ok so

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im trying to rebuild the nodes

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but im having a hard time getting the set node

fiery swallow
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cast to your game mode drag off of it and type set camera actor or whatever you named it

trim matrix
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awesome

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ok done with that

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now

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if i have that camera called "Driver"

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  1. Go to your GameMode BP and add variables of type Camera Actor (As many variables as their are cameras in your level)
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I just have to add them by name?

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or do i have to drag and drop from the Level BP

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nvm I think I got it

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@fiery swallow thanks for the help, appreciate it πŸ™‚

fiery swallow
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np

minor wolf
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So I was having an issue before where I had a widget with an expose+instance editable integer variable that was never actually being set even though I provided it with a value in CreateWidget. Just wondering if anyone knows how to fix this?

open peak
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How do I clone an Actor and make it a child of the BP actor?

tired cypress
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@open peak Right click the BP object in the Content Browser then select "Create Child Blueprint"

tired cypress
open peak
minor wolf
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You can expose variables same as any other blueprint and I'm pretty sure this is the only blueprint that is not working. If I make a custom event to set the integer I get the correct value but none of my text widgets inside are updated

tired cypress
tired cypress
open peak
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I come from a Unity background so im not completely familiar with the way UE does level objects yet

tired cypress
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@open peak Yeah so all you want here is an object instance. Likely you'll use the SpawnActor node

open peak
tired cypress
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Well if you specifically need the in-game actor instance, then you'll have to grab that at some point, really depends on your workflow here

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You really can't provide it the Actor class?

open peak
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It'll GetClass when i try to pass it the Actor but is it going to clone everything in the actor?

surreal peak
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No

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Blueprints have no logic to automatically duplicate afaik

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You can grab the class and spawn a new one

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But that's a fresh one

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You would need to set all variables by hand

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C++ could probably do it I guess.

open peak
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But what if for example I have an actor in the level which has a static mesh as a child, it will only instantiate the actor and not it's children?

tired cypress
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You can use GetActorOfClass in order to find an actor that has spawned within the level...but that doesn't specify exactly which actor

surreal peak
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It will spawn a new copy of that actor with all default values

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Child is a confusing word to choose here

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Child usually means inheritance

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So a child class. Not really related to spawning it or an instance of it

tired cypress
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Yeah, if it has inherited components, then it will spawn all of them

surreal peak
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Components are defined in the class so it will also create those again

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If you changed the static mesh asset in it during runtime then that change does not exist in the new one

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Only the default values will be there

open peak
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So if i for example wanted to duplicate this floor with the cube

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I can't really figure out how I could do that in a BP script

surreal peak
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May i ask why you are doing that?

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Is that a gameplay feature?

open peak
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I just want to repeatedly place out any kind of level objects without having to do each one by one manually

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But rather, provide what i want to repeatedly place out along a line for example

surreal peak
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You would place some actor that has an array of actor instances in it

open peak
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It's more as an editor tool i guess

surreal peak
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Then you can reference those two actors via that array if they are all in the level

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And let the additional actor spawn them via their class

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That said. Constellations like this would probably be good to be created as one actor

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Or the actor itself can spawn multiple meshComponents via construction script

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Oooor you simply hold ALT while dragging them :D

open peak
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But If i wanted 100 of them along the X axis i need to do that 100 times and be accurate with the mouse (unless i use snapping)

surreal peak
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Yeah alt is more for a few copies

open peak
surreal peak
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Yeah

open peak
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I wouldn't be able to have repeatedly placed out AIs for example then

surreal peak
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Correct

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But there are also editor utilities you can use nowadays

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Where you can script your own widgets that can get your actor selection and do things with them

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Which might be a bit more suited for generic editor utilities

open peak
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Yeah I was looking into that initially, then I found out about Constructor Script and gave it a try but no luck

surreal peak
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Yeah an actor with a spline that places things along the spline via construction script is also a way

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Hard to explain though without giving you actual code

open peak
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I saw this before but wanted it with other things than just Meshes https://youtu.be/83Jd3HhADCU?t=3641

Tom Shannon, Technical Artist at Epic Games, will explore the systems available in Unreal Engine to create in-editor tools that automate and improve workflows, reduce errors, and even extend the Editor, unlocking new functionality.

Using Blueprintsβ€”the native visual scripting language in Unreal Engineβ€”Tom will demonstrate how to create robust t...

β–Ά Play video
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(Timestamped)

trim matrix
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How would I be able to rotate a camera, but disable character rotation on key press for a thirdperson game? Any help would be greatly appreciated. Trying to get
a block stance locks character rotation(strafe all directions), but camera can look around. Or a video about it, I could follow. enabling rotation yaw and disabling yaw input works, but locks camera too.

surreal peak
open peak
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He basically has a BP with a spline and has meshes spawn along the spline in the editor

surreal peak
cloud jetty
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Hey guys, just a quick question.
I'm trying to use "WASD" input action but it's not working. Is because it has been already used as an InputAxis ? And do you have any solutions for that ?

trim matrix
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ty So easy

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sigh all day struggle lol. I come here more πŸ™‚

surreal peak
surreal peak
trim matrix
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Yup! I always get confused with that stuff. I just need to turn on off Orient Rotation now in BP. Works perfect though πŸ™‚

cloud jetty
main sundial
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Hi, I am a beginner and want to create a simple character that can run and fall. I tried many tutorials and somehow able to make it run but it doesn't fall.

surreal peak
midnight ravine
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What do I use to create a data-based relation between stuff?

Here's my scenario:

I want to change the color of objects in my scene based on what category it belongs to. But I do not know how to describe the relation between a category (which is just a custom Enum) and their corresponding color vector. Can someone help out? I've looked into Data Assets but that doesn't seem to be right

cloud jetty
surreal peak
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Default characters should be able to fall

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Unless this is not what is meant

midnight ravine
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@main sundial do you mean "fall" as in have an animation play when the character is no longer touching the ground?

surreal peak
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A dictionary like lookup can be done with a Map

main sundial
surreal peak
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What class did you use when creating your character?

midnight ravine
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@surreal peak would I be able to create a Map Asset that all my blueprints would be able to access game-wide though?

main sundial
midnight ravine
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I wound up using DataTables but have one question. Is my "category" column redundant and should I just use Name?

tawdry raft
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Big question, would anyone have an idea how to make the camera move how DMC5's camera tracking works when fighting an enemy?

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I keep thinking maybe a spline could work?

ivory adder
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So I have a weapon that takes 5 seconds to be able to fire again. I would like a progress bar on the HUD that displays the cooldown. How would I do that?

light garnet
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Is there any online subsystem for mobile ?.

minor wolf
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would it just use like google/apple services?

midnight ravine
# tawdry raft Big question, would anyone have an idea how to make the camera move how DMC5's c...

DMC used a combination of splines and general actor tracking.
The math behind it is complicated and you're probably better off writing it in C++ because it'll get messy real fast in BP I reckon.
Take a look at some custom camera systems other people have written.
https://github.com/donanroherty/UE4_DarkSoulsCamera
https://github.com/mklabs/ue4-targetsystemplugin
https://github.com/redcatbox/CameraVolumes
https://github.com/joessu/DynamicCameraSystem
https://github.com/historia-Inc/UE4_AimCameraPlugin
https://github.com/jlamarche/ExploreController

You might want to use a CineCameraActor instead of the regular camera actor as it offers more features out of the box such as actor-tracking.
You'd need to tweak that though to get the effects you're hoping for.

You might also find the source code of Unity3D's CineMachine useful: https://github.com/Unity-Technologies/com.unity.cinemachine

desert rover
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I have this 2d sidescroller game and on the blueprint I can move my mouse around and my player will look in the direction of the mouse and shoot, I want to implement a controller thumb stick instead of the mouse but i cant figure it out.

feral jay
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So right now I have it set to spawn 1 of every type of die on pressed. how would I have it spawn a specified amount of each die.

plush swallow
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why cant i move instanced meshes on runtime

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like is it possible to set the location of each instance at runtime?

tight schooner
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Like with a hierarchical instanced static mesh component? Yeah you can set locations of individual mesh indexes or update them all in batch. There are nodes for that.

plush swallow
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i used the update instance transform and it didnt work

tight schooner
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Did the instance index exist before you used that node? That's all that comes to mind offhand for why it wouldn't work

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The update node doesn't create the indexes IIRC

plush swallow
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i created the instanced meshes in the construction script using add instance

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and then i use the update instance transform in the event tick

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the instances are generated but they dont move

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w8 now they are moving

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i was using instanced static mesh instead of hierarchical instanced static mesh

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but i dont get it isnt hierarchical used for high poly meshes that need LOD? i didnt use it because my instanced meshes were just cubes

trim matrix
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hey all, having trouble wrapping my head around bp communications.
Trying to reference a variable between to blueprints.
without using interfaces can I make the below work?

minor wolf
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you need an object to cast

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if the blueprint in the picture is of type BP_MoneyGeneration (eg it derives from it) then you can use a "reference to self" node

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otherwise, you will need to procure a reference to it from elsewhere

trim matrix
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There are numerous ways to get references as well, so you should definitely check up some online resources on casting.

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Yeah i;ve been reading the UE doc but I'm just have trouble interpreting it. Got the cast to work a different way for now.

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If all else fails you can create a variable that is an object reference

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I ended up putting the variable into my player and calling it with a cast on collision =/

desert rover
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This is the code to get my sidescroller character to look at my mouse cursor and shoot bullets, but i want to add gamepad controls with using the gamepad thumbstick to aim instead of my mouse. any one got any ideas?

fallow orchid
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hi! did you resolve it with custom angle?

trim matrix
minor wolf
trim matrix
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I see it is all about type T and type U

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time to google what those terms mean, thank you.

minor wolf
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they are just type names

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if it helps, T is Controller and U is PlayerController

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substitute them accordingly for the types you want to cast to/from

trim matrix
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So as long as my casts aren't dealing with a Controller/Player Controller I don't need casting?

minor wolf
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that is incorrect

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you only need casting when you have a type and want to use it as a different type where types are related

trim matrix
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I see, any types not controllers specifically.

minor wolf
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Controller is a type

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if you mouse over the output pin in GetPlayerController it will say it returns a Controller

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if you look up the docs page from Epic it will tell you that PlayerController is a type of Controller

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its all about the hierarchy of types, or "classes". in blueprints, each blueprint is a class of its own

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ThirdPersonController im pretty sure is a type of PlayerController because its parent is PlayerController

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not sure about your ThirdPersonCharacter, maybe im confusing names

trim matrix
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I am using get Player Character, ThirdPersonCharacter is just the name of the default BP class in the ThirdPerson Demo

minor wolf
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let me check it real quick

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so it says in ThirdPersonCharacter that its parent is Character

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makes sense given the name, however there is no direct relationship between Character and Controller

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the docs page sheds more light on this

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the closest common ancestor for Controller and Character is Actor

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however you should be able to do GetPlayerPawn -> Cast (ThirdPersonCharacter)

trim matrix
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Since Pawn is higher in the hierarchy than ThirdPersonCharacter?

minor wolf
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theres no way to get a ThirdPersonCharacter directly from a Controller

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best you can do is get the pawn (since Controller has this function), then downcast to your character class

trim matrix
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I somewhat understand, further study/experimentation definitely required.

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Hey Gambit, there is this casting based snag I am running into could ya guide me a little?

minor wolf
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sure

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for further reading you can check the wiki page https://en.wikipedia.org/wiki/Type_conversion

In computer science, type conversion, type casting, type coercion, and type juggling are different ways of changing an expression from one data type to another. An example would be the conversion of an integer value into a floating point value or its textual representation as a string, and vice versa. Type conversions can take advantage of certa...

trim matrix
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So I made an actor called Pickable, and then made three child blueprints so that I can add all the functionality into the parent class while I can customize some of the stuff like meshes and variable values in the children.

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I then made a data asset called Inventory and made an array of type 'Pickable' to store objects of the children.

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I am trying to 'get' the inventory into the BP for the parent 'Pickable' Class but it hits me with the accessed none error.

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Images for reference

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Ah I see.

plush ridge
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why doesn't cloth work on LODs above 0?

main sundial
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How can I make my character cover fixed distance on every jump. I want my character to jump from platform to platform.

earnest tangle
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As in, automatically cover a specific distance for the jump?

main sundial
earnest tangle
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Right - and the jump distance must always be the same, and not affected by things like other inputs or the character's speed?

main sundial
earnest tangle
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Ah I see

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You could perhaps use Launch Character

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I think that's what it was called

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If you give it an upwards vector into the direction you want to jump with sufficient force, that should do it I think

formal wren
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Anyone have an idea how I can watch the value of an variable and trigger an event in the moment a certain threshold is reached? I don't like the idea of using Tick for this

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Maybe using a special setter function?

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or is there a better way

earnest tangle
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It depends on how you're updating the variable I guess. If you tend to update it on tick, then checking for it on tick seems fine. If you only update it occasionally, using a setter function would be the way to go

floral quail
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My input is not executing at all even though i have it set up in Input. I can see the execution when other events fire. Any thoughts on why?

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pls @ me btw

fiery swallow
# floral quail pls @ me btw

there's likely a key already using the same key as crouch, assuming it's placed in the actor you're controlling

surreal peak
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Where is that placed in

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Because both Character and Controller wouldn't need that amount of nodes to trigger this

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Ah well controller maybe but then GetControlledPawn would be better

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Either you are using the same input or the key itself somewhere and it's being consumed or you are in object that has no input enabled

floral quail
surreal peak
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Inputs are handled on a stack

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Means one after another has a chance to utilize an input

floral quail
surreal peak
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Each can say they can consume the input which will remove it from further handling

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E.g. if your Playercontroller has the event and your character and your controller consumes it, the character won't get the event anymore

floral quail
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That makes sense, consuming the input is optional then?

floral quail
surreal peak
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Hm maybe via cpp breakpoints

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But generally you should know if you used that input elsewhere

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And consuming is optional but enabled by default

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You can click on the input node to disable it on the right

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In the details panel

floral quail
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Currently I'm only using the default fps controller. I wanted to add crouch. The event is something I added. I also have a global event that toggles some light on ctrl, would this be the culprit?

surreal peak
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It's also important to answer the question as to where your code is even located

floral quail
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I'm new to blueprints

floral quail
surreal peak
floral quail
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Thanks man πŸ™

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Learned something new

surreal peak
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Input for your character should be in the character

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Controller input should be for things that have nothing to do with one specific character

floral quail
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It is in my character

surreal peak
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Like opening a menu

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If it's in your character why are using so many nodes

floral quail
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The other thing was just to test some quick and dirty blueprint

surreal peak
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You can call crouch directly

floral quail
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How would it know the type?

surreal peak
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Wdym

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You are in your character

floral quail
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Ah

azure vale
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Hey Guys I have a question for something I thought would be easy.

I have an Enemy Actor, which goes into ragdoll if hes dead. I wanted to add an impuls so that he flyes away on death.

But the ragdoll does not react to that, just falls to the ground.

hexed cloak
surreal peak
azure vale
#

@surreal peak is this enough?
πŸ˜‚

surreal peak
#

Just making sure. Forces are sometimes a bit random

#

Also the direction is inverted

warped cloud
#

Does anyone know of functionality to copy text to the system's clipboard?

surreal peak
#

Probably something something platform

#

But not via blueprints

warped cloud
#

yeah google didn't reveal anything; I guess I'll look for plugins!

surreal peak
#

Yeah it's gonna be c++

#

Either something with the platform interface or directly via windows apis

azure vale
floral quail
trim matrix
#

Wow autosaves just saved me

#

I first compiled an asset after some change in the BP code and it made crash the editor

#

Then I opened the project again, and made the same changes to the editor, then saved first then compiled the asset and it made crash the editor

#

then after that everytime I tried to open the project it crashed endlessly o_o
I had a brief moment of panic

#

then I remember there was this "Autosave" folder and it just saved me wow

floral quail
#

Aight, this actually just works

surreal peak
trim matrix
lusty elbow
#

Which would be the best way to create a persistent log? Using "print string" with very large values of Duration and short string works for now, but I am looking for a clean permanent solution.
Here's an example. Combat log of the game Battle Brothers

lusty elbow
loud cipher
#

anyone know how i can make a blood vignette appear the more the player gets hurt?
e.g.

#

i want the health to increase the alpha so it appears more the player gets hurt
so at 100 hp alpha is 0, at 50 hp alpha is 50
how can i do this

willow breach
surreal peak
lusty elbow
surreal peak
surreal peak
lusty elbow
#

Yes. Any pointers on how to do that kind of log?

#

Ah

#

Wrong channel

#

My bad!

surreal peak
#

Spawn widgets into a vertical box

lusty elbow
#

I will ask in the #umg channel. Sorry for cluttering

surreal peak
#

Oki

soft scaffold
#

Hi! I tried to make an angle calculator system to calculate the angle between the lines, but something doesn't work correctly. Any idea?

azure sparrow
#

Hey i needed a help regarding the interface thing

#

So i have an interface named interact interface

#

And im trying to call it

#

whats the difference between these two?

#

and also i am calling this on a widget (If that makes a difference)

#

For some reason this isnt getting called

random quail
# azure sparrow

left is event provided by interface (interface call) , right is a regular event (regular call)

azure sparrow
#

nvm i found now lol

#

it wasnt showing up for some reason

willow breach
#

how do i make this 2 peices instead of one?

azure sparrow
#

u should do it on ur 3d Software @willow breach

willow breach
#

its from sketchfab

#

i downloaded it

#

i just wanted to know if i could split it @azure sparrow

zealous moth
#

I am trying to populate my UMG widget horizontal box with buttons based on a list. I put a print string to catch whether or not the button gets constructed and it does however it does not appear in the horizontal box. In fact it looks completely collapsed. Anyone encountered this?

azure sparrow
azure sparrow
zealous moth
#

hm, it's not a grid per se but I did change it to add child to horizontal box.

#

the result is the same

#

looks collapsed in the corner

#

bottom left

#

my button structure looks like this

#

if i set size to content, it will expand to something more or less acceptable but I want to to fill all..

willow breach
zealous moth
#

Alright so the solution was to cast off the child for the sloy and set that slot size to fit

latent basin
#

Hi guys, one of my project files has somehow been currupted, and now I cannot open it or interact with it anyway, even though the game shows the file, therefore I know it is technically valid, just anytime I try clicking it or opening it the editor crashes. Can I somehow fix it? i spent some time on the file and would really like not reworking it.

midnight ravine
latent basin
#

😦 ok

fiery swallow
latent basin
#

well im not sure

#

this is my Saved folder, there are Autosaves but no Backups

fiery swallow
#

get the autosaves

latent basin
#

It Worked!!!! yaaaaaaay

#

thanks

azure sparrow
surreal peak
tawdry raft
minor wolf
#

does anyone know why my text widgets are not updating? i can confirm this being executed (via PrintString), however the changes are not reflected in the actual widget

#

using bindings instead does not work. just the widgets to default value of the variable

#

doing this in tick with bindings yields the same results as just using bindings in construct. in tick without bindings and setting the widget text directly is the same the first game picture with the prints, the values its setting are correct but its not reflected in the widget itself.

#

setting the ServerItem text widgets text directly from where the session information is available also does not work, same result as the first game image with the prints

#

i decided to print the text values when i click the button and can confirm the values are not being set at all.

#

session info is definitely available

sinful saffron
#

anyone got a problem with blueprint not reciving keyboard input?
I put in enable input on event begin play, but event with key Y is not triggering.

minor wolf
#

turns out ListView is the reason. maybe i was using it wrong and i should have been using the Entry Initialized event, but i swapped the ListView for a VerticalBox and its working fine now...

marble nova
#

Quick question on best practice - is there any reason to limit the number of levels you can stream? - eg i'm making a puzzle platformer & i'm streaming all levels into a single main level and unloading the previous for better loading. will i encounter some kind of limit on how many levels i can include?

sand shore
#

You shouldn't, but it's always a good idea to try to not have as many levels present.

tawny river
#

anyone have a good reference on getting a projectile to be lobbed in a ballistic arc from point A, to point B

#

I know there are built in nodes for it, but I've always struggled to get decent results out of them (if any results at all)

marble violet
#

where can i find Blutility.GlobalEditorUtilityBase class?

#

UE 4.20.3 has it but i can't find it in 4.26.2

earnest tangle
#

Have you enabled the plugin? I recall Blutility was one that's not on by default

marble violet
#

I can't find Blutility in experimental section of project setting in 4.26

#

in 4.20 it was in Tools tab

#

i think in 4.26 is not experimental anymore @earnest tangle

#

though i can create Blutility but I can't find the GlobalEditorUtilityBase

worthy tendon
#

wonders

earnest tangle
marble violet
#

oh damn... then probably I have to use Editor Utility Widget instead

#

thanks for the help

open peak
#

how do i get all the children of an actor?

maiden wadi
#

@open peak Children in what sense?

open peak
#

the two attached actors here

maiden wadi
#

If Repeater is your actor, you'll call Get.. Editor isn't open at the moment. I think it's something along the lines of GetAllComponents, or GetComponentsOfClass if you want just the static mesh ones.

maiden wadi
#

Where are you calling that? Inside the blueprint of Repeater?

#

If not, the target needs to be Repeater.

open peak
#

Editor

earnest tangle
#

Note that Get All Child Actors returns child actors from child actor components - if you just attach actors into another actor, that won't return them.

open peak
#

then how do i get the attached actors

earnest tangle
#

Get Attached Actors

maiden wadi
#

Oh. I totally overlooked that. I didn't realize those were actors. I read that as StaticMeshComponent. πŸ˜„

earnest tangle
#

yeah wasn't sure if it was child actor comps or not, just thought I'd mention it just in case :)

open peak
maiden wadi
#

It gets all of them.

#

If you're trying to clear them, you need to do it in reverse.

open peak
#

it doesn't

#

oh

earnest tangle
#

ah the classic pure node footgun

open peak
#

ah i see it reads from the array as i delete them

#

How do i save it to a temp variable then? Local variable?

earnest tangle
#

right click the array return pin and choose promote to variable / local variable

#

(locals are only available if you're in a function)

maiden wadi
#

Likely easier just to use a reverse for each loop.

earnest tangle
#

yeah that would work, although it'll still keep re-calling the node every iteration I think

#

it's probably not really a huge problem tbh

open peak
#

I did this and it works well now πŸ™‚ thanks

#

before, i was just connecting the out array directly to the foreach, as zomg noted

earnest tangle
#

Yeah, it's good to be aware of the behavior with pure nodes where they get ran multiple times in some situations like this

#

They can occasionally cause bugs which can be hard to figure out unless you just know this is how it works

open peak
#

How do I get the mobility of an actor?

earnest tangle
#

isn't there like a get mobility node or something (it's probably for components, since those are the ones that have that, not actors)

open peak
#

ah so i have to probably get the scene root component or something?

earnest tangle
#

yeah whatever is the root of your actor

open peak
#

Is it possible to multiply a whole transform or i have to multiply every vector by vector?

turbid orbit
#

What is the correct way to reference character height?

#

For example here I can use "Third Person Character" to get "Character Movement" then "Max Walk Speed". What do I type to get the correct value for player height?

#

In case my intention matters: I want to make the Height a variable just like I did with MaxWalkSpeed so I can reference it elsewhere in my Animation Blue Print

modern musk
#

Hey everyone, I did some googling and playing around with this a couple months ago and couldn't come up with anything, I'm just making another attempt and thought I'd ask here:

When attaching a mesh to another mesh's socket (currently working with skeletal but it would be useful to know for static as well), is there any way to snap one socket to the other?

For instance, let's say I have a sword with the origin point set to the hilt, but I want to snap that weapon to character's back when it's sheathed. In my mind, I thought I would just be able to create a socket midway down the swords blade, create a socket on the characters back, and snap those two sockets together. In actuality, I'm having to attach the sword to the characters back socket using the "keep relative" option, and then manually adjust the sword's transform so it fits properly, then save that variable and call it when sheathing the weapon. This works fine for a couple weapons but becomes tedious in a game with customization. Anyone able to point me to a better solution?

zealous moth
#

@modern musk use a placeholder for the weapon socket and rotate/adjust and record it. It will be tedious since it aounda like your weapons arent standardized

#

@turbid orbit i am confused as to how it is relevant. You can get your characters capsule height for instance.

#

But if you want the exact height of your head to your root... use measure on 2 sockets? Or get bone locations and get distance

modern musk
zealous moth
#

@modern musk on the static meshes you can add a socket and rotate it as needed and use that as a point of reference when attaching it to something else

#

For instamce, i had some swords where the handle was at origin. However for some daggers they were not. So i added sockets to all and make the xyz coords rotate so when you equip it uses that data to correct it

abstract gate
#

in VR the GrabComponent will orient and grab the object correctly. Is there any way to modify this or duplicate it to grab 2 places?

#

at once? It releases the other hand when I do this

atomic salmon
abstract gate
#

can i use the attachment with one hand then do the collision thing with the second hand?

atomic salmon
#

Check out my tutorial here: https://youtu.be/wxKYgJmc5a8

Learn how to grab and handle a weapon with two hands in VR!

Includes an MK16 and a Katana example. The weapon can be held with one hand or with two hands. Plus it can be switched from one hand to the other on the fly. You can even teleport while holding your weapon.

This has been requested so many times that I had to give in and do it. ;-)

MK...

β–Ά Play video
modern musk
feral ice
#

how do i save each instance as an item in a list? Or is that possible? If I want to access instance 6 and change its rotation for example, how do i save in list?

zealous moth
#

@feral ice take mylist and pull off "add"

#

However in this case use a map

feral ice
#

ok

abstract gate
#

@atomic salmon in your video you are using a static mesh but it should be fine to follow it with a skel mesh correct?

minor lynx
#

is there a way to make the water bodies act like a physics body set to water? seems odd to have to also maintain a separate volume to say hey this is water but i cant figure it out

trim matrix
#

ok so I have set up cameras on the scene with widgets and if the player wants to go and look at things from these cameras perspectives it will switch up from the main character camera to the cameras in the scene

#

one issue im running into is that if I want to go back to the main camera, I cant because i havent figured it out

#

im on the Level BP and this is what I created with nodes to see if I can jump back into the character after interacting with one of the cameras

#

but it brings me back to where the player first starts and I cant move

#

Im trying so if the players Clicks E, he can just go back to where his body was before swapping to the camera. It would be efficient if I could just set up an UI inside each camera to tell the player "Press E to go back" but thats something I want to do after I figure this out

minor lynx
#

i think you need to target the pawns?

#

because switching camera doesnt switch which pawn you are controlling

#

you can probably getpawn from the controller to know where to reattach

trim matrix
#

okay let me try that!

#

that actually worked

minor lynx
#

awesome

trim matrix
#

but its using the optional camera pov/height

#

and not the characters one im using

#

so i have to figure out how to use that one instead

minor lynx
#

im not sure about that

#

im a unreal noob πŸ˜›

trim matrix
#

yeah me too haha, im trying to get used to the blueprint system

#

theres a lot

#

@minor lynx got it working, I needed to use the get player pawn node

#

connected to view target and then get player controller for target

minor lynx
#

awesome

feral ice
#

Can you use I as in complex numbers in ue4?

turbid orbit
atomic salmon
marble violet
#

How can i render a Material into TextureRenderTarget2D without dropping it into the scene?

#

it's always black, except I add emissive into the material

zealous moth
marble violet
#

i have a simple material

#

Trying to render it into TextureRenderTarget2D

#

it's black if there is no emissive

#

i believe is because there is no lighting

#

since i'm just doing it within the content browser

feral ice
earnest tangle
marble violet
#

and I made an Editor Utility Widget

earnest tangle
#

Ah something like that

atomic salmon
# feral ice Just curious

There is no support for complex numbers in Unreal. You would need to write your own library or use a C++ one.

marble violet
#

basically i pick material and RenderTarget and render it

earnest tangle
#

If you use Draw Material to Render Target I'm fairly sure it should work, but tbh I'm not sure how the editor treats RT's when you're just using editor utils like this

marble violet
#

yeah, I'm doing Draw Material to Render Target

#

it works if there is Emissive

earnest tangle
#

Ah

#

Yeah it might have something to do with how the editor captures the thumbnails

#

Why are you trying to draw into an RT in editor utilities anyway?

turbid orbit
marble violet
#

some of my texture are fairly heavy trying to optimize them into a single image

zealous moth
#

then i gave you and answer, enjoy~

earnest tangle
#

You would probably have to generate an actual texture2d asset from them, I'm not sure if you can really save render targets like this πŸ€”

open peak
#

is it possible to multiply a vector by float

marble violet
#

@earnest tangle I was watching UE Material Master Learning by Sjoerd de Jong, and in "Render Target" section he did that in UE 4.20 so i thought that is an interesting approach

earnest tangle
#

interesting if that would actually work

#

I know you definitely can generate and save texture2d's, but it has to be done in C++

#

but maybe it's possible to save the RT's as well, but I guess you might just not get a good preview for them unless its emissive

earnest tangle
marble violet
#

hmm... i thought maybe i missed something somewhere

ashen panther
#

can you change a splines lentgh at runtime? so that it retracts and extends?

earnest tangle
earnest tangle
ashen panther
paper vapor
#

are there any tutorials for dynamic mesh painting with multiple colors?

spark nest
#

Hi there, I'm pretty new to UE and Node stuff in general, I'm currently following along a post on making drag-able widgets for a pseudo operating system and this node wasn't explained very well (at all actually) Could someone identify it for me so I can do some wider reading? I thought it was a Math expression but those don't seem to factor inputs (at-least from what I've seen so far) Many thanks in advance

runic plinth
#

It doesn't sorry I just took your latest message.

marble nova
#

I have a static mesh which im using 'anim to play' on inside a blueprint - is it possible to use a blendspace and then modify the blendspace value in normal blueprints, or does it need to go through an anim graph?

abstract gate
#

under custom it says there is the ability for two hand grabs. This is UE4.27 and i am struggling. it isnt like the older youtube videos

marble nova
#

managed to get this far but im not sure this makes sense

abstract gate
spark nest
#

(Apologies for repost, got buried) Could someone identify the circled node for me so I can do some wider reading? Cheers

worthy tendon
spark nest
#

Awesome, I had a feeling it would be obvious. Forest through the trees and all that. Thanks for the help πŸ™‚

iron heron
#

Hey can someone maybe help me

#

This is my character blueprint

#

i built some logic to change the movement input on "ctrl" and reset it once "w" is released

#

but i can't seem to go faster even after switching

#

when ingame and debugging i see it switching over, my logic is working

#

but if i pass more than 1,0 into the add movement nothing happens

sinful sequoia
#

Can anyone advise - why "IsFaling?" returns "false" when I'm in fact falling?

iron heron
#

it#s basically like minecraft

#

i want ctrl to enable sprint while holding forward

#

and to reset this state after letting go

sinful sequoia
#

Dont think this is relevant but ok

#

Also false under any condition

#

Ugh.... alright, thank you

iron heron
#

then you have to hold control

#

that's very fatigueing

#

wait

#

i butchered that word

#

my pinky is thanking me later

runic parrot
#

Hi! one question with player controler/UI.

I have 2 maps

  1. LoginScreen
  2. CityMap

I want to use a specific player controller and HUD for the login screen, but i'm not sure on how to change the player controller when changing between maps (there is going to be more maps with diferent playerControllers).

#

Is this the right approach? if so, how can i change the player controller?
i think i can change it swapping the GameMode to another one that has the new player controller as default, but how do i change the GameMode at runtime on new map load?

#

Yeah, that is the way, thanks!.

iron heron
#

Ah no its not

#

its release forwar button and go back to normal walking

#

so everytime you walk again you have to toggle sprint on again

tawdry raft
open peak
#

is there an event for when the actor is deleted from the level editor?

#

When I delete a parent actor, the attached child actors are not destroyed with it, but rather moved to the world

raw orbit
#

is there a way to have a button widget parent for all buttons in my project for styling purposes? otherwise its a pita to change the color / image / font of every button when needed

zealous moth
#

@raw orbit afaik no there isn't. You'd have to make an array for your buttons and do foreach loops and set the properties

raw orbit
raw orbit
#

what about cpp, creating my own improvised button there

zealous moth
#

you can create a class or a struct that defines those things and then a function

raw orbit
#

oh okay. another question is there anyway to keep manipulating a synth 2d slider even if im outside its bounds

zealous moth
#

No idea what that is

#

Lol i used ue4 since 4.20 and i never heard of that

raw orbit
#

oh, its like a 2d slider, you can slide across a square

#

got x and y

trim matrix
#

Does anyone know why I cant get this node to work inside my blueprint

#

i need this action to happen once only so it doesnt keep making widgets on top of each other

#

i want the person to use a key on the keyboard to make it dissapear once they get out of the UI mode, but for some reason keyboard nodes dont work inside my blueprint?

#

nvm figured it out

iron heron
#

Basic Movement and movement based camera tilt

midnight ravine
tawdry raft
#

There's none at least close to it

#

I'm just not sure where to even start

midnight ravine
#

@tawdry raft maybe put in a bit more effort looking up stuff.

https://youtu.be/_TZ37WpOWgY

Again, what you're trying to do is a massive undertaking and you will not find a cookie-cutter solution.

tawdry raft
#

I was watching that just now lol

#

Though, if I had a combat system atm, my current camera would probably behave similarly, but not exactly as in the video

trim matrix
#

how would you guys delay flip flop animations?

#

i need one action to be done before option B can run

#

currently the user can spam and it messes up the animation

midnight ravine
#

@trim matrix make a boolean variable ranActionNeededForB. Set it to true when the function needed to run ran. Probably set it to false when B has been executed. Create a branch with the newly created bool as its condition, if true execute B, else execute the function needed to run B.

trim matrix
#

@midnight ravine let me try that out

#

@midnight ravine im trying to follow but im kinda new to the blueprint system

#

i created the variable and the branch

#

but still im trying to figure out how to connect it properly to make it work

midnight ravine
#

Show @trim matrix

trim matrix
#

@midnight ravine

midnight ravine
#

@trim matrix

#

Set var to true when timeline A finishes. This is probably what you want.

#

assuming you want B to only run (close door) when the open animation has finished.

#

A better variable name would be "IsDoorOpen?" for your context btw.

trim matrix
#

i just tried connecting flip flop a to play from start and flip flop b to reverse

#

and it does what I want

#

now I need to sync the sound when to door opens and closes

#

i know your way works as well

#

but seems a bit more complex than what I need dont you think?

midnight ravine
#

it's not complex. It's literally a condition you check for and common practice AFAIK. Do what you want anyway. Your solution sounds cool alas I probably wouldn't know how it works at first glance.

trim matrix
#

this is what I did

#

first sound matches when the door opens

dawn gazelle
# trim matrix

That'll still give you issues with your animation.
Eg.
I interact -> it starts to animate the door opening from the start
Before finishing the animation, I interact again -> the door begins to close from the current position
I interact once again before the door is finished closing -> the door begins to open from the start

You need a boolean in there to check whether or not the animation is in progress and if so, go to "play" and if not go to "play from start"

trim matrix
#

but then im trying to see how to make it work so its sync with the animation

#

I see

#

let me try out that way then

mortal cradle
#

is there any issue with not adding return nodes to functions? bp always continue properly without them anyway

trim matrix
#

@midnight ravine

#

so it works when it comes to animation B waiting for A to be done

#

but I can still spam A

#

and it messes up the animation

#

I thought about connecting a branch node with the door open unchecked to the timeline_0

#

and connect the boolean node to the "finished" output of it

#

like so, but its not working

midnight ravine
#

@trim matrix Here's an alternative. Remove the current stuff. Make new bool IsDoorAnimating. Place a branch node in front of both timelines, check if isdooranimating. If it is NOT, run the timeline.

On both timelines set isdooranimating to false after the timeline has finished (drag off of the Finished pin).

trim matrix
#

@midnight ravine awesome thanks

#

I will check it out tomorrow

#

been working on this all day

maiden wadi
#

@mortal cradle Not really. I usually add them just to be explicit. But if you don't add them, then any failed control path will simply return defaulted values in any return value. IE False Boolean, 0,0,0 vector/rotator, 0 integer/float, etc.

void comet
#

Hey mates. Wonder if anyone can help me with some vector math. Not my strong suit. Here I have where I spawn my projectile. Takes position of arrow I have set up to follow mouse and its rotation to spawn the projectile along its forward vector. After projectile is spawned I set its velocity and multiply it by a float which is my charge counter so that it flies faster the longer the charge. Problem is that its also making my projectile spawn further away from my character the longer the charge. How can I increase its speed but have it always spawn in same position?

sand bloom
#

Is there a way to cast to every actor that's the same in my level and trigger a event in them?

#

ah well just worked around it by making a manager bp for it

river pine
#

Hi Guys, what am i doing wrong? The Weapon spawns in the Holster tiny

gentle urchin
#

Ur getting the holsters scale ?

#

Transform includes scale... dunno how big the weapon is in terms of scale relative to the holster but that could be the issue

river pine
#

yes that codl be it, Transform includes scale... ok gotta google it πŸ˜„

void comet
#

Can anyone help me with some vector math. Not my strong suit. Here I have where I spawn my projectile. Takes position of arrow I have set up to follow mouse and its rotation to spawn the projectile along its forward vector. After projectile is spawned I set its velocity and multiply it by a float which is my charge counter so that it flies faster the longer the charge. Problem is that its also making my projectile spawn further away from my character the longer the charge. How can I increase its speed but have it always spawn in same position?

#

Or I should say how can I increase its speed but have ti always spawn the same distance from my arrow

gentle urchin
#

Doesnt projectile speed do what you want in terms of launch speed?

#

Not sure why this would change the location tho.. except if its like calculating the velocityand updating the arrow location in the same frame its spawned or smth

void comet
#

I am applying custom gravity to the projectiles on tick and velocity overides the inital speed variable

#

So I have to do it with velocity

#

I can't really work out why its affecting my spawn point of the projectile either. But it is obvious it is. Adding more to that float that im multiplying before setting the velocity drasticly changes spawn point. Low numbers my projectile is slower and spawns at my offset, higher numbers make projectile faster but it spawns further and further away the higher it is

#

But the spawn point is set by that transform that is based on the arrow that has nothing to do with the float

gentle urchin
#

So it would seem its using the velocity the same frame its spawned ..?

void comet
#

I guess. How can I nullify it without losing the speed

gentle urchin
#

No clue really, I'd probably just use a socket to tie it in place, and unattatch it once its ready to fire, with the new velocity

#

Or have velocity at 0 untill it actually fires? Does that work?

#

Seeing how you spawn and update velocity at the same time, makes me wonder if you have a secondary arrow for the player just to visualize the drawback? And on release you spawn this arrow and swt its velocity?

void comet
#

Seems like a problem that could be solved with vector maths rather than a workaround..or was hoping

gentle urchin
#

Increasing the offset based on velocity

void comet
#

Yer I was coming to similar conclusion

gentle urchin
#

Or based on the same float you're multiplying velocity with

#

You just need to figure out the values

void comet
#

Its just its kinda unusual behavior so thought id done something wrong tbh

gentle urchin
#

130 min, .... 260 max?

#

Well im surprised if this actually is what we think it is (projectile using velocity the same frame its spawned)

void comet
#

IKR. Seems weird since even small values change the spawn point quite a bit

dreamy basin
#

can anyone help me i wanna make a blueprint for a gate which open after 30 sec do anyone suggest me similar tutorial or smthg else to useful for this topic

gentle urchin
void comet
#

Ill try that now

#

It just kinda does same but sticks for a frame near the char

#

then teleports to that further point

gentle urchin
#

Teleports?

#

Got low framerate?

void comet
#

nope

azure sparrow
#

Hey i am trying to use a switch to string node in such a way that where i can give a condition where i will be using 2 strings as input

#

how to do that

#

i want to use both as inputs

#

then if any of the string matches the outputs, it will trigger

#

How to do that

desert rover
#

anyone know how to get aim offset working in a sidescroller using a controller thumbstick?

gentle urchin
atomic salmon
#

@azure sparrowthere is nothing like that, so you need to rethink your logic or do a first comparison, then if it ends to Default, do a second one.

#

@dreamy basin you need to use a Timer to wait for 30 seconds, then you can use a timeline to animate your gate opening. There are other ways of course, but this one is pretty straightforward.

#

@desert rovernot sure there is a general answer to that. Typically you would use a thumbstick axis to control the aiming angle. This can be easily done by mapping the axis input [-1,1] to your angle, say [-45,45], simply by multiplying it by the angle absolute value: Axis Value * Angle Absolute Value

warped spindle
#

Does anyone know why my location of the block volume changes just when i play the game in standalone and mobile preview? When i'm in viewport it's working just fine

onyx pawn
#

I have a compass that gets facing of player controler on map but I am wondering how can I also have the camera get diration of camera on level

tropic olive
#

Hi
How can I start my blueprints events in the sequencer?

atomic salmon
#

@warped spindleyou mean a blocking volume placed in the level? Its location should not change. How do you realize it has moved?

#

@onyx pawnnot really sure I understand what you are asking. Do you need to get the direction the camera is pointing to in world coordinates? That would be Camera --> Get Forward Vector.

warped spindle
#

When i play the game in viewport the block location it's ok,but in the standalone it's moved somehow closer to me. It's brick breaker game. The paddle should move left and right. From block volume left to block volume right. But in the standalone alone they are too close to paddle.
I hope you understand what I mean

atomic salmon
#

@warped spindlethat is strange because it shouldn't move around just because you are changing the way the game is played. Unless, of course, you change its position depending on the screensize or something along these lines. Do you?

warped spindle
#

Ohh.. so that must be... The screen size of the game is in portrait. 1280 x 640
So.. when i Play it in Viewport that screen size is automatic but in the standalone it opens a new window where I can modify the screen size

#

Thanks. My plan right now was to export it and test it on Android,maybe it doesn't have that problem anymore

warped spindle
atomic salmon
warped spindle
#

I worked in viewport so.. i made the position after that

#

Or after the camera

safe iron
#

Hey guys

#

I have a small question, probably something super easy, but I'm a beginner

#

I have made a simple weapon roster using an array, Child Actors and Child Actor Variables, it works fine, with the mouse wheel I can switch between the four weapons that are currently in the game, but I would like to make it so not every weapon is unlocked by default, I want to make it that some are unavailable until you pick them up, so, how do I make it in the character blueprint? and how do I make the pickup? Thanks in advance

#

I'll send my blueprints here, it's not all of them, if you need more tell me

#

This is the function I made

atomic salmon
#

@warped spindle I don't do much mobile development (only VR on Android), so it may be better to ask in #mobile . In general you want to do your placement as a percentage of the screen resolution (like it happens with UMG). You can also count on the fact that the target resolution is known and use it directly.

fast blaze
#

hi all, do you know why my animation montage is playing in world space, not in local space, when I rotate character mesh inside capsule or I need to rotate capsule too?
when mesh is rotated inside capsule, montage is still playing vertical
thanks

warped spindle
atomic salmon
#

@safe iron either you pre-attach all the weapons but keep track of those that are equipped with an internal flag for each weapon (e.g. a bIsEquipped boolean) and then check it before making that weapon usable, or you attach the weapon only when it is picked up (AttachToActor or AttachToComponent) after which you can assume all the attached weapons are available.

safe iron
#

Ok, I'll see how to do that, I think I'll go for the first options, thanks a lot

atomic salmon
#

@safe ironthe second one is more typical of inventory systems with a high number of weapons. The first one is ok if you have very limited weapons and you know all of them upfront.

safe iron
#

I would like to do something like Doom or Unreal Tournament, where you can keep all the weapons if you find them

#

Thanks a lot for your advice

unique wasp
#

I have a Blueprint class that implements an interface, and another one that wants to receive an object that implements that interface. How do I pass the object that implements the interface? I'm using a cast now, which seems to work, but makes me feel like I'm doing things wrong?

dreamy basin
atomic salmon
#

@unique wasp looks legit to me. In C++ (and therefore in Blueprints) an interface is just a class (with only pure virtual functions in it), so as long as your actor implements that interface it derives from the interface class so you can cast it to it. Not sure whether this could be useful, but you can use the ImplementsInterface node to check whether a certain class implements a given interface.

gloomy walrus
#

hey guys! how would you make it so that a widget (like a crosshair) follows the mouse position?

#

I'm having trouble with this and I figure this should be really easy lol

willow breach
#

anyone know a tutorial that shows how to make a seamless portal gun?

atomic salmon
dreamy basin
atomic salmon
willow breach
#

i am currently using that one

atomic salmon
willow breach
#

yes cuz i know how to do thay

#

that*

tropic olive
#

Hi
I made a turret blueprint which is shooting continuously. My question is how can I activate it in the sequencer? (So I would be able to control when it shoots in my cinematic.)

atomic salmon
#

@tropic oliveyou can define a boolean variable inside your turret BP, make so that it fires only when that variable is true, then expose it to cinematics and change its value from sequencer.

candid nest
#

@everyone hey i want to make a system in whcih when i pick something i can kill enemy but for the time till i have that ability somewhat like pacman

gloomy walrus
atomic salmon
#

@candid nest you need to use a Timer for that. You set the Timer and at the same time give your pawn the power to kill (by setting a boolean variable to true). Once the timer has elapsed, you remove the power by setting the boolean to false.

candid nest
#

okay i get it but how to make him kill

atomic salmon
#

@candid nest this is not a question that can be answered in one line or so. The short answer is that you apply damage to your enemies (either by shooting them or touching them or in some other ways) and once they have received enough damage they will die (which typically means you delete them from the level).

candid nest
#

yes exactly this thing i needed thanks man thanks aloy

#

a lot*

languid lion
#

Is there a way to blend view target to another camera and not be affected by global time dilation?

atomic salmon
#

@candid nestyou can use a simple overlap events between your pawn and the enemy to apply damage, but only if in kill mode, otherwise you will receive damage from the enemies. There is a pacman tut on YouTube you may want to watch: https://www.youtube.com/watch?v=PluQO5fpyLA

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candid nest
#

thanks man thkans a lot i need this only

trim matrix
#

Does any one know how can I prevent camera from going up once I start jumping in ALS? Actually whole capsule goes up and I can`t find where it happens.

indigo bough
#

Has anyone successfully modified the water wave generator values at runtime? Thought I was onto something with my current setup, but I'm not seeing any visual change, even though the values are changing in the WaterBodyOcean actor.

indigo bough
#

I also noticed there is a "Simple" and "Spectrum" asset type for this input, but I cannot seem to find a way to use Spectrum, just wondering what that might mean/allow that 'Simple' doesn't.

void needle
#

how can i teleport my player towards location he is facing?

zealous moth
#

Get forward vector and then get the location of that multiplied by the distance

#

@trim matrix what i did for als is make my own camera and disabled theirs.

#

@languid lion use relative dilation and put the difference

trim matrix
zealous moth
#

Unfortunately als systems are not components they are tightly woven and very difficult to work with

trim matrix
#

the issue is actually not in camera, since its just follow the capsule. I cant find where and what controls the capsule.

zealous moth
#

Check the als parent

trim matrix
#

Once I press space it fires up Jump start at BP_BasePlayerController. Then it goes to ALS_Bbase character. And there is a function jump. But I cant open it or edit this func

zealous moth
#

That would be the base jump function iirc

trim matrix
#

so that mean that capsule position is set somewhere else. But find reference gives noting useful

languid lion
#

I'll give it a try with offsetting custom dilation on the player character

zealous moth
#

Fyi, you can blend between cameras without having to maintain the same actor

void needle
zealous moth
#

your pawn will have a forward vector. I don't recall if normalized or not. Whichever, you can then multiply that vector by a float for a distance and then get the location. Then teleport

sand shore
#

direction vectors from the API will be normalized (because otherwise they're offsets and not directions)

void needle
#

ty, already done

fossil skiff
#

anyone know how to do ue4 hit based reactions?

atomic salmon
fossil skiff
atomic salmon
fossil skiff
#

Ahhh

atomic salmon
#

For the On Hit Event to be generated some conditions have to be met, mostly ensuring your colliding actors have a collision volume around them and that they are set to collide (aka block each other).

rain egret
#

a quick question, in coding you can set a class to final so you cant create instances of that class, how does this work in ue4?

#

i have a parent class that i want to forbid being created by accident

maiden wadi
#

@rain egretI could be mistaken, but I don't believe you can do that in Blueprint. You could likely do that in C++, and also mark the class as Not Blueprintable, but that would just keep you from creating blueprints of the class.

rain egret
#

hm, alright thanks

#

how can i damage children

#

i have child actor components with health that are basically modules that will affect the performance of the actor. how can i damage those?

#

i have tried radial damage and also the hurt zone. but it doesnt seem to register taking any damage

maiden wadi
#

Unsure. I generally avoid ChildActorComponents. But my initial assumption would be to make sure you're calling it on the right thing. You can get the actual actor by calling GetChildActor on the child actor component.

worthy tendon
#

Hi, Is there a way to trigger a sound inside a sound cue multiple times using sound cue parameters?

rain egret
#

i have a HUD element that portraits the amount of damage each module takes

#

the modules are placed in her limbs so when something near her stomach explodes it should damage the modules placed there

#

theres a blueprint with the sole purpose of testing the damage system. i can only damage the child when i address it directly

safe iron
#

Guys please help

#

I made this weapon system meant for an Unreal Tournament like game, where you can hold something like 10 weapons at once and switch between them if you unlocked them, and here comes the problem, I have no idea on how to make weapon pickups and an unlocking system for those weapons, I have searched the internet for hours and I have found nothing, it's almost like I'm the first guy who has ever tried to do something like this in Unreal Engine 4

#

I am a beginner, I mean an extreme beginner so, if possible, I would ask for images of code so I can write it instead of a message that says "Use this with that" and stuff, that just leaves me with more questions than before

#

this is part of the code I wrote for the weapon roster system, there's a lot more code I wrote on this and if it's necessary just tell me

heady burrow
#

Advice: watch some videos, lessons on how to do basic stuff.

#

eventually you will connect the dots and make your game

#

and when you have concrete questions, you can come here and ask

safe iron
#

Yeah you're probably right

#

Thanks

#

Tomorrow I'll start a new project from scratch and follow Unreal Engine's tutorials, then I'll move on, thanks

twin ore
#

Hi guys! I'm attempting to put my own spin on Stardew Valley's fishing minigame. My goal is to make it so the slider starts in the middle while the fire above and below alternate randomly so the player needs to "balance / guide" the slider between the flames. I'm not entirely sure where to start; I've attempted to find some documentation online, but thus far my Google-fu has failed me. I'd appreciate some assistance, no programming has been done at this point.

echo wave
#

Hey all! Does anyone knows if it's possible to Run a Editor Utility Blueprint, from an Editor Utility Widget? Like, with a press of a button in my Editor Utility Widget, I'm calling to Run a Editor Utility Blueprint.

quasi relic
#

Hi everyone. How do I calculate the end point of a linetrace so that it reaches the location of an actor? Like this:

jaunty dome
#

is it possible to have camera and spring arm inside of Player Controller instead of Pawn ?

#

this is how far I've gotten, I want the camera to be fixed and the player pawn to move inside it, what I'm doing now is adding local offset to player mesh, however its not working properly (collisions and everything)

#

if I move the player pawn the camera will move as well

gentle urchin
#

Viewtarget as a custom camera pawn moving at fixed speed ?

#

Or moving the spring arm to root instead of collision volume

#

So that you can offset the collision volume aswell

jaunty dome
#

you can't set spring arm as root in Character as it inherits Collision Capsule as root

#

but I like the first solution

gentle urchin
#

Adding a second spring arm would work aswell i think :p ignoring the inherited one

#

But ye custom pawn gives more options i think

quasi relic
#

Got it working, thank you!

jaunty dome
#

trying to create a custom pawn however add movement input doesnt work

atomic salmon
#

Add Movement Input requires a movement component to be part of the pawn and should target it

gentle urchin
#

Its gonna be moving at a constant speed, so cant you just add world offset on tick?

hybrid latch
#

Anyone who has a pointer about the best way to handle gunshot hit location on the player mesh? I would like to implement a more detailed damage system depending on where the player or AI got hit.

gentle urchin
#

Think you can get hit bone

marble nova
#

I have set up a dialogue system using data tables - i want one line to tell the player how much time they have left based off a variable owned by the gamemode - is it possible to reference variables from data table to include in the dialog?

hybrid latch
quasi relic
#

Is it possible to rotate a linetrace to an actor?

maiden wadi
#

@quasi relic What do you mean by rotate the line trace?

#

A line trace is a query from point A to point B

quasi relic
maiden wadi
#

The black square is the start, and the circle is the target?

grave swan
#

If i shove a group of objects into a folder in my level outlined, can i access the contents of that folder specifically in the level blueprint?

quasi relic
maiden wadi
#

What do you need rotated exactly? You have a start and end point.

quasi relic
maiden wadi
#

(Target-Start).Normalize * MaxDistance

#

Or, TargetVector minus StartVector. This converts it to a local space length vector. Then you normalize it so that it's at a length of 1.0. Then you multiply it by your max distance to extend the new end point to that location. You use that newly found end point as the end of the trace. Same start point.

#

Er

#

Why do I always forget that?

#

After the multiplication, add the Start point to the newly found end point, THEN use it as the new end point of the trace.

woven arrow
#

quick problem: my enemies can't seem to detect my player in an AIMove To node, no matter what I try to change. I already have it set it for the ai to auto possess after being placed in the world or spawned in, but now it just doesnt want to work.

quasi relic
woven arrow
#

Yep, the volume is in there

#

It was working perfectly fine before, but then I was working on a main menu and adding a button to start the game proper, and then when I did, thats when the AI went bust. Not sure if that has anything to do with it, tho.

#

nevermind, i just deleted the old navmesh, put in a new one and it works fine

heady zenith
#

I have a problem, When I open a level and then come back to the last level, it didn't get reseted

#

I mean: In the first level I get this droplets and they dissapear, then I change to my second level with "Open Level" and from that level I come back to the first, again with "Open Level" but the droplets still destroyed, I need to do something special to open a level and reseting it to it's default state?

trim matrix
#

hello

#

does anyone know how to make a playsoundatlocation node with a referenced AmbientSound in the level?

#

this is the reference

#

I want the user to be able to walk around the vehicle and hear the sound dynamically

#

which is why I need it at the location on the scene

fast lintel
#

guys i need help

#

whenever i equip weapon an unequip

#

the weapon appears everytime mor into the character`s chest

#

till it ends up in the head

atomic salmon
fast lintel
#

do you want a pic of my blueprint? or rather watch the tutorial video i copyed

#

he triggers an event with left and right click..

#

but i used just R to sheath and unsheath

atomic salmon
#

No time to watch tutorials sorry

fast lintel
#

checked the R event with a branch

#

made a copy one true another false

#

so when i have a weapon in back an press R

#

i grab it

#

but if i have no weapon in back and i press R then i put it on the back socket

#

i have a weapon interface

#

created

#

the weapon its an actor

#

inside that actor i made the attach blueprints

atomic salmon
#

When you attach it do you add any offset?

fast lintel
#

im not sure

#

i only set it so that when i pick up it goes to back

#

then with R i equip and unequip

#

from spine socket

#

to hand_r

atomic salmon
#

Can you show the attachment code

fast lintel
#

yes just a sex

#

sec

atomic salmon
#

You are probably keeping a relative offset

#

Instead of snapping to the socket

fast lintel
#

thats in the player event graph, i do the R key event with the anim montages

#

and under that i have this

#

draw axe to AxeHandR socket and to sheath, its the backaxesocket

atomic salmon
#

Can you change the Location Rule to Snap to Target

fast lintel
#

yes

#

lets see

#

from both?

#

still dont work

atomic salmon
#

Yes. That ensure the weapon gets centered to the socket

fast lintel
#

its like every time charac grabs it

#

leaves it in a different position

#

nevermind fixed it

#

and thanks to you lol

#

thanks a lot

atomic salmon
#

So what was it?

fast lintel
#

i did change the snap to target

#

not only in location

#

but also rotation

#

also, do you know how to lock the crouch?

#

i have set up the basic crouch uncrouch

#

put it crouches as long as i have the C key pressed

trim matrix
#

So I managed to get the sound I wanted inside a blueprint

#

but for some reason the sound starts as soon as the level starts instead of waiting for the blueprint to be activated and called