#blueprint

402296 messages · Page 717 of 403

trim matrix
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am I missing a node?

void comet
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Wonder if anyone can help me. This is my shooting BP. Takes position and rotation of an arrow I have set up to follow mouse, to set up the spawn direction and rotation and I set the velocity in that direction multiplied by my charge meter. Problem is that spawned projectiles spawn further away from my character the longer I charge. Any one can work out why? and how I can fix it?

trim matrix
vocal elm
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can you really not search the world outliner during a breakpoint?

void comet
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@fast lintel You tried a FLip=Flop node?

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Flip-Flop*

fast lintel
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oh yes i could remember that

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thanks

void comet
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nps

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Anyone able to help me?

vocal elm
# void comet Anyone able to help me?

in your offset, I think it looks like its adding the forward vector into the offset, the more you charge, the more it will add to the start position since the position include the forward vector

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big word is i think though

void comet
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Figured it was to do with offset. How best you think to fix it?

vocal elm
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separate the forward vector from the charging so it doesn't add to it

subtle falcon
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Hi, i am facing the weirdest problem ever had…

void comet
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Not sure where that is happening. The charge is just a float made by a timeline

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Ah no I see. But what can I use instead of forward vector to calculate the offset?

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Will using right vector and rotating it work?

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Using right vector seems to just do same

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Anyone got an idea what to try next?

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I can see the problem but not sure how else to calculate the position without the forward vector

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Now I have gone back to thinking that cant be the problem. I am increasing velocity by the charge after its been spawned. How can that change the spawn point?

vocal elm
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your multiplying your forward vector by 120, thats then getting applied to the spawn transform, try adding it instead of multiplying

void comet
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I already tried that, it doesnt make difference

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the forward vector is from the arrow i am using to visualise direction of mouse, which I use to make the transform. None of that is connected in any way to the velocity change that happens after

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Weird thing is how increasing the charge increases spawn location in any way...just dont get it

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How does increasing velocity of the projectile after its spawned change the spawn location..its just so weird

atomic salmon
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It will be shot along the direction you have set on spawn, unless you uncheck the option to use a local velocity.

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In your code you seem to offset the spawn location, which makes the projectile “appear” further and further away depending on the offset. You want to use a “fixed” spawn location instead and change the projectile velocity depending on the charge.

void comet
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But isnt the offset the same each time?

woven arrow
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hey, whats the best way to make enemy movement frame independent? I was trying to work off of delta seconds in the event tick, but i have some people trying the game on better pcs than mine and the enemies move way too fast, so i know i screwed up somewhere

void comet
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The offset is just the forward vector of an arrow multiplied by a float which is 150 each time..why does increasing velocity of my rocket change the offset?

south merlin
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Is there like a math node that makes whatever it encounters a positive number? I'm getting back a -0.00, and Scale3D does not like the negative

void comet
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It seems people keep thinking that the arrow is my projectile but its is not...its is just a arrow i have connected to my player that rotates in the direction of my mouse cursor

south merlin
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(I expect 0, just not negative 0)

void comet
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@atomic salmon All my offset is doing is increasing my spawn location along the forward vector of my arrow so that it spawns a little distance away from my character...is there another way i can as you say make it "fixed"? Altho I still can't see how setting my velocity after spawning is changing the spawn location

atomic salmon
void comet
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Nps Marco thx for help as usual

atomic salmon
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I believe your problem originated from all the braking of the vectors and the acting on the single components

void comet
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Pretty sure I had the problem before I broke them....was trying to fix it

atomic salmon
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Start by spawning your projectile at the arrow

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So you need the arrow world location and world rotation

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And just compose them in a transform, then pass it to the spawn node

void comet
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Isnt that what I have there?

atomic salmon
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Do it without braking the vectors

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You can add the adjustments later with vector math

void comet
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The thing that is confusing me is the only thing changing when I charge the weapon is the velocity of the projectile AFTER it has spawned. There doesnt seem to be any relation between that and the spawning

atomic salmon
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Is your projectile simulating physics?

void comet
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no

atomic salmon
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Ok so it is kinematic

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Try this

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Make an spawn velocity vector variable in your projectile

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Check expose on spawn

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In the construction script for the projectile take its value and assign it to the initial velocity

void comet
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Yes it doesnt work this line

atomic salmon
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In your code, pass the desired spawn to the spawn node

void comet
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pretty sure i tried this b4

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but ill try again

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problem I had was the calculation for setting the velocity happens after the projectile spawns so cant enter it as a variable

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get a null error

atomic salmon
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Ok. Can you check if the projectile movement component has a Set Velocity node. Can’t recall right now

void comet
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yes

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its what im using to set it

atomic salmon
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SetVelocityInLocalSpace

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Is it exposed to BP?

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That’s what you want to use

void comet
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ive tried it ticked and nonticked

void comet
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oh thought u meant the boolean.....ive tried replacing set velocity with set velocity in local sapace and didnt seem to make any difference

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Yer just tried it now. Still same problem

atomic salmon
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what do you do with the projectile speed passed to the spawn node?

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and did you change any default settings in the projectile movement component?

void comet
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nothing atm...was my attempt at what you mentioned a bit ago

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ive changed a lot, trying diff things

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nothing unusual is ticked i dont think

atomic salmon
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I am pretty sure you can set the initial velocity of the projectile on spawn and make it work that way

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Not sure why it doesn't work for you

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can you use just the forward vector of the arrow as is, without changing its component, to plug into the part where you set the velocity of the projectile after the spawn

distant heath
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can someone explain why i might use one of these over the other generally?

void comet
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Well to get the projectile movement componenet the projectile needs to be spawned

atomic salmon
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ok let me do a quick test

void comet
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So cant use it to calculate the new vector on spawn

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Gave me null errors when i tried

atomic salmon
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I am doing a quick test on the FPS template

void comet
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k man thx

atomic salmon
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set set an Initial Speed float var (not a vector as I wrongly state above)

fast lintel
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hi guys
i cant wrap my head around on how to have a combat system, in which when i have a weapon in hand my attack animation is different than if i have an axe..
i want to throw punches if i have nothing in my hand, but axe slashing attacks if i have it wielded
anyhelp i can get?

atomic salmon
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@void comet make it instance editable and expose to spawn

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your construction script should look like this

void comet
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Ah yer I told you before I cant set initial speed because velocity takes precedence and I am calculating my own gravity

dark crow
atomic salmon
void comet
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If you could make it work with Velocity instead of initial speed it might help me

atomic salmon
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@void cometwhen you use Initial Speed, Velocity is a direction vector in local space

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so you don't need to set the Velocity as long as the projectile needs to fly in the direction of the arrow

void comet
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Initial Speed literally does nothing in my game. No matter what number it is...does nothing. I found out because velocity overrides it

atomic salmon
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When initial speed is set to something != 0 velocity is treated as a direction vector. That's what the code does.

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Maybe you can try yourself within a blank FPS template.

void comet
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In a blank template yer but literally doesn nothing in mine

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I am setting my own gravity for the projectiles here

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This seems to break initial speed

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Which is why I am forced to do it with velocity

fast lintel
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guys can i mirror an animation? so that i make an attack thats for a left handed stance be right stance?

void comet
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If I dont multiplly the Charge by the velocity in my BP the missiles work fine. My offset works perfectly. Spawns the projectiles infront of the arrow......soon as i add the charge bit the offset screws up

vocal elm
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I'm having an issue, I have 1 blueprint, a cube with sphere collision. and 1 event I want to fire on overlap in the cubeBP. If I have 2 of the same actor in the world and touch them together, they both attempt to fire the event. How can I check the actor by its instance so I can fire the event on just 1 of them? For example, I want to set my held cube as the current instance. I'm trying to attach 2 actors together. I can attach actor A to actor B,C,D,E,F ect.. but I can't attach actor A to A because they try to fire the same logic on eachother

fast lintel
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hi guys
i cant wrap my head around on how to have a combat system, in which when i have a weapon in hand my attack animation is different than if i have an axe..
i want to throw punches if i have nothing in my hand, but axe slashing attacks if i have it wielded
anyhelp i can get?

atomic salmon
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@void comet tried changing the gravity of the projectile on spawn and still works

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even random gravity

void comet
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the initial speed?

atomic salmon
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both work

void comet
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hmmm

atomic salmon
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here is the test project, have a look. I need to call it a day now. Bed time.

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Gn.

void comet
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Gnight and thx again man

soft scaffold
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Hi! I had attempts to calculate the angle between the 2 vector, but all calculate was wrong somehow. Any idea?

woven arrow
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hello again, i posted this question above, but another conversation was going on, so i'm going to post again and hope someone might be able to help me.

whats the best way to make enemy movement frame independent? I was trying to work off of delta seconds in the event tick, but i have some people trying the game on better pcs than mine and the enemies move way too fast, so i know i screwed up somewhere

fast lintel
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hi everyone i need help, i'v set the sheath and unsheath to key R, but in the tutorial video he sets it to left click, so when not attacking he unsheaths with click, and if ready to attack he left clicks again and attacks..
thing is
i want letter R to be the equip and unequip, and i want to attack with left click
but i cant find a way to incorporate the left click input to the R input of sheathing and unsheathing sword

woven arrow
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sorry, this is in addition to the post i made above

sharp sigil
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How come I can't add rows to my DataTable? I derived it from a struct and there's no reason it shouldn't be editable

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this is what it looks like

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Nevermind, figured it out. It's a composite table

runic urchin
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How would I go about switching a Spawn Actor BP with a input action?

pale blade
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Anyone also experiencing a bug with trying to add DateTime with TimeSpan? The moment I drag the TimeSpan into the bottom input of the Add, it just changes to TimeSpan + TimeSpan

minor lynx
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if im making a multiplayer survival game is the playerstate class the best place to store health or should that stick to the pawn?

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im thinking stays with pawn but things like xp and levels would be stored in playstate since that persists past death

dawn gazelle
dawn gazelle
pale blade
maiden meteor
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Hi !
Can someone help me with changing all materials indexes to one (aka make the whole mesh have the same material even tho it's broken into elements?

maiden wadi
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@maiden meteor Why not just apply the same material to all of the mesh's material indexes?

burnt nest
brazen stirrup
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can u replicate aim offset with control rigs and blueprint?

trim matrix
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Hey everyone, having issues with creating a first person freelook system. I’ll do my best to explain because my internet is out currently so no video, unless you want phone quality
So I have freelook done, I set my min and max yaw and pitch so you can’t look at stupid angles or see stuff you aren’t supposed to, upon releasing your view is back to full 360 turning, so that works.
My problem is that let’s say you load in team A facing 12, you press the freelook key, you can look 90 degrees left, right, up like I designed
But if you turn to look at 9 then press the key, you can turn zero degrees left, but 180 to the right. If you spawn opposite team B, you spawn it looking at 6, so you automatically snap looking toward 12. I'm not sure why it doesn't go off your own rotation. Also, Wherever you look, once you stop holding the key, you automatically snap to that, I ideally would like to revert back to the original.
does anyone know how to remedy this? Thanks for your time, either tag or PM me so I don't miss a message.

I'm going off a very simple system of Activate and deactivate my regular and freelook camera as no youtube tutorial worked for this particular project (it did on others)

light token
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What can it be if a mesh doesn't recognize collisions? I have a lightsaber blade and a droid skeletal mesh. Both have collisions enabled and set to BlockAll. I added a print method to both on component hit events but none fires.

fiery swallow
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If it's skeletal mesh you should be using a capsule I believe

light token
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Yes it's a skeletal mesh

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I'm going to check the collision settings.

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It has capsule collision enabled

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@fiery swallow

fiery swallow
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It's a checkbox

light token
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yes

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I also added an event to print on overlap

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doesn't fire

fiery swallow
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You said you set everything to block

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?

light token
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I tried both blockall and overlap all

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presets

fiery swallow
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Is what you're trying to overlap also generating overlap events as well?

light token
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yes

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I added it on both the droid and the lightsaber blade

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Strange thing is when I hit it with the lightsaber hilt it generates overlap events

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but the blade isn't

storm falcon
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hey there, im new to unreal engine,I have actually covered materials chapter,. Im trying to learn more abt blueprints rn, can you guys suggest any online TUT's please/

fiery swallow
light token
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The blade is a child of the hilt

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I don't know if its the same capsule. How can I check that?

fiery swallow
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If that's the case it's the same capsule

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You just need to set the parents capsule to be the size long enough for the blade

light token
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OK

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I think i've got it

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sorry to have bothered you

fiery swallow
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Or override the parent capsule and make a new collision capsule for each individual blade

light token
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This was in my construction script 😦

fiery swallow
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...

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Hahaha np

light token
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Thanks for your dedication

brazen stirrup
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I think ive found a solution

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but I cant confirm until i try it

atomic salmon
brazen stirrup
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@atomic salmon are you familiar with control rigs?

candid nest
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hey i am creating action buttons for my androdi game which is multiplayer i am using events so how to make it replicated so that those buttons work propely in all players

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like i have to choose run on server or run on client or any other thing

dreamy basin
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hey i created a countdown of 30 sec in my gamemode i need to make like when the countdown become zero i need to show a animation which i made in sequencer and also stop the countdown but i dont knw how to do i can anyone help me

maiden wadi
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@candid nestUI is local only. It should be used to call actions in replicated actors that can inform the server of what that client is trying to do.

candid nest
candid nest
maiden wadi
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No.

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Run on OwningClient is an RPC to call from the server to the client that owns the actor. The input is coming from the client.

candid nest
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okay thanku man i didnt know that

gentle urchin
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Is it possible to return the amount of damage taken via the BP node Apply Damage?

fiery swallow
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event any damage?

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is that what you mean

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@gentle urchin

void comet
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@atomic salmon Well it turned out in the end that all I needed to do was when setting the velocity after spawning, I had to just multiply my charge by deltatime. Super easy fix in the end that I would be interested finding out why that fixes it if you mind. When your about anyway. Thx for help

light token
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Hello. I've got a problem. I made a sliding door using a timeline. And a button to open the door. Now when I press the button the door teleports to world location 0.0.0. The animation is working but the door is teleported to the wrong location. It doesn't stay in place. Can anybody help me? This is my blueprint.

tight schooner
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@light token is the component it's parented to at the origin (location 0,0,0)?

OR is the static mesh component set to absolute mode instead of relative mode in the Details — Transform rollout?

light token
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Let me check

tight schooner
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The static mesh component isn't the root component right?

light token
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It is

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I dont know how to check the transform rollout

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Should it be in the right panel of the blueprint?

tight schooner
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Oh well it can't move relative to another component if it's the root component

light token
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Ahhh

tight schooner
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Add a new "scene component" and make that the root, and attached the static mesh component to it

light token
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Great! Going to try that! Thanks a lot!

dreamy basin
light token
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Thanks! For all the help people. I think I know what to do now.

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Will check that tut. It looks a bit like the one I'm currently using.

unreal iron
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Hi, Can anyone Help me with a Problem ?

light token
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It's working now! Thanks again!

unreal iron
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Question: Is there any way to Disable Stencil value on PostProcess when a Character is not seen ? Like when i see the actor it'll glow ,But when im behind a wall i cant see him glow .... Anyone know how to do it?

reef badge
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Hi! Looking for some guidance with my Rolling Template. I've added a simple node group for camera rotation, but I want the forward vector of my ball to follow the rotation of my camera. Would an arrow component help? i've tried a few node groups i've found on forums, but I can't figure it out.

spice furnace
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hello i need help with this thing am tryin to make

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i m tryin to put pickable object inside the drawer

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anyone

gentle urchin
fiery swallow
fast blaze
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hi all what is more correct rotate a capsule component or a mesh only inside? thx

gentle urchin
atomic salmon
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@fast blazethe Character Movement Component assumes to be working with an upright capsule, so rotating the capsule may cause some side effects. Rotating the skeletal mesh inside of it is harmless.

pure plank
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Hey everyone, I was recently asked how to create and use Blueprint components in a project so I put together a tutorial showing three different ways. Re-usable code is good code.
Hope it helps some people out.

https://youtu.be/Yd0OXJ4gp5U

#UnrealEngine #VR #VirtualReality

► Description
How to create and work with blueprint components In UE4/UE5 and three different ways to use them.

If you're new to VR and want to get started with Oculus Quest development, I recommend watching these videos first.

  1. Installing UE4 from Source code (contains more up to date Quest features)
    htt...
▶ Play video
iron heron
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how would i go about setting or changing the mesh of a skeletal mesh component from blueprint code

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i want to change it based on some events

winged thicket
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ERROR: System.Exception: Couldn't update resource
packaging to windows 64 bits, i cant find anything that can help me in google or stack overflow
help please

pure plank
iron heron
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i couldn't find any set function i knew how to get ther reference

subtle falcon
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Hello, I am facing a major problem, which seems very simple and completely illogical at the same time, it has been preventing me from working for 5 days, and my game having already been published is a real disaster for me. 5 Steam keys to my video game for whoever helps me find the solution. Basically, the mouse doesn't influence the movement of the camera, except, I put it in the upper left corner of the screen, and drag the cursor along the screen. After that it goes back to functioning normally, then deactivates again when the same movement is made. Here is a video that shows the phenomenon with the cursor visible.

desert rover
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I have a problem. I have duplicated the original side scroller character so I can have two players one controls with keyboard and mouse and the other one with a xbox controller, In the level bp I have a create player node and in the level I have 2 player starts. How can I assign the different characters to their own player start?

earnest tangle
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@desert rover there's a function in game mode which you can override that controls where the pawns are placed. Not 100% sure, but that might be what you need to do here to customize the behavior

desert rover
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whats the function called?

earnest tangle
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Choose Player Start or something like that

desert rover
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okay so should i go an try learn this then

earnest tangle
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It's worth a try :)

desert rover
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okay thanks

fast blaze
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black - is char mesh

indigo bough
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I know this is not strictly blueprints, but not sure where else to post about water.

Created a custom Gerstner Wave Generator class, which I'm selecting in my water body actor in the level.

However when I hit play/simulate, it reverts to the default generator option. Anyone come across this before, or knows what might be happening? I tried to set the generator at begin play, but that option is not exposed in blueprints.

deep warren
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I have a HierarchicalInstancedStaticMesh component attached to my actor, when I set the actor location the hism location(and instances) won't update but if I move it in the editor with the arrows it does, I forgot to set something?

atomic salmon
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@fast blazeyes, the capsule can stay vertical and the mesh rotated, just mind the fact that the launch direction will be based on the capsule

fast blaze
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and another one. is it possible to have a collision at the same time on the character and on the attached bp component to it, in my case skateboard underneath, it seems unreal is not working well especially when physics on when phys assets are intersecting...

earnest tangle
chilly jetty
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Hi there

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I might be having a brain fart

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Keypad is a child actor component on this safe actor I have

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I'm trying to get the cleared default bool but either forgot how or don't know how

atomic salmon
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@fast blazeif you are moving an actor kinematically with sweep enabled, only the root component is checked for collisions

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so if you want your skateboard to also be checked for collisions, you need to make it an independent actor "following" the main one

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you can also make it a physics actor and attach it to the character with a physics constraint

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there is no perfect solution, it all depends on your gaming logic

iron heron
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why, and how do i change that ?

willow breach
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how do i play an animation and then when the anim is done it returnes to the animbp's animations

willow breach
void needle
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does anyone know why my game gets lighter over time?

willow breach
maiden wadi
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@willow breachGenerally you don't. Normally you'll use an Montage for this sort of thing.

iron heron
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if u do the latter you should read yourself a bit deeper into the technology to understand it

willow breach
maiden wadi
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That is because a Skeletal Mesh Component is not a Character type.

willow breach
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then what do i do

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@maiden wadi

maiden wadi
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Judging by your other nodes there, you're in a character class already and Mesh is the default skeletal mesh inherited from Character. So either just call Play Anim Montage with a Self target. Or call GetAnimInstance on the Mesh, and then call PlayMontage on that.

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The Play Anim Montage does the same thing, just specifically with the character's Mesh component.

willow breach
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nop

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doesnt work

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btw im in the third person character blueprint @maiden wadi

maiden wadi
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Then it's likely that your montages and/or animgraph isn't set up correctly.

subtle falcon
willow breach
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k

fast blaze
runic urchin
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I am trying to swap the an Actor based on the input action and I'm running into a bit of trouble

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these are my input actions

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This is my event begin play

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with what I have setup I am able to swap the actions between the rifle and shotgun but it is not visibly swapping the mesh

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Only changing the fire rate and damage rate

earnest tangle
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Hide the equipped gun before you replace the variable's value, then afterwards show the new gun

hasty ravine
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hello, Im trying to animate camera control by OSC input. when there is one cinematic its functioning properly. Play, Pause, reverse all working. but when there is 2 or more cinematic, after playing one cinematic other cinematic is not working, not even loading. is there any way to fix it?

wintry karma
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this is probably not that complicated but im fairly new to this and I need help. Trying to make it so when an NPC is talking, the flipbook changes but Im having a bit of trouble (especially with what to put as the object)

willow breach
maiden wadi
#

To correctly play Montages, you blend them into your other animations using layers. The two links I posted have all of the information regarding how to do them correctly.

candid nest
#

hey do anybody know how to remove nav mesh from paricular area

wintry karma
candid nest
#

hey i created a nav mesh and a coin system my nev mesh get remove from the place where i add coin can anybody help

snow harness
#

When you use the AttachActorToComponent. Does that attached actor become a child of that attached to actor? Like can I use the GetOwner node in for an attached actor?

velvet mist
snow harness
snow harness
candid nest
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okay

snow harness
#

@candid nest

candid nest
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ya got it thanks man and can u tell me how to disable nav mesh at certain point

snow harness
candid nest
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okay thnks again man

crude cradle
#

hey! urgent question since i'm working on the UE indie game jam and i'm super stressed about it haha

I'm using Open level with options blueprint, but on Cooked builds it doesn't seem to work, doesn't recognise the parameters.
In PIE it works beautifully, but after packaging for windows it doesn't!

willow breach
#

how do i set a scale of an object in thirdpersoncharacter blueprint? (the object is in components)

willow breach
south merlin
#

if I want to call a custom even in a behavior tree, should I have the custom event in my character pawn or in it's AI controller?

halcyon laurel
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i have this zoom functions in my character , and i am zooming with my mouse , i want to make button to zoom in and another button to reverse , how can i do all this functions in a widget with the time line

dire sonnet
#

hello there
does anybody know a way how to properly navigate through BPs with a touchpad?

earnest tangle
#

What do you mean by "navigate through BPs"?

hybrid ether
#

What is problem? I'm trying to create crafting system. this finds items to craft weapon and it works. But "find" node doesn't find anything but 0. Even if I have key:6 and key:9 in my inventory.

stuck plaza
verbal mural
#

Hey question
I started a blank UE4 project so i can get better acquainted with the engine. I'm now wondering how would i add in a first person controller. Thanks in advance.

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I'd use the FPS template but I also don't know how to change things for it

dawn gazelle
candid nest
#

hey does anybody know that how i can travel from 1 place to another in same level when i overlap some actor or like that thing

dire sonnet
earnest tangle
#

Do a right click and drag

dire sonnet
#

ohh, aight

earnest tangle
#

Middle click actually does nothing in the BP editor :P

mild shell
#

Why when I Draw Trianlgles on Canvas it has no color? Draw line works fine

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Should have left Render Texture parameter empty

lofty thicket
#

I'm trying to place a bunch of cube-like objects at specific areas in the world while keeping a relative distance to an existing (original) cube. The cubes all have the same width and length (800) and I'm placing them at a distance of n*800, so if there were cubes placed between the origin cube and the new ones, they would all fit snugly. This works fine when the original cube is rotated (yaw) 0, 90, 180, or 270 degrees, but if it is rotated any other amount then the alignment all goes wrong.

Is there any way of rotating the new cube to match the rotation of the original cube while keeping the correct alignment and spacing and staying as close to the new cube's location as possible? I've tried using functions like RotateVector and RotateVectorAroundAxis, and those work for very short distances, but at large distances they aren't precise enough and they move the new cube extremely far from where I had placed it.

I understand this may be more of a math question, and if anyone has a suggestion of a better place to ask, I'd appreciate it. Thanks

rancid steppe
#

i need help how to drop weapon

gritty elm
#

and then set simulate physics of sword to true, so it will fall on the floor

halcyon laurel
#

this is my functions for zooming in ,it work perfect but there is an error after i exit the game i wanna know how to solve it

#

this is the error

rancid steppe
halcyon laurel
#

and this is the node

gritty elm
#

Here we show you how you can use the 'Is Valid' node within Blueprints to check to see whether or not objects are accessible to avoid crashes within your scripts.

Unreal Engine 4 Level Design Series: https://www.youtube.com/watch?v=GNjpkQpN6HE&list=PLL0cLF8gjBpo3EUz0KAwdZrDYr6FzfLGG

♥ Subscribe for new episodes weekly! http://bit.ly/1RWCVIN

♥...

▶ Play video
halcyon laurel
#

like this?

#

@gritty elm

gritty elm
#

yes

#

input object will be your fps character object

#

or any object you want

#

see which object shows error in output log?

halcyon laurel
#

select widget

gritty elm
#

click on select widget function

halcyon laurel
#

then chose first person character

gritty elm
#

let me know if your issue solved

halcyon laurel
#

its the same unluckly

gritty elm
#

wait

#

what you are trying to do here?

#

your screenshot is blurry

halcyon laurel
gritty elm
#

remove "get owning player pawn"

#

and use "get player character" instead and let me know if it works

#

well, you are still doing it wrong

halcyon laurel
#

the same

halcyon laurel
gritty elm
#

why you are getting directly reference to first person player camera like this?

halcyon laurel
#

its a widget with a slider

#

so this is the only way i know to get first person charaters camera

gritty elm
#

do like this

#

don't get reference from axis event

#

like this

#

it looks like you still needs to clear your programming and blueprint concepts

dawn gazelle
halcyon laurel
#

i have done this to all my fpp cameras

#

i should replace them all right?

halcyon laurel
dawn gazelle
#

Accessing the value from this cast...

#

In these two events

#

Eg. Are these DOFUpdate being called on tick? If so, the event that would trigger the cast won't happen until you fire the event where it exists (moving the slider)

halcyon laurel
#

pre construct

#

@dawn gazelle@gritty elm i am realy dumb af , i am still learning cooding with cpp and blueprints

#

thats why am bad

#

but thank god what u told me guys work

#

and the error have gone

#

much love @dawn gazelle@gritty elm❤️

dawn gazelle
#

You're not dumb... If you're new, and learning, no one expects you to be perfect. That's sort of what this Discord is for anyway 😛

gritty elm
#

Learn to use the incredibly powerful Unreal Engine 4 by applying the fundamentals of the Unreal Blueprint system to create a fully interactive experience from scratch.

Udemy

Code Your First Video Game in 100 minutes with Visual Scripting. Created in collaboration with Epic Games.

halcyon laurel
#

thank u guys so much

#

@gritty elmits been a month since i worked on unreal and all that time i didnt see a single curse thats why i am so messy

gritty elm
crude cradle
willow breach
#

how do i set a scale of an object in thirdpersoncharacter blueprint? (the object is in components)

stable dagger
#

Guys i need a little bit of help 😭, i'm trying to create a "server browser" (using advanced session) and i'd say it almost works perfectly, if i play it inside UE... But when i package the project it doesnt create the widget with the informations (like server name, current player/maxplayer and so on)..

Inside the DefaultEngine.ini i already put the settings needed

In the screen i marked green the things that works, and red (i dont know for which arcane reason) those that dont works 😭

dense void
#

Hello, I'm making a character than can shoot where i'm looking at. The problem is that it can shoot behind itself and i don't want that. I thought i could get the value of the angle of the fire point and make my character unable to shoot if this value is above 90 degree or under -90 degree relative to where my character is facing. But with this I'm just getting the rotation of my camera relative to the world and idk how to do what i want

gentle urchin
stable dagger
untold hollow
#

hi guys i,m new here, and i already have a problem to discuss

vagrant kelp
#

Hey does someone know a way to switch smooth between splines ? With a moving Actor. Like A-B C-D act the Actor is Jumping/Teleport weird and its kinda more messy than working. Pm pls or @ since iam very busy.

arctic cradle
#

Hello, all. Hope you are well. Had a question: which comes first? Save Game or Game Instance? I realize that without saving, the instance will be lost when the game quits-- but from my understanding, I should be storing my health, items etc in the GI. Should it go Game > GI > Save game? Is there a more common explanation I'm not getting? Just asking, because I just saw a tutorial and he was storing the health and levels in Save Game, where I figured I was supposed to be storing it in GI.

rough blade
#

Is it possible to change a players Character Movement Mode back and forth from nav mesh walking to walking at runtime?

kindred rover
#

Hey guys, I'm trying to feed a post process material into a render target to material texture baker and having trouble, anyone done this before?

modest gulch
#

Hello, I want to set property of certain Cue (Volume multiplier) using blueprints (that's it, at runtime, not in editor). Is it even possible to do?

crude cradle
#

is there a way to restart level, or open level but still keep the game mode consistent?

earnest tangle
#

only game instance remains between levels

crude cradle
#

Ah nice! that was just what i was looking for

earnest tangle
#

so you either need to store data in there, or make some kind of other mechanism like using save games

crisp geode
sharp wraith
#

Hi, do you know a tutorial or we teach skills to a trainer?

#

Or documentation

atomic salmon
#

You could use a multi box trace and then use the normal to the plane splitting the box into two parts to check whether each point lays on one side or the other

#

What would be the use case for that though?

proper umbra
#

Does anyone know a good guide for making an item inventory system similar to Castle Crashers?

crisp geode
atomic salmon
sharp wraith
#

What would be the use case for that though?
@atomic salmon buying skills from a trainer

atomic salmon
atomic salmon
#

But I understand you need someone to run some trainings? You could post it in the job section

#

There are few other Unreal Authorized Instructors on this Discord. Maybe someone is available.

azure lion
#

Opening a door. Rather than having it rotating, I want to essentially slide the door up. So adjusting the location. However, I can't seem to make the transition smoothly. I've tried a few different ways but no joy.

Any help would be appreciated.

sharp wraith
#

There are few other Unreal Authorized Instructors on this Discord. Maybe someone is available.
@atomic salmon

I am not a teacher. I'm looking to program a npc that sells me skils like in wow

gritty elm
atomic salmon
atomic salmon
gritty elm
#

Hi @atomic salmon, Yes exactly

atomic salmon
#

So RInterpTo does not work if… you don’t use it properly. 😉

gritty elm
#

right

atomic salmon
#

You can do it directly from the timeline by driving the world Z location of your door.

modest gulch
signal warren
#

hi

#

is there anyway to make custom collision component?

#

i want to something function like this Collision Sphere but in a custom degree (like cutting a part of a cake)

modest gulch
signal warren
#

i have no knowledge or experience in modelling or anything like that tho

#

gonna find another way then

modest gulch
#

well then I dont know unfortunately

#

you could always learn basics of Blender 😉

#

I wouldnt be surprised if there is way to make custom collision meshes in unreal itself tho

unreal token
#

how do i add a 3 2 1 start to my game? after they press play and before the level starts

modest gulch
#

you can make simple collisions on mesh in UE editor

atomic salmon
#

Look into importing UCX

trim matrix
#

hey does anybody know how i could make a working time line for animation like mayas or blenders?

#

and does anybody know how to do the keyframe system and the trastlate and rotate and scale gizmos

#

if this helps it looks like this in game

trim matrix
#

i am but i wanna remake it

#

becuase im making an animation software

#

kinda hard to i only learned coding yester day lol

#

i was hoping there was way you could send me to recourses to help

#

the only reason im learning to code i to make this

#

if i could i would hire people for free

#

i wouldnt need to learn to code this since im an aimator

#

not a coder

#

thi stuff to complex for me lol

#

i wanna make my own animation oftware

#

so i can have all the features i want

#

to help witht he progress

#

if i could i would use control rig but control rig never works for me

#

so

#

oh

#

umm

#

yeah ik

#

if control rig want so bad i wouldnt need to deiging a software]

#

i cant get ik 2 work with control rig

#

thats the only thing

#

ive watched them

#

but the mesh messes up so badly

#

it sometimes scales or it moves weridly or it disappers

#

oh ok

#

lets hope it tell me how

#

watched that one

#

i have before

#

i jut got ingorned

heady burrow
#

How do you get a reference to a spline mesh component

#

added using

#

do I need to manually store them in an array to then access them when I loop trough the spline?, seems a bit convoluted

tight schooner
#

@heady burrow you can store the "return value" of that node however you want, but an array is the most straightforward approach

heady burrow
#

seems kind of strange

fleet cedar
#

How can I flip a range of 0-1 to 1-0

heady burrow
#

I would think that if you have a "spline mesh" component there should be a way to attach it to a spline

#

like, having slots

#

oh well

daring vapor
#

Am I misunderstanding how to use the == node? Ultimately the goal is to have an event fire when a specific actor crosses into a volume. So my though is to use an ==. Check out the video to see the issue I'm running into. All help is welcome. Many thanx.

errant snow
silk hinge
#

Hey I'm strugling with something to look for a specific Item into the inventory system i'm using.
I want to look into in to find a specific actor but I dont know how to loop into the inventory to find a specific item I came out with this but This is not working
Probably by the fact that I dont look into the Grind widget or something ? To be honest this kind of codes with maps and array is beyond me, i'm trying tho 😄

tacit void
daring vapor
grave swan
#

How do you switch between sublevels?

daring vapor
grave swan
#

In game, i want it so when the player collides with an object it seemlesly transitions in real time from one level to another

daring vapor
daring vapor
#

This will allow you to stream in a level

#

Or...

#

You can create an Actor Blueprint that opens level (see below image)

#

This second one will unload the current level your player is in, and open the level you want. It's a clean wipe, so beware if you have any items saved you will want to load them in as you load in the new level.

Hope that helps.

#

There are a few other ways to do this, but these should do the trick.

mossy bronze
#

Here's my character BP

azure sparrow
peak crater
#

how do I set a scene component to not move with the player?

#

I want this LoadoutSpawnPoint to always be at a given world location

mossy bronze
#

Why isn't this interpolating over time? I'm confused... It kinda just dampens my zoom amount (the zoom speed * CameraZoom axis value)... I'm trying to smooth the change out, but instead it isn't doing anything other than lowering my zoom amount

surreal peak
#

Maybe

mossy bronze
#

How's that?

#

Maybe some mathematical function to smooth floats? I know linear interpolation, but it holds the same issue... Maybe I just don't know how the Get World Delta Seconds function works

wise swan
#

is it possible to access FJsonObject in bp?

mossy bronze
#

even tried putting the interp in tick... this is extremely frustrating. what am i doing wrong?

#

Am I somehow supposed to recycle the return value of the finterp to function into itself? If so, how? Would I just add the output (as a referenced variable) to the zoomtargetvalue variable?

#

ill try it

#

if it doesn't work, i think im giving up for now

peak crater
#

I need to be able to access it from the player so I can move inactive weapons there

#

Basically on equip/unequip I move weapons between that spot and my hand

#

I figured it might give me a small performance boost if the weapons were just stationary when not being used

#

Instead of following the players around the map

#

But maybe not

#

I guess each map could have one of these points and I just get all actors of class to grab it from my character

opaque blade
opaque blade
#

or use a Lerp for Current to Target and increment the Alpha each tick

opaque blade
#

For more advanced solutions (but this one would require a tiny bit of C++) I would advice using a subsystem for that spawner - as they are easily accessible in BP (even player) but are more decoupled

peak crater
#

Oh nice ok I’ll read up on that

#

Do you think it’s worth doing/makes sense?

opaque blade
#

depends on scope and type of project

peak crater
#

Say I have 32 player mp matches

opaque blade
#

reading into it is definitely worth it though

#

its not about performance just about code quality and structure

sullen shale
#
  • Maybe I need to ask it here but I need some help and im new to UE4. I have a big project going on and if people want to help it is appreciated. If you help me out a lot maybe I can give u something. Maybe I can explain the project if we voice call.

This is one question:
So I want to make my static mesh component glow. I already have a material and also made a postprocess material named glow. Nut what I want to do is make it glow on a curtain time. Do I need a sequencer to make that trigger at a time?
If somebody knows how to do this (it is very simple i guess xd)

#

It is hard to find help and that is why I ask it here.

open peak
#

Im trying to use Get Viewport Size but i get 0, 0, why?

tidal marlin
#

Hello. Can i turn off the visibility for floor?

earnest tangle
#

@tidal marlin on the right you have preview scene settings, scroll that down and under environment it has "show floor"

whole dune
#

Any Idea how i can hook it up so it moves smoothly instead of just snapping to the location?

indigo bough
#

Just wondering, is there any method to determine the percentage of screen space that is occupied by a particular surface/volume? Even better, how much in a spherical region around the player? I'd rather not fire thousands of traces and return hit results for averages 😄

hidden coral
#

Hi everyone, I'm having trouble when I want to get my NPCs to point their heads in my direction. I followed some pretty basic tutorials that work fine with the default UE4 Mannequin, but I'm using my own models, which have dozens of bones in the head (jaw, lips, eyelids), when the head turns, only the "head" bone moves, the rest of the facial bones stay fixed, is there a way to parent them to my head bone?

uneven thunder
#

Anyone run into this problem with the SunSky actor? Once every 60 seconds (solar time) the sun directional light will twitch a little bit, the elevation and azimuth that get output by Get Sun Position are offset by a few degrees for about 3 frames

jaunty dome
#

how do I go about setting these values in behavior tree randomly when AI is spawned ?

open peak
#

are the values in local variables persistent across calls?

reef lagoon
#

Hi everyone, i struggle extremely with a BP problem, where i use a basic score system with destroyed physic actors by a rilfe. But whatever i try to do, its counting also the destroyed actors by a triggerbox or life span that i dont want.
My BP setup:

  1. Character BP - Fire Weapon Control
  2. Weapon BP (child of Char) - complete Fire Weapon Interface Function & Destroy Events of the targeted physic actors
  3. Gamemode BP - doing the math to count the points
  4. PhysicActor BP (no direct relation to Char/Weapon) - updating the score by a Binded Event on Destroyed
    //I should have put the destroying function directly into this actor, but I dont know the workaround without messing everything up
  5. separate RandomActor SpawnerBox BP is spawning the physic actors
  6. separate DestroyActor Triggerbox to cleanup the hidden physic actors with Begin Overlap Function
    -> Is there any way to prevent the DestroyedActors by the Triggerbox being counted too without messing everything up?
    I have tried it with e.g. a boolean check, score updating in the Weapon/Char, but the relations are still not working. After a full day trying to fix it I reached a Trial and Error point without any success yet. XD
    Hopefully someone can give me a hint to make progress with this issue. I could post all the BPs and Sub functions here but i think its a general relation understanding issue.
subtle falcon
#

hello, white reflections appeared on the in-game items for no reason or change, do you know how to remove them?

#

without

#

without

fast lintel
#

yo can i copy your game?

#

hi everyone, im trynna equip my axe on the back and my sword in the pelvis

#

but

#

when i pick up the sword, it do go to the pelvis,

#

but when i press R to sheath, character picks it up from the back,

#

not from pelvis

heady zenith
#

This is a little extrange but, I can't make visible or invisible a component trought blueprints

#

In UE5

mild jacinth
#

hi does someone know if its possible to spawn water via blueprint in construction script?

mild jacinth
#

im talking about the water plugin which is by epic games, released for 4.26 - i can make a blueprint actor and then in construction script call SpawnActor with target ocean body, and set its location, but the water is completely invisible, thatswhy i was asking

brazen stirrup
#

Hmmm idk then

south merlin
# jaunty dome

in your AI controller, create the random values you want. (I guess a world position. You could get a random point around the player and save that as a variable). Then in the task, just get that variable and use it for the initial face player.

silk hinge
#

Hey I have a weird issu with a Branch, it never happend to me before :
I'm checking into each cells of my spacious inventory to see if there is a specific type of magazins, the magazin is not on the first cell so looping continue to check into inventory returning "False" on this condition since the magazin in not there, It does return False and True without any problem and yet I got the error every time it returns False, and no error if it returns true, Spawn the Mag, remove from inventory.
Any Ideas ?

gentle urchin
#

Are you sure the item is valid ?

#

Get item class requires a valid input. Looks to be a custom function, and if so, it could contain the isvalid check aswell if you want

crimson hornet
#

Does anyone know what I need to add at the object of the cast to bp enemybase? I tried pawns and actors but it doesn't work.

crimson hornet
south merlin
crimson hornet
#

I tried this but it still doesn't work.

south merlin
#

check to see if the cast if failing

silk hinge
rugged wigeon
#

I'm looking to create a "cover" system where players can post up against a wall corner and peek out / hide on predefined slots. I'm wondering what the most reasonable way to handle this is. Specifically how to add these slots to my objects. Everything can be a prefab. So the "cover slot" will basically be a box collider and a few stateful variables.

Is there any way I can attach this as a component to actors directly? I'd prefer not to use child actor components.

frank salmon
#

hey, does anybody know a possible way to fix an issue?
I have a character that is rotating based on my mouse position
I have a condition to make it rotate only if can rotate, my issue is that when i play a full body animation montage i would like the character to stop rotating and the way I am doing it does not work

rugged wigeon
#

where's the montage

frank salmon
#

and this is what I have on anim montage

rugged wigeon
#

use play montage. Disable rotation on the first pin (immediately) and enable it on completed

#

Possibly on interrupted depending on what you're doing

frank salmon
#

I am not using any of the character movement rotation variables

#

that shouldn't matter, right?

rugged wigeon
#

I can't see in your screenshot what you're doing after your montage call, but I would have assumed you're setting "Can Rotate" to False

frank salmon
rugged wigeon
#

Don't use notifies like you're doing. Use the node I showed you. The first pin can replace your notify at the beginning. The "On Completed" node can replace your notify at the end.

#

If you want to trigger a notify, make sure it's a "Montage Notify" when you add it, and handle it based on the On Notify Begin pin instead. I find calling notifies by name to be pretty terrible. You can switch on the notify name pin if you have to.

frank salmon
#

Yeah, plenty of issues rise with those as far as I can see. 😆

#

Thanks for the help

subtle nova
#

Quick question (I hope). I'm trying to figure out how to reference an Actor Component that is on a Child Actor Component of a BP. Is this possible?
I have a BP that's meant to do some stuff.
That BP has a child BP inside it.
That child BP has an actor component that I want to talk to.
I can't seem to figure it out.

ionic glacier
#

Hey, I am making a rig of a car using the plugin control rig, with ue5. I 'am trying to create a boolean controller that enable or diseable headlight. But the values that i set in the rig in the sequencer, like dont affect the boolean, + my construction script dont update on rig modification (like setting the boolean value). I've already enabled "Run construction script in sequencer" in the class settings tab in the control rig window.

rugged wigeon
trim matrix
#

Whats a good way to move a character or enemy a certain distance?

#

Launch character ia buggy and has no way to change parameters

rugged wigeon
#

launch means like literally launch them with physics

#

do you want them to walk somewhere?

trim matrix
#

Ahh

#

Nah like a knockback or charged attack

rugged wigeon
#

launch could be a decent choice. What do you mean you cannot change the parameters

subtle nova
trim matrix
#

Launch kinda sucks tho, cant change speed or distance

#

And its wonky when youre moving

rugged wigeon
#

@subtle nova show me the graph including the list of components. If Person has a child Actor Sword and you want to get the Sword's collider component.

Person.Sword_Child_Actor_Component -> Get Child Actor -> Cast to Sword -> Get Collider

#

You do control the speed. It's the magnitude of the vector.

trim matrix
#

But speed is tied to distance

rugged wigeon
#

Launch works, I assume, as "launch the character in the direction of the vector at {vector.length} cm / some unit of time"

#

If it feels bad, make sure there's a bit of upward velocity so they actually get off the ground, if only for a bit

frank salmon
#

@rugged wigeon your way worked fine. much appreciated

subtle nova
rugged wigeon
#

You want the base interact component that is on some sort of button right?

subtle nova
#

yeah

rugged wigeon
#

Button BP -> Get Child Actor outputs the Button. The original thing is just a child actor component. Like a container for the actual button.

#

So you need to cast to the button class

#

then get the base interact component of the button after it has been casted.

subtle nova
#

Interestingly, I can't call any of the functions on the button from the parent bp, which could be part of the issue. I just drag-and-dropped the Actor into the parent.

trim matrix
#

Isnt there a better way tho?

#

What node can I use othet then launch?

subtle nova
rugged wigeon
subtle nova
#

Seems like a roundabout way of doing it, but I seem to be able to access stuff now. Thanks! @rugged wigeon

hybrid ether
#

Hello! I have level with day/night system in my level. (Sun rotates). And I have some dungeons and those are different levels. If I go to dungeon and come back to main level sun rotation of course reset. I want that sun rotation saves trough levels. What would be best way to do it? "I go to dungeon when morning and be here 5 seconds and come back to main level and there are night" 😄

#

Saving it event tick would be really bad for performance I think.

tight schooner
#

@hybrid ether Maybe have the GameInstance class keep track of the time of day, because that class persists between level loads

hybrid ether
#

Thanks! Ended up doing it like this 😄

brisk mortar
#

Is there anyone on here that can help me? I'm starting with blueprints and i'm trying to recreate this tutorial,
I want my player to look in the direction of the mouse but it just looks at a single point on the map https://www.youtube.com/watch?v=fOjAaskzquc

As requested, I am making some tutorials about enhancing top down blueprints. In this part, I covered the rotation of the pawn according to the mouse position on the screen.

Sorry for the music noise on the background and overall length of the tutorial :)

Here is the thread about ray intersection:
https://answers.unrealengine.com/questions/168...

▶ Play video
#

this is the blueprint code

#

in player controller

proper umbra
#

Hey. I'm trying to make a function that spawns multiple projectiles at once, and have them move in multiple locations. However, when I play the function with the forloop, all of the actors are spawned with the same transform.

left fulcrum
#

Hey there, I am working on something but the thing broke and I cant figure out why, it was working just fine but I realized I was using the wrong sky (I made my own so I was referencing the wrong thing) but now it is saying that the object I am trying to reference is none and I dont understand why. A simple variable made to be an object reference for BP Sky Sphere and it just says it is referencing none everytime

#

It is supposed to be a weather system and it worked fine until this broke, anyone got any ideas?

midnight kiln
#

@left fulcrum Where is sky being set? I also see a variable for new sky in there, is there a chance that you are using an old variable?

left fulcrum
#

No the new sky was an attempt to fix things, but that might be the issue, I am looking and I think I deleted where I set the sky by mistake

brisk mortar
#

i cant believe i had to go back to june of 2020 to find an answer

#

and the answer was just times something by 5000

midnight kiln
gritty elm
#

well, to spawn at random location, you can do this

#

add random integer to x,y,z coordinates, max and min random value @proper umbra

#

the other method is to multiply the for loop index with sphere x,y,z location

trim matrix
#

I have collision question

#

I have 3 static mesh and one player and I wish that each sec pass information actually which mesh it is currently being in contact among the 3

broken wadi
#

s + click (sequence), d + click (delay), f + click (for each loop), g + click (gate), c + click (comment), b + click (branch), n + click (do n), m + click (multigate)

but why doesn't p + click make a print string node 😦

hallow sentinel
#

Question about 2.5D games. Currently using the default character and I am running into issues if they are not facing left/right. Running into some goofy interactions if they are looking towards or away from the camera. Any ideas on how to lock their rotation based on the last direction moved?

zealous moth
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@hallow sentinel in the character class i dont remember if it is in the movement component but you can set the rotation speed for turns. Set it real high

gritty elm
zealous moth
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@broken wadi iirc you can make your own shortcuts in the preferences

gritty elm
orchid star
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Is there a way to force a texture to be power of two in the editor

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we have an issue with someone that they have tons of textures with high res

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but not power of two

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so we cant reduce them via editor

earnest tangle
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Do you not have the originals?

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It should be possible to export a file from the texture if you right click, it's under asset actions or something iirc

orchid star
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probably not, needs manual export/import

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yes I know

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but there is around 1.4k texture

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so

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yeah

earnest tangle
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oof :P

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I guess it might be possible to write a script to do it in editor, but it would probably be quite nontrivial

zealous moth
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You could make a mastrr material and make the texture a variable parameter. In the material change the resolution

orchid star
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but thats not the point

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shitty optimized project

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that loads entire project

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causing high ram usage

zealous moth
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Use an atlas for texture then

orchid star
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so trying to cheat it with lowering the required memory

zealous moth
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Power up photoshop and stitch several textures together

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@orchid star when you optimize is it the cpu or gpu that hogs most?

gritty elm
mild pecan
#

Anyone have thoughts on how to get the average velocity of a motion controller over a few frames?

gritty elm
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@orchid star

zealous moth
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@mild pecanmake a map a t 0 and tx and update each time. Get the value.

gritty elm
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there is an option called "Bulk edit", if you select multiple assets, you can do this, and change any properties of multiple assets with single click @orchid star

orchid star
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that was not the problem

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tried it anyway

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and crashed yay 😄

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no worries

gritty elm
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well, try to select some assets, not all at once. but this is how you edit multiple assets at once.

orchid star
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what I meant wass

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I have bunch of textures which are not 1024x1024

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such as 633x722

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and I cant change their size via unreal because of this

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I was looking to make them clamp/ fit automatically into the closest power of 2 or something

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which there isnt

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an option for I think

earnest tangle
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there's a checkbox called force power of two, have you tried that?

orchid star
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ooh

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where

earnest tangle
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I think it's in the texture's settings?

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unless I was imagining it lol

gritty elm
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there is already option for power of two

earnest tangle
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ah yeah that's the one I was thinking of

orchid star
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ooh

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thanksss

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thats nice

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but

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how to center it now 😄

solemn dust
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is there any built-in, or easy way to evenly distribute x objects within a circle?

heady terrace
jaunty solstice
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Have a fairly complex Construction script that instances thousands of static meshes at once that should be totally random but sometimes 'twins' happen. ie 2 of the same static messh are instanced side by side.
I thouhgt if i could somehow slow down the instancing process It would help greatly in debugging.

Is there some way to insert a delay in a For Each loop?

heady terrace
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Learning how to use breakpoints is important.

solemn dust
heady terrace
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Ok, so I have a problem in my own work. I use a Timeline to move my character when a mantling animation runs (I can't use the root motion unfortunately), and it works properly but the character can't move in the x, y, or z direction for the next few seconds after the Timeline is complete. I know it is reading my inputs properly because the animations run correctly. I have also set the character back into the "Walking" Movement State, too.

solemn dust
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do you set the movement state back to walking when the timeline ends? maybe your timeline is longer than you think? i usually have problem with that, because the timeline is not over when it reaches the last keyframe, but it has a length you can set

heady terrace
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A length you can set? That's probably part of the issue (or the whole issue). Where can I set it?

solemn dust
heady terrace
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Ahhh, I see... I was too busy to notice it was there. 0.0

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I was assuming it would be in the curve object's UI or something.

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Yes, everything works now! I had a feeling it might have been the Timeline, I just was not sure!

steel sequoia
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^^

supple dome
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i think you will have to rethink (or clarify) your rules, the only place the same distance from two points is a line in the middle of them, and if both are at the same place, any point in the world is the same distance from both

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now if you actually want that, a perpendicular line between two points (p1 + p2) / 2 will have infinite points that are same distance to both

quasi frost
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When I add a widget to my uniform grid why is it putting this massive space between them? (See cards in hand at bottom of screen)

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I'm not adding it to the grid in any special way

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Ok figured it out, the overlay it was inside of needed a scale box to contain it

drifting bronze
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im trying to get a widget to pop up on screen when i hover over a button (just press E to interact) this is my current blueprint but its not working and im not quite sure why

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anyone help me?

dark crow
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Uhm, cause it's not connected

drifting bronze
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ive connected it every which way and it wont display

dark crow
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Exec Pin

drifting bronze
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im trying to get it to display when the linetrace overlaps the collision box

dark crow
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It's not connected on the execution flow

drifting bronze
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in another test it was

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i sent the wrong picture

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if i connect it it displays after i press e

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i want it to display as soon as the crosshair hovers over the button

dark crow
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Then you need a check on tick or so, constantly fire a trace that constantly checks if it overlaps something

drifting bronze
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alright one min

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like this?

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still not working @dark crow

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used the wrong line trace but stull not working

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fixed it now but wont display

dark crow
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You sure it's reaching the target atleast?

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Debug line hits?

drifting bronze
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ok i think i fixed it

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now i need it to remove from the screen lol

wise edge
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Hi im trying to recreate the camera from top down games like alien swarm or the ascent where the mouse moves towards the location of the cursor. This code below is working but when the magnitude gets high, (ie: the mouse is far away from the player) The camera becomes jumpy. If i reduce the multipliers that i've got around this logic, it may smooth out but barely moves.

Can someone help me improve this logic?

Also, when i open up 4 clients, the camera becomes super jumpy with this logic enabled

drifting bronze
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@dark crow it displays now but i cannot get it to remove from screen

wise edge
drifting bronze
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im getting accesed none at remove from parent

wind void
# drifting bronze

if you are using this, BP still, that is because Return Value isn't set when it loops back around and finds out it needs to remove it.

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few suggestions to remove your widget,

drifting bronze
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yes please lol

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i am beyond frustrated with this

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it should be very simple

wind void
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if it's the sole widget thats being shown the easiest: Remove all widgets

drifting bronze
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it is not

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i have crosshair and HUD etc

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that will not work for me lol

wind void
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Make Return Value a variable, and then access it later.

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You prob want to check if My Widget is valid before you remove it, just in case SOMEHOW it trys to remove it twice.

drifting bronze
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like this?

wind void
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You need to SET Interact Widget

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right after, or right before Add to Viewport

drifting bronze
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liek that then?

wind void
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Yep

drifting bronze
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didnt work

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still displaying after i look away

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i want it to show when i hover over button, and remove from screen when i look away

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thats what i have currently

wind void
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ohhh

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well,

drifting bronze
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the vector math is just setting the interaction space so you cant interact from just anywhere

wind void
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it looks like you are making a few hundred widgets

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but only storing one

drifting bronze
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HA

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your right!

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lmao

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so how would i fix that then lol

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im really confused now

wind void
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oh, well

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would you like only 1 widget being made?

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or would like hundreds and just removed them all at once

drifting bronze
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only one, but i need it to be made again if i mouse over again

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this works but not if i want it to display again

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wait!

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i got it!

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thats all i needed haha

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god that was so frustrating lol

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thank you for your help lol

wind void
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Np

wise edge
craggy crow
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Anyone know how to prevent a slider to get higher values but it can go lower ? Thanks! 🌴

plucky fractal
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Is there an event or function I could override for when a widget becomes visible? I want to select the first child of a scroll box each time its made visible.

twilit heath
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construct

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@plucky fractal

plucky fractal
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so if its collapsed, then set to visible, construct is called again?

twilit heath
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think so, it gets called when added to a parent even if not instantiated just then

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easy enough to test

plucky fractal
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looks like it gets called when the widget is created, but if you make it collapsed, then switch back to visible it doesn't call it again. perhaps i could make a function and just add that in after i set it to visible again

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thanks anyway 🙂

twilit heath
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yeah, wrapping its set visibility is fairly simple

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and it will work

plucky fractal
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that's seemed to have done the trick, thanks again

eager field
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hi so i have normalized this float value to range 0.0 to 1.0 for a reason, what I wanna do is if the return value is high then I want to convert it as a lower value and if the return value is low i want it to be high, is there a way i can do that??

gentle urchin
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like inverting it?

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regular one minus 🙂

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1 - return value

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if return is low, it will stay high. if return is high, it'll go low

eager field
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yeah such an easy thing

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my bad

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thx

outer goblet
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Hey guys, wonder if anyone might know what the problems is. For my project i been playtesting win/lose conditions endlessly and in editor everything is fine but when i package the project everything gets messed up. What can cause this?

serene galleon
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Does anyone have any idea on how I can return to the distance from an actor INSIDE of a volume to the nearest edge of that volume?

earnest tangle
earnest tangle
gentle urchin
earnest tangle
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^sounds better than my idea :)

outer goblet
# earnest tangle There's a million things. You'd need to explain precisely what behavior differs ...

Basicly its a simple best out of 3 race. After each round the winner is determined and the appropriate music is played. In pie its all perfect but in package round 3 messes up. I have a simple small melody playing after round 1 and 2 and if you or the ai win then a win or lose track is played, After round 3 though only the win/lose track must play but in package the somple melody and the win/lose track plays.

earnest tangle
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interesting, nothing really stands out from that as something that has been a problem with changes in packaged 🤔

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you probably should add some debug logging into it, packaged builds should still produce logs

outer goblet
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I have a feeling its to do with tick. I created an intro widget with animation which i spent some time working out when to show and hide widgets based on the music. but when i do the package its slightly off

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And i'm guessing that becuase i'm determining winner on tick then its probably not setting its sets too late or something. i think i saw something about framerate and tick somewhere but cant remember.

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wait. Let me add a fade in and delay before the intro starts playing. Maybe that will help.

broken furnace
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Anyone have time to help me figure out why my exact replication of a tutorial isnt working?

gentle urchin
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How about using animation with triggers instead? maybe its alot more work tho, so possibly not a great solution

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Like for the intro you'd start an anim montage on the "main camera", which would have triggers for starting the music, stopping it, moving over to the actual player camera, starting the lap , hiding widgets etc

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Also, the goal probably should have a collision volume and react to overlap instead of checking on tick?

outer goblet
gentle urchin
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How come tick and not event driven if you're already triggering from overlap?

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Nvm that i guess, i just imagine it being a potential issue

outer goblet
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I'll figure out somehow. TBH it took me like three days to get the stopwatch to work right and it was a serious headache and i think thats where the problem ibeing created. Too much to calculate and bools to set on tick once the overlap is triggered.

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I dont hasve enough time to redo it so gonna look at using a delays or something in round 3 or set the bool another way.

limpid saffron
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Is there any shortcut way to insert keyboard events like for 'E' key, don't wanna search in the list for all letters, there should be fastest way!! (eg. press B left click give you branch node!) thnks..

broken furnace
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Input actions^

outer goblet
wind void
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Hey, I coulda sworn there was a BP node that let you run quick animations on actors or components, like rotating it 90 degrees into a .5s animation. Anyone familiar with that?

boreal ether
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I would recommend adding custom input bindings in your project settings instead of using specific keys though

limpid saffron
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@boreal ether thanks man good one

limpid saffron
boreal ether
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If you plan on releasing anything it makes it easier to make a menu to customize key bindings

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If that doesn't matter to you I guess you can do either

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Or if you want to release for multiple platforms you can use the same event

limpid saffron
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actual goal is secret key combination to pop up secret image on the screen

boreal ether
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If you need to use those specific keys then it's fine

limpid saffron
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look like that stuff

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@boreal ether thanks again

serene galleon
brazen stirrup
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what does the clamp node do?

serene galleon
gentle urchin
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I'd think its not since you said "complex" ... if so then true, my suggested method wouldn't work

brazen stirrup
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now can I ask something about the animbp here?

serene galleon
brazen stirrup
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I want to blend a control rig with a locomotion, what blend do you think I should use?

gentle urchin
brazen stirrup
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like, if I add my ctrl rig to a additive blend, the manniquin becomes a titan

gentle urchin
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Is it possible to make a "variable pointer" in bp?

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Or do i have to read it from its original location?

brazen stirrup
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uuuh

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idk

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have u googled it?

gentle urchin
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tried, but its not easy to find 😛

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mostly they show results about setting and updating variables

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Seems it must be with c++

brazen stirrup
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huh

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I think you can use a bp in cpp though

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like make your bp as far as it can go, and when needed, convert the variable to cpp

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or vice versa

gentle urchin
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Yeah

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It's not life or death needed, just sometimes seem to be handy 🙂 altho pointers can be frustrating to working with aswell

brazen stirrup
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do u know anything about animbps?

true valve
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So I 've an item blueprint which when I pick it up , I want to store it in a variable then destroy it.

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How do I create another instance of that actor

brazen stirrup
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idk lol

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another instance of the actor u destriod?

gentle urchin
brazen stirrup
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like to populate your game with the item?

gentle urchin
true valve
gentle urchin
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Because the object ref is a pointer to an object, which you destroy

brazen stirrup
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welp, no one replies there

true valve
gentle urchin
brazen stirrup
true valve
gentle urchin
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By spawning the actor by class again

true valve
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maybe GetActor of class- I don't want to spawn it into the world

gentle urchin
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Not get actor...

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the actor is already destroyed

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If you want it back in the world, you must spawn it

true valve
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No i don't want it back. Using the ref, I want to get some info from that actor such as animations, etc to play them

gentle urchin
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If the class itself holds these , then you can get the class defaults

brazen stirrup
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does my solution work for u @true valve ?

true valve
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No - squize's solution works.

true valve
earnest tangle
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Depending on what you're doing you could just not destroy the actor and simply hide it

true valve
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not an option

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How do I get rid of the warning though

earnest tangle
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What warning are you getting?

gentle urchin
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check if the class is valid probably

fallen glade
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does anyone know why my project takes a long time to play the first time each time the engine is opened? Can this be alleviated?

gentle urchin
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I've noticed the same thing !

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Curious to what happened there...

fallen glade
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my bet it's that it's loading everything the first time or something like that, I do not have a brand new PC anymore so could be that

gentle urchin
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That could be, and my pc is in the same condition as yours (or worse), but even so! It was not like this not long ago

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I can't really recall when it started tho..

fallen glade
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in my case it's getting worse the more I add to the game

gentle urchin
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Game in total, or the currently selected play map ?

tacit maple
#

How do you specify what type of Nav Agent a certain pawn will be? Currently I have two agents Large and Default. But my smaller units seem to be pathing using the large agent. Am I missing something? Thanks.

fallen glade
#

this can be changed in the capsule parameters (I think)

tacit maple
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@fallen glade thanks, I read about this but it seems like the capsule size isn't making a difference for me. My capsule sizes are matching the default capsule size, but they still picking the large agent which is roughly 300.

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Perhaps it doesn't pick the closest but rather a range so anything <=144 is default and anything 144<=x<=300 is considered large? I'll try play around and see what happens!

fallen glade
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yeah play around, there are also some inconsistencies as far as I remember, some numbers take into account radius, others diameter, again, might be wrong I haven't touched that stuff in a while

steel sequoia
#

anyone know how to "AllowDebugViewmodes"?

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in the packaged version of the game?

fallen glade
void needle
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does anyone know, is it possible to make actor undestroyable by any conditions?

gentle urchin
#

What do you mean exactly?

void needle
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one of my actor destroyes everything it touches, but can i make one of my actor not destroyable for it

gentle urchin
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The actor that destroys it must check for that actor and not destroy it if its that actor

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i assume you're using some sweep, or collision overlap or hit

void needle
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yep

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ty

gentle urchin
#

you can also make it ignore the collision in the first place

void needle
#

i made it like this, but it doesnt work

gentle urchin
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Is it the topdownchar you dont want it to destroy?

void needle
#

yes

gentle urchin
#

Then just connect cast failed to destroy actor,

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and unplug the rest

void needle
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ty, it worked

zealous moth
fallen glade
steel sequoia
#

@fallen glade I want to use unlit for the perfomance boost

open peak
#

how can i interpolate the segment's roll angle in a spline mesh?

fallen glade
steel sequoia
#

cause it increases fps by 20

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its for a performance mode

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@fallen glade

zealous moth
zealous moth
open peak
steel sequoia
#

@zealous moth i mean for the packaged game

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once packaged debug view modes are inaccessible via console

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it says see "AllowDebugViewmode()"

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which is not a console command

jolly island
#

Hello, is it possible to trigger an event in the character blueprint when a task is executed in the behaviour tree?

open peak
#

Is it possible to raycast down and get the roll of the surface below?

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the surface doesn't necessarily have a collision

small token
#

Do anyone know if there Hundreds inside array using struct trying use for each loop equal to equal by name then find specific name can cause game freeze about 10 seconds then finally load? Either if it there no name found. Still 10 seconds specific. Is there another way not to use For each loop. It need to search every struct

proper vale
#

Hi guys!
Could you tell me please,
How can I find the reason why i can't see blueprint library in a list of blueprint libraries on Right-click in a blueprint?
I'm trying to find the Take recorder Blueprint Library and use it for my project, but I can't find it

light token
#

Hello. I have a question. I spawn a blueprint but the blueprint has a public variable. Is there a way to set that variable when the actor spawns?

bright frigate
#

Begin Play?

light token
#

Can I do that? It needs to be set to another blueprint instance

earnest tangle
#

If you need to set is when it spawns, you can set the variable to "expose on spawn"

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this will make a pin for it in the spawn node

light token
#

I already got it by using get actor from class.

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Maybe this works

earnest tangle
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I'm not quite sure what you mean

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If you're spawning a new actor, then it wouldn't exist so getting it by class wouldn't do anything

light token
#

Nah this wasn't working

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I have two borders

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which need to rise up

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I have an item

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if it drops on a plane

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it should raise the borders

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but I cant get a ref to those borders

earnest tangle
#

well provided the borders exist when it's called, get actors by class with the border class should get them

light token
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Hmm it isn't working. I;ll continue debugging