#blueprint
402296 messages Β· Page 718 of 403
The plane should have a collision volume, and two variables to control the borders
If they're all in the same world
/level
Atleast if its what it sounds like, some form or part of a puzzle
@trim matrix Don't use multicast for doors, use repnotify
hey, i have hundreds of actors in a group actor, how do i reference the group actor and not all 500 of the actors from blueprint to do somemthing with them
AGroupActor doesn't have any BP-exposed functionality AFAIK
you'd need to create an actor which holds the 500 references
and add whatever group functionality you'd want in there
hello, is there any way to refresh screen (obviously without ticking or anything) when paused? My case: in pause menu there are graphics options, including FoV. Unfortunately, when I change FoV (slide bar), FoV is not updated on screen on fly, only when I unpause.
in main menu screen it works without problem, since no pause is here
might have something to do with the collision, as it might be covering the whole door
having trouble with a function I made, I have an AI that attacks doors in the level, once the door health reaches zero the door is destroyed, this works but only once. I think I need get all actors and something else but I cant get my head around it any help would be appreciated
Hey so i created my own damage type called custom damage
in custom damage i created a variable
damage name
but as i selected my custom damage type on the apply damage function it doesnt show up :/
what could the reason be?
hello friends, my shipping build isn't making sav files and is loading garbage data from somewhere when I go to load, what do I do?
Apply Damage function doesn't know about your variable. Or any variables inside of DamageType
hey guys, I get this error when packaging
An item with the same key has already been added
anyone knows how to fix this?
i had this once some time ago and i think it was some redundant c++ header files or something, i had to delete the duplicates by hand
but maybe in the #packaging channel they can help you out
how can I have it so my comment bubble has higher priority on overlap so my nodes won't be in front?
this is on a zoomed out graph
look closely i selected custom damage as the damage type
which should expose the damage name variable
reduce font size
that's not exactly what I'm aiming at, the bubble is just not very readable with all the nodes infront of it and I'm wondering if there is a way (when zoomed out) to hide the nodes or at least make them be behind my bubble not infront of it. setting the font size doesn't do anything to the bubble, only the text bar at the top of the comment
I remove the bubbles, and increase the header text size instead
Bubbles just annoy me
Probably doesnt help you much tho
Does anyone know how to return physical materials from PredictProjectilePathByTraceChannel
There's really no setter for color? π¦
You can set the color by clicking on the "Add Box Collision" node and then setting it on the right details panel.
You'll have to click the little down arrow under the "Shape" category
Wooooooooww.... thanks! π But that also means I can't set it per added object...
is there a simpler way to get a data table row search than to get them all and foreach them everytime?
Guess you could save the rows and search there ? If you know the row name
for some reason when i set up my running animation its looping by running forwards then slingshotting back and running again
idk if its the animation i download and need it to be a stand still runnning ani
ok, no, now I definitely proved it... the actor with the Add Box Collision in the constructor DOES NOT add any colliders in a packaged build when placed in a streaming level! π€¬
it only adds colliders in the persistent level... even thought I've opened the streaming level and made sure that the constructor has run
play in editor, everything is fine... package build, no colliders in streaming level π¦
I have a question how do you remove something from the viewport?
Use the Remove from Parent node
thanks man!
so im working on a bullet spread system
this is the code for my buck shot pattern
projectiles are fired on a for loop 5 times
each one has its own y and x value
as you can see the value gets added to the look at rotation of the muzzle to the impact point
which yields
you may have to open that in your browser
but thats what its supposed to do\
but when i fire up or down
it squeezes on the x axis
i cant figure out why
if you need to see more of the code lemme know
I want to use Interp.
Interp requires Delta Time.
To get Delta Time, I must use Event Tick
I prefer to avoid Event Tick, since everyone says it's bad so I try to use Set Timer by Event or Timeline but they do not have Delta Time
Is using Event Tick the only option if you want to use Interp?
If you need to do something smoothly with interp, just use tick. There's no reason to invent your own tick alternative if you need to do something like this
well, there's get delta time and there are also alternatives to interp (e.g.: lerp)
if the interp should happen every tick anyways, you can just stick to onTick
how can i get the roll from a line trace hit?
the roll?
whats the line trace hitting? is the trace coming from the camera or somewhere else?
Well, Lerp nodes still need to run on something like tick for them to be smooth. Get Delta Time isn't very useful unless you run it on tick, because it won't give you a consistent speed if you run it at arbitrary intervals
Since say if you were to run it at 1 second intervals, you could get any number of different delta times for the frames they happen to run on, so it would just jump at different speeds
@open peak get hit normal make rotator from vector?
but making rotator from vector doesn't provide the roll
Doesnt matter
i didnt look at the image
@open peak can you describe what youre doing further?
Hmm, interesting.
So let's say I use a Set Timer by Event and set the Interval at 0.05 seconds (20 fps).
Can I just plug 0.05 seconds into the Interp delta time?
Yup
You could, but it's not guaranteed to run at 0.05 interval (eg. if for whatever reason the framerate was to dip severely enough)
But unless you have a specific reason to run it at some custom interval like this, you probably should just use Tick. It's not inherently "bad"
@pale blade you shouldnt fear using tick. Its a myth that its bad....
There are so many myths surrounding unreal it is astounding people still tout it
I see, I'll switch to Tick then
I am shooting a line trace below an actor and I want to angle that actor to the same roll ass the ground below it
So the ground below is at an angle and I want to have the actor angled with the ground below it
Does this give the X/roll angle of the surface below?
Oh ok I see
I suppose you mean upvector from the point of the normal (or it doesn't really matter actually)
Can I have a line trace that only check for hits on a specific actor and it's components?
You can create a new linetrace channel and have the specific pawn block it, while all other classes ignore it
That's the closest I believe you can get to having a linetrace hit one specific thing
cant i create a collection of things to look for rather than a collection of things to ignore?
because i only want to look for one thing, kind of redundant to have everything else ignore the line trace
When you create the new linetrace channel you have the default option to have everything block it, overlap it, or ignore it. You'll want to set the default option to ignore. And then in the actorBP go to your collision settings, find the new linetrace channel, and set it to block
i was thinking of producing an array of things to check for, and doing a component line trace check on every item in the array
What I'm telling you to do is pretty simple. I'm assuming you're using default linetrace channels like camera, and visibility which are not good. But you can do it the way you want to aswell, even though it's a little messy
Where do i create a line trace channel though?
go to project settings, and then type in channel in the search
you should see somewhere to create a new line trace channel
yeah i found it
do i have to set the response to the component with the collision itself or can i set the channel to the whole actor with all of the components?
the whole actor should block the trace channel
Components don't have separate collisions unless you give them one
then in that case it should work
but I've never tried giving a component it's own collision
Im creating spline mesh components and enabling their collision thats why. And your help worked, thanks a lot!
How would I make my cursor show at all times? I am new to this so please dont judge.
use "Set Show Mouse Cursor" on the player controller. You may also want the Set Input Mode family of nodes
well I am making a simple game with some buttons
and I need the mouse to show so people can walk and also click buttons on there screen
you might want to read these docs then: https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/UMG/HowTo/
the code to show the cursor and enable the UI is in there, just do it in Begin Play instead of in response to a pause input
where would I make said blueprint @torpid linden
generally in your level blueprint
if you're this new, I recommend starting with some of the tutorials on the "learn" tab in the launcher and at learn.unrealengine.com that will give you a quickstart on unreal basics
oh ok! Didnt know that exsisted. Thanks!
how do i set the position of a mesh from blueprint
hi, does anyone know how to find a subscene track in a level sequence with blueprints? I tried Find Track by Type with MovieSceneSubTrack but it isn't working π¦
try the SetWorldLocation node
does someone know how can i scale a blueprint? i have the water 4.26 blueprint from Epic Games but im not able to scale it for some reason. no matter what i set it will not scale
I have not tried the new water feature. If scale doesn't affect it, it likely has another built-in size variable. Check the class settings.
Wouldnt surprise me if it relied on scale being 1,1,1
The water system is still super broken anyway, and it's still kinda stuck within Fortnite's map size.
probably more fitting here
I would like to save data (ideally CSV table) from the game.
Is this achievable with blueprints?
Is there any issue with setting a parent of a blueprint macro library as an "object"? So it shows up everywhere and not just in one type of bp?
^I did this aswell, and so far it works like a charm.
@mortal cradle that's what BP Function Libraries are for.
But they are not linked to any specific actor/object.
They are not working for what I tried. I wanted to access blackboard keys in a less messy way than vanilla and doing it through function library wouldnt let me do it.
how can i change a static mesh in runtime?
@trim matrix If it is in a blueprint, you can drag out a reference and use Set Static Mesh.
If it is placed in the level you might have to do it in the level blueprint (select the object in the viewport, open the level blueprint, right-click and choose make reference to "selected object".)
thank you
@mortal cradleI have not tried that specifically, but you may need to revert to C++ for that kind of customization.
i have a question if anyone can help me, i want to charge a blink ability while im left clicking, and when i release it, i want to teleport the player towards the mouses position but at a distance based on the charge. so longer u charge it the closer u teleport to the mouses position, less time u hold it you only go a couple feet. if that makes sense
Set a base distance (likely the minimum distance you can teleport) , and then have a variable or something that rises every 0.1 seconds when you click, and continues to rise until you release it
You could use a timer that starts when pressed and stops when released
thats not the issue
i know how to do that
but how do i teleport the character toward the direction of the mouse, at a distance based on that amount of charge?
didn't even let me finish
oh lol
once you release the button you need to get the actors forward vector, and multiply it by (base teleport distance float + held down variable float)
Vector * (B + N)
vector is actor forward vector
B is Base float
N is final number from being held down
what if my character doesnt rotate, its a 2d platformer
should still have a forward vector
I believe forward vector is the X axis
you can do set actor location or teleport node
ima try and see
You could theoretically use mouse location to world space too if you want it to go towards the mouse
yeah thats what im finding to be the problem, i need the character to go towards the mouse location
there is a way to get mouse coordinates
i have a mouse vector updating on tick for now.
so theres a position of the mouse vector saved
then use that in place of get actor forward vector
i tried it but it doesnt seem to work
one sec
this is what i did
i unlinked the timer and just set the base and blink distance the same just to test out
Hello, can someone aid me with a complex damage system?
Thing is that i have some elements + types of attack, and one element with one type of attack effect is quite different of same element and other type of attack.
And i would ask if someone knows any way to organise all my variables/stats of attacks that i can change element/type/duration of cc etc everytime i call it. Without hardcoding all cases.
(Currently tried summoning BP but it wont work properly)
Thank you so much ^^
it still isnt going towards the mouse like this, any ideas maybe?
I've never used 2d games so I don't know what is going on. Althought I was skeptical of using mouse cursor location from the beginning
because get actor forward vector is relative, and usually only prints out 1,0,0
you'll need to get creative
first see if you can manage to teleport to the cursors location
well my character is only 2d and only goes left and right, my mouse is always visible so u know where ur teleporting to
i can do that easy
if i set actor location to the mouse location it works
then to start off, I suggest making the max teleport distance the mouses locations divded by (insert minimum teleport distance number here)
and as you hold down left click that minimum teleport distance number should be reduced
so for example mouse location divided by x
every 0.1 seconds decrease x by 0.1
If X eventually reaches 0 then you've reached the maximum teleport distance which is the mouses exact location
This is a good starting point that can be tweaked after
um ima try and decipher all this and see if i cant get anything going
I'll try and explain it better
Mouse location Γ· (M - N)
M is Minimum teleport distance
N is Number Held down
If we plug 3 into M. Then That means the minimum we can teleport is 1/3 the distance of the mouses location
i think i may just do a AI move to kinda thing with another spawned actor that starts at the character and moves towards mouse location.
... I mean you can but this can be solved with math
You can't avoid that in game develop, it's gonna come back
i know ima need math, but i dont think what you are suggesting will help, if you take the mouses location and just divide it, i dont believe itll divide that distance towards the character but instead put that divided location in world space.
Your best bet will be GAS, there's a 30 dollar plugin on the Marketplace that allows you to utilize it in blueprints only if you aren't efficient with c++
@fiery swallow Thanks ^^ But the thing is that i want to make it on my own but dunno the best solution or if its any simple to do
Hi there, sorry to bother anyone but i could use some help.
I have this sphere trace that is supposed to store a "Hit actor" and chance its material when it traces the actor
I tested this function with other objects and actors and it works
When I printed out the Hit Actor, even when its overlapping it doesnt show up and the Hit actor doesnt change materials
Does the actor it's not working with have the tag you're using at the top and / also has collision thats working
I've added the tag onto the actor BP
are traces based on overlap?
Yeah you're right, the trace responses were set to Ignore
thanks for the help
I went and figured it out for my own sake
This worked in a 2d game
ok ima try it later today thanks.
Let me know, I am overly invested in other people's UE problems
lol ok, ill try to remember to update u on if things work
Need help with some very basic Array manipulation. Lets say I have 5 unique Static Meshes a,b,c,d,e defined as an array in the editor. And I need to populate a 2nd array or arraylist with 1000 of these picked randomly such that there are never two consecutively identical ie
Instead of
[b,c,a,a, c,e,d,d, etc]
I need
[b,c,a,c,a,d, etc ]
What is the logic to do this in BP and which specific nodes should I be using?
No problemo =)
Hi! does anyone know how can i get a dictionary variable to be "Global" across my project? i want to get key values from that dictionary everywhere on my projects
Guys I have a problem I have a blueprint script that sends rays to my target to detect if there is an object in the middle to stop targeting but I would like to know how it would be to detect the area of ββthe object that collides to speed up the field of vision of the character
how are you setting the arrays?
Function Library
How do you make animation blueprint to "widget animation class" reference? I need to change the animations depending on the gun i have equipped and i cant figure out how to make the reference out of animation blueprint. And it needs to be "widget animation" type class reference
what?
I want to make it stop following a target if the raycast hits a wall
but hurrying the angles
you're talking about a line trace right?
You need to construct the widget and from there promote it to a variable
yes of course
hmmm :/ never used constructs
@hoary junco https://gyazo.com/2fb99f2cbe219251de82b2b081a5913b
The return value would be the reference to the animation class
oh yea right that. ofc
this is my blueprint for now
Okay and you're trying to detect if you hit an actor?
The first hit is taken from me but I want to know if the actor who hit his area first is larger than my delivery capsule to determine if he stopped seeing the target
is this this some kind of AI?
no this is custom target tracking to detect object collisions through player vision
So the end goal is to know if the player can see another player?
A node exists for that
that is, but speeding up the angles starting from the front axis of the character that I control, not from the camera
I'm doing it right now with the raycasts method
WasActorRecentlyRendered uses the camera to detect players on screen, You can not use a multi line trace to determine whether or not a player can see another player
Because multi line traces will go through anything
is there an good way of comparing 3 enums to check if they are the same ? i know you can do two with equal enum but can you do 3?
Doesnt that only work for hud widgets?
Line all 3 of them up, get 2 equal signs, the enum in the middle should be connected to both equal signs, finally add an And node and connect both equals, does that make sense?
Construct only works for widgets, why?
Like how do i get the animBP class to the class part in the construct
Inside of your animation blueprint, you want to access the widget ?
Is this what you are trying to do?
https://gyazo.com/55827b56bb9ed375620d887fbe6ccd1d
Best I can think of, I don't think there is a node that compares multiple variables
Ah great thanks!
Ok meaby i didnt explain it too well...
My weapon inventory and switching is just hidden child actors of the player mesh. And i will choose the child actor classes from my main menu. The weapons itself are just actors with skeletalmesh and some variables like damage and fire rate. All of the guns are parented from "BP_BaseGun". What i want to do here is to change the animationBP class depending on what gun is equiped. This is pic from my EquipGun function
hey anybody know how where i can get perfect documentation for fps multiplayer template
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.
I tried this but it still doesn't work.
You need a reference to the enemy actor of the same or inherited class
Hope the player isnt its own enemy....
if u are using for enemy it will might not work just remove the cast from enemy and make a variable using the enemy refrence and u are good to go or cast your enemy in event begin play and save it
Is the only way to get a relative rotation to get the relative transform and split the pin twice? Seems weird as there's a set relative rotation.
Forgot to say but the spawning of the AI works. Only there target points won't get set
I have 2 different AI's so thats why I am casting to enemy base and human base there both AI.
Hi guys, im wondering how to handle certain functionality. I have a bunch of weapons and i want the m to have random abilities/ effect like for example
20% health on kill, bonus damage if opponent is specific class etc, any suggestion how to handle this type of stuff?
TBossX, are you fiding the array is empty?
After casting to your Enemy Base, try getting the Target first, then set it into the array.
Like your getting Target Points but I feel it's probably empty
Hi there
I have a UI animation that I wanna play, but before it plays I've set the global time dilation to 0.001
how can I get the play rate to be normal while the time dilation is 0.001?
do i just set it the same as the time dilation?
Do you mean you want each weapon to spawn with a random attribute like in the game Borderlands?
Hi. How do I make a logic of this stat: counting how many times I hit an enemy (base AI) by a specific weapon. I was thinking of doing the logic after the line trace (parent gun bp) to the hit actor and using an increment integer to count the number of times it hit an AI. So in the gun childclasses I will have separate stats on this. Thanks
No its not empty sorry for late respone btw.
I'm catching up. So you pawn your character and then cast to your EnemyBase BP, then you set the array that is a local variable?
spawn not pawn
yes
But what do you mean with local variable I got an actor Variable called "AI" that is local
I mean the array, when you created it.
This is in the AI to go to the Target Points
And I made another bp with this in it and here I will spawn the ai and set the target points for the AI.
Why does this fail?
Just to be clear, you are setting the Target Points in the array in SomeBluePrint_BP and then calling it in your AI Pawn BP?
Yes
(I"m making up names for it)
Yeah. Something like this.
I would check in the AI Pawn that the target array has anything in it when you call it. Do you have an interface setup so you can call the variables between BPs?
If it's a small number of weapons (vs say Borderlands) you could just have an array of attributes that upon spawn you pick one and set it on the weapon.
Or you can even build them more procedurally via a few fun random rolls to see where you land. Roll first to see what base attribute it gets "+ damage, +ammo, whatever" then roll to see the specifics "+27% damage" and finally a modifier if you need "+27% damage to flying enemies"
Thx for the suggestion.
hippieman but the problem is I don't know what to get for the object at Cast to EnemyBase
in my game the sword follows the players mouse and i want it so when the player swings it makes a sound how do i make it so it detects when the item rotates
I'm not sure either looking at the BPs. I'll think on it.
Okay Thanks!
So I have this character but is there any way for me to either switch materials when the character moves side to side or rotate the mesh? If anyone can help me solve this issue it would be greatly appreciated!
so i am having some code that turns any mesh into a wireframe, it calculates the distance between the vertices and places a cube there and adjusts the rotation and scale.
however when drawing any quads it also draws the triangles. how can i avoid that?
or rather how can i create a bool condition that checks if the two vertices form this triangle
i have already experimented with angles and length. but to no success
You want it to only show the box wireframe and not its triangles?
Wow that's an interesting one
Yes, only the box
Not sure how one could separate the two
I mean, how can you know if its a plane between x verts...
could you calc the angle on each coordinate plane?
Yes I could
and if anything sits between the max angle and 0, you get rid of it
for each verticie
Sounds very complex for such an easy shape,
yeah very complex
And tuning it sounds stress
and I don't know if it would work
Well imma explain how the thing works so far:
Like... if it was a t-rex statue (idk what use-scope there is for such a thing) it would be very hard i think
what about adjacent vertcies somehow
with like an n-gon I have no idea how it would work
does it have to work for blobby non-blocky shapes?
The code is Only supposed to work with quads
ah ok
No, only low poly shapes
should it ever work for a triangle?
No
I think you kind of have to trace it out and add up the angles and throw away a result that gives you 180 instead of 360
Cant do that, I build it in triangles, I tired doing it in quads instead but that didnβt work
I mean post creation
actually
you'll have to do each side at a time I think
but if you grab any vertex, and then find the next one (on the same coordinate plane) and then find the next one and then find the next one. If the 3rd one is the starting vertex you just roll back on step and pick the other vertex.
Isnt there materials that does this magically?
Oh I bet so
some kind of cool shader that just draws this based on faces or some magic
Based on angles i think
Yea but this is basically the wireframe for a ship, and you add plating etc by hand
you just start at a vertex and move around to the next one and if you end up where you started in 3 moves it's a triangle, if you don't it's a quad
and you do it for each plane in the shape
I mean this is math I'm too dumb to do
Well the order in which the vertices are connected depends on the triangle index, and that will always leave you with a triangle
Like 0 1 2
what if you draw everything as triangles and look for doubles with the same normal?
that would only be the points that make a triangle
right?
like draw to separate triangles for a quad with overlapping verticies
I thought so too, but if you have a plane for example youβd have a field of quads, and those quads would have the same coordinate as the one you check. So instead of the triangle you might remove adjacent quads as well
right
Yo hippieman did you found a way to fix it? I tried multiple things but it still doesn't work.
I dont' fully understand what is going on with your thing TBossX.
But I really suspect if you inspect the array, it's empty
I dont know because I am filling the targetpoints in
But I can explain better what is really going on.
I think you'd benefit from one of the pins here really , the blueprint communications
I have to take small steps to get to any result when I work. So I would try to make the array work entirley in the AI BP
That seem to be the main issue
yeah that works
I only need to communicate from bp to bp
yes
try this
What is Blueprint to Blueprint Communication, or how do I call functions or get variables from other Blueprints, in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
his YT videos are fantastic for knowing how to use a node/do a thing.
Just watched it
But I still don't understand what I need to add here at the object.
Also after Cast TO BP_Enemy Base is not getting called
I'm not sure of your entire setup.
So you have a BP that spawns AI characters
Yes I call it the wave spawner
And I have an BP with AI
and all there functionallity
You can get it by spawning(return value is a reference) , collision, get all actor of class (not recommended) or hardpicked via editable variable ref
I dont know how to do that sorry.
the AISpanwed0 event, I assume you have something that actually spawns an actor right?
yes SpawnActor
I'm mixxed up about your entire setup still on who is doing what
the EnemyBase_BP, is that the class of the spawned actor that is looking for patrol points?
or the class you want
I know how to check if a player entered my boxes overlap area how would i check if the player is still in the box area
Make a bool "Is in box" or whatever, and set it to true when they begin overlap, and don't set it to false until they exit. Then jsut check that bool.
If end overlap is not gettig called. (If you add that as an event)
I've got this code for calculating an actor placement based on a linetrace hit position and normal.... this works as long as the actor has its origin at 0,0,0, but for actors which don't have it, this stops working correctly if the actor is rotated for example 180 degrees so it's upside down. Anyone have any ideas?
hippieman this is what I am setting for the Wave Bp
And that Enemy_AttackerOrcT is an child of the BP_EnemyBase
ultimate you need to spawn the Enemy, and then cast that enemy to your BP_EnemyBase
I think you might ave some functionaliy in the wrong BPs, but I can't get a clear picture of it
Okay
I think you gave me an idea
ill try something other
I hope you get it.
Here's a video of what the behavior is - the first object has the 0,0,0 origin, the other one doesn't... so I think the problem is how I'm applying the object's origin in the formula, but I can't quite figure out how it needs changing
Looking to boost the signal in this issue. https://answers.unrealengine.com/questions/1048314/is-it-possible-to-get-the-relative-rotation-of-an.html
I mean if you just get component rotation that should give you the rotation in degrees
Finally!!! I fixed it. Thank you hippieman and Squize for your help!!! This is what I did
tells me this is an infinite loop
but wouldnt the looop exit when en overlap gets triggered
Not sure but maybe this works.
how do i attach a player to another player ( multiplayer )
So Halo you have this
No. They do not run simultaneously, the begin overlap logic would have to stop before the game can continue doing anything
If you want to reduce health at certain intervals while a condition is true, a timer would probably fit the bill
you can start the timer on begin overlap, and stop it on end overlap
Unfortunately no, I get...
those are degree values are they not?
No they are radians. I'm looking to bet deg 0-360
179 is definitely not radians :)
the range UE usually gives you for degrees is -180 to 180 or maybe it's -180 to 179 or something
don't ask me why it goes into negatives, it's just how it is :P
Correct they are not deg 0-360. It's the 0-360 that I'm looking to achieve get, in relative to the body of the "car"
try to find out what's the minimum and maximum values it gives you.. I think it's gonna be something like -180 or -179 for minimum, so if you want 0 to 360, just add 180 into the degree value to remap it into 0 to 360
Have you looked at the post link i posted above?
lemme check it again...
It's not exactly what you are suggesting, but something different. If you have a different approach I'm all ears. π @earnest tangle
does anyone know why my arm doesnt move with my camera ?
Ahh, is there a get local rotation or something like this? I don't remember off the top of my head, but that should do it
I thought relative would give it in local space but I guess not?
if there's no node for it, you can probably Get Transform from the component, and then use Inverse Transform Rotation to convert it from world space to local space
I tried the get transform trick, still no deg values.
Inverse Transform Rotation.... Hmm, ok I'll see what I can find....
Get Actor Transform might also be something worth trying since it would be relative to the actor then which should produce more useful values
it's definitely in degrees, but the values are just in world space or something which makes it harder to use :)
Have you dug into the First Person template to see how Epic set theirs up? I bet it has a few clues. Seems to me it should help.
Everything I've read says they are radians not deg. But the point about world vs local space is worth looking into for now.
ranges for radians is from -PI to PI or 0 to 2PI
so if it's in hundreds it's definitely not in radians :)
I'll have to trust ya. π Artist trying to code here π
Is there anyway to render an actor infront of UI?
Yeah a lot of the time angles are represent in rads, UE tends to represent them in degrees, so if you're looking at some guides that aren't UE specific they might be a bit misleading on that front
Gotcha
OK, this still leaves me the problem of converting the return value into deg though.
i did they make the arms a child of the camera but i have to add another camera when i ads so if i ads the arms are not childs of that camera
ahh. ok. Not sure what to do in that case.
Maybe just log the values you get and see what the range for it is that you need. As long as it's the same regardless of actor orientation it should work :)
Ok, but what if the user needs all 360 deg, both positive (going forward) and neg (going backward)? There is no telling what the user will try to do. They could will be inputting a value, say 340 deg, and the wheel needs to turn that far, then stop.
Well, if you can find out what the range of values that you get is, then you can remap it into 0 to 360
I'm fairly sure that by just doing + 180 it would actually go into 0 to 360
"just add 180 into the degree value to remap it into 0 to 360" yea this had me thinking
Are you making a box to reduce your health?
Yeah the basic idea is that if the minimum value is -180, then if you add 180 into it, now your minimum value is 0. At the same time, if your maximum is 180 and you add 180 into it, now your maximum is 360, so it should work :)
and it will work similarly to other values inbetween those two points as well
Hey guys, newbie Slacker (as well as pretty novice UE tinkerer) here looking for some assistance. Just for reference, I'm just getting started with the Unreal Learning courses that are provided in the Learning Portal, but I've tinkered with level/UI creation quite a bit prior to, so I'm just now starting to seriously try to add functionality to my project. In any case, I'm trying to figure out the best way to optimize this bit of Blueprint. Essentially I want the Player's Stamina to regen by x amount (2, in this case), every second as long as their Stamina is less than or equal to max (100). This is the only way I was able to make it actually work (and display on the progress bar appropriately), but everywhere I've read warns against using Event Tick (too much, if at all) due to the issues it may cause since it updates every frame. Since I want to have multiple regenerative stats, this poses a problem I seriously aim to avoid. Any help would be greatly appreciated
Makes sense, I'll give it a go.
You want to Set a Timer by Function name, and make a stamina function.
This is fine right? Turning them on and then off right away. Just that the animation registers it
You need to decide if you want the player to start regen stamina the moment it dips below 100, or if you want them to start regen only once they stop losing stamina.
Then you would set a Timer by Function Name, and then create a new function or event (it can accept both) and make that function add to stamina. You set the time how often you want it to trigger (say every .5 seconds). And then when stamina is back to 100 you Clear and Invalidate by Handel the timer.
for example here is an ammo regen I use
once I fire a bullet, I start this timer, once ammo is full I clear the timer
Hey guys looking for some assistance. I want to create a system that will generate a checkpoint that both players have to reach and both players will be equal distance from it. I scanned documentation and still having trouble. Ant input would be appreciated!
how can both players reach it and be equal distance from it?
or you mean player 1 is at XYZ and player 2 is at X2Y2Z2? And you want to make checkpoint at X3Y3Z3 that is the same units away from both players?
probably
Not so much luck. Check out the image below. Looks like I need to do some tricky math to get the values in deg. I'm gonna keep working on it, let me know if you have the energy to keep helping. π
What I would like to get is feedback in deg, the numbers in blue, as the wheel turns. Not the numbers that I am getting, the numbers in red.
Think of it like they're racing to the same spot if that helps @south merlin
Ok. so I know this is Trig
if you draw a circle from each player's center. Once the radius of the circle is greater than (distance between players / 2) the circles will overlap at 2 points.
so you can get the distance beteween the players, use that as your minimum radius and then make 2 circles of some random value between total distance between players and the minimum radius. That'll give you 2 equidistant points
now how to do that in unreal, that is a good question
I was never very good at Trig
Essentially I want stamina to regen the moment it dips below 100, as it will only regenerate by 2/sec and the action in question that is draining Stamina costs 10/cast. Just to see what I'm doing wrong, I used your pic as an example, but I'm sure I'm still doing something wrong. I'll get both pics in (EG/Func), cuz I wouldn't know where the error lies.
thanks tho @south merlin
in the stet time, your function name has to be exactly what the event is called. So it needs to be "StaminaRegen"
oh Photo, you do not want to clear the timer in the Stamina function
you want to clear it elsewhere
Can anyone help me understand where the circled portion in red is coming from? Is it a function, if so where is it defined? And why is it listed in the event graph?
Yea I was about to say it looks good but my stam bar still doesn't regen x) Sorry if this is tedious, just wanna get a real understanding of how this works so that I can then implement it across the board on my own once I do
custom event ok
PHoto make sure in the timer you have the name correclty for the event
and it should trigger
Is this arrow thing an indicator of an event?
That's updated, copy/pasted names, still nothing. Maybe it's cuz i'm trying it on UE5? Also, I thought you could only call functions using stet func. I tried using event timer but i can't get a ref for the custom event from the event graph tab over to the function tab
It can be a function
Photo I've not used UE5. Maybe you should just use a function instead of an event.
sorry i am not sure what you mean by macros here
actually I'm looking at my own BP and I have a Macro and a Function showing with the arrow and a fucntion with the F
Not necessarily.
Macros are like functions but they can have latent nodes within them, where functions cannot.
you can collapse nodes in a macro if you need. The only time I use it is if I need a delay node, as you can't have a delay in a function.
ohhhhh
anyone recommend a good starting place for learning bp? i am figuring a lot out on my own by looking at other projects
that's been pretty good
They can also be used to build execution path outputs with logic in them.
This is an example macro that would execute the output paths sequentially, each after 5 seconds.
In > wait 5 > Out 1 > Wait 5 > Out 2... etc.
Yes
the entire process
ic
how do you then define it as a macro?
or declare it rather
"Unreal... THIS.. is my macro called..."
You click the little + symbol beside the "Macros" item on the left side of a blueprint.
Then name it as you wish
ohhhhhhhh!!
got it thanks
right i forgot
cool a macro is a segment that executes
makes sense
The one who tells me why this doesnt work gets this gun model. It doesnt go to the Semi animations
you can also select a bunch of nodes and right click and collapse to macro
what's the issue? Is it not going through your animaions properly?
In game it doesnt go to the Semi animations
The booleans are that all the lines going into the Conduit node have "Weapon Switched"
and from the Draw nodes to Idle there are "Drawed" booleans. Which are kinda not needed
for now 2 only animated and set up
you don't want both in a state machine
you want to blend poses and each has a state machine
yeah
I use a blend pose node
there's a few different ones
you can use an init, if you are making a game like old school doom, where each number on the keypad is a diffrent weapon
1 pistol, 2 shotgun, etc....
or you can use a list
Yea kinda like doom
Do you mean Blend pose by int
yeah
then each time you swtich weapons you changet he int value
so you will want to get that int value from your character or gun (wherver you choose to set it)
and use it in the active child index
yeah, you might have to do more setup for you exact setup. But that should start getting you there much easier
and keep your state machine simplier
you can probably pull the init right out of the array you make with the guns
just one less thing to try to set and track
@south merlin Ty so much for this. I will DM you the model if you want
π ok well just ask for it later if you need/want
@south merlin One more thing i want to ask from you or someone is that do you get the variables to your animationBP like this? At least that is how i have always done it
that's what I do
ok good
is that in your animation bp?
yes
I think it's worth casting to your character then saving that as a variable. Then using the variable for each get and set.
I don't know for sure, but I think it saves on the casting call which is good.
so to be specific, on Event Blueprint Update Animation I have a sequence
first I cast to my character and save that as a variable
yea
then in the 2nd part of the sequence I use that variable of my casted character to get all my variables and set them to my local animation blueprint variables
cool
I've been slowly cleaning up places where I cast too much.
Ok i undrestand what you mean
i will go to bed now and continue tomorrow. Ty for your help
no problem
[edit: Firing combobox init script on OnInitialized doesnβt cause the Selection Change Sound to play! Hooray!]
Think I encountered an audio bug with comboboxes in 4.26.2 β
Changing the Selection Change Sound off of Construct doesnβt change the sound thatβs played, even tho it will print that it has the ref to the new sound.
Any workaround?
Purpose behind this is to prevent the Selection Change Sound from playing when the app starts. Iβm populating the combo box from a data set and then setting its selection
Does anyone know the default shortcut for print node?
hi guys, any suggestion how to stop characters momentum during jump. What i mean. When i jump forward and press S to go back i stop the momentum. Same thing if i try jump backward and press W
i know I'll need to check if player is jumping and which direction is moving and also check if axis value is opposite to the direct of the jump
@upper stump You could use SetPhysicsLinearVelocity
the problem is getting the correct functions from blueprints π
Okay I am stuck with this problem where I have on the left and center a instanced static mesh with 2 instances so the center one and then the one on the left. They both have a custom data float value assigned to them this value is used in the dynamic material instance I create for them in the construction script. And then on the right I have a simple and normal static mesh component witch also has a dynamic material instance of the same material but witch instead changes a scalar parameter inside that material. The problem i encounter is that the custom data value does not seam to want to update for the instanced static mesh if it isn't moved in the simulate mode, or that is my guess. So would anyone have any idea what could be causing this strange behaviour?
The material
The actor and the event tick changing the values
Here is another video
Have you looked into the Character Movement? There are some variables there that might do the trick.
does anybody know a good way to restrict the player's movement to the camera bounds? For example you can't move out of the camera view in a game where the camera is in a fixed position. I tried using a collision box but I don't know how to size/position it to be the same size as the camera view
I feel like I saw Ryan Layey do this in his retro remake of Zelda. I don't remember which video it's in though....
https://www.youtube.com/c/RyanLaley/search?query=retro
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I'll check it out, thanks!
i left this functionality for later. There are other parts of movement that i can focus on
but i did try to play with Air control
stupid question but from what i see when you start your new project in UE movement configuration is stored in Character but i saw videos where they store it in Player Controller.
which version is correct?
How do I remove a pin from the Select node?
@upper stump you can put it in either but I think most people put it on the character/pawn directly unless they plan on controlling multiple characters/pawns (and also preferences people have of course)
Right click the pin and select remove pin?
alt click (i think)
Thanks. I can skip refactoring π
I have a issue in my save game instance, where when i select graph, it says instance is not editable
@dawn gazelle there is no remove pin
I'll try the alt click
No both are not working :/
It's a bit strange. It cant be I have to delete the node and do all this again.
are you alt clicking on the line or the point it connects at?
Looks like you need to click on the node rather than on the pin:
Still not very friendly - what if you wanted to remove an option in the middle? π
Then you can move the last pin to the pin in the middle and remove it. But not very userfriendly I agree.
i got a question im trying to make the enemy teleport to my character without any animation. I've tried to make it work but nothing seems to work anyone know any solutions?
@earnest tangle FYI this worked https://answers.unrealengine.com/questions/1048314/is-it-possible-to-get-the-relative-rotation-of-an.html#comment-1048326-form
Hi! does anyone know how to read a file with Blueprints?
I'm trying to add a file at path something/something inside the game, so any client can read the values and if they want, they can replace that file with diferent values and it will be taken by the client (not on runtime)
i want a readable file that can be replaced on the packaged client version of the game by the users, if necesary.
thereβs a section in your player controller blueprint called βmouse interfaceβ that lets you show the cursor and allow the player to click on things
you should also be able to toggle this through blueprints if you need to enable/disable the mouse at runtime
hi everyone, im trying to setup weapons for my game and i cannot get it to line up correctly for my life
thats what i end up with the weapon all twisted
thats my bp, and i need the weapon to be root so i cant even rotate it, im not quite understanding how this works
i have it snap to target
but im pretty much losing my mind rn
when i add a root to it it goes pretty much into space and i cant even see it
Hi there
I'm trying to get my UI animation to play the same in spite of the global time dilation
how can i get it to speed up and play at its normal rate?
do i have to increase the Playrate?
hey did anybody try to merge the mps with fps template
Something like this can be used when activating your dilation.
So i'd just have to match the play rate with the time dilation?
is that all?
Sorry I kind of did this so the widget matches the time dilation speed. If your widget is slowing down whenever you activate time dilation, then you'd have to calculate the difference by doing 1/timedilation.
So if your dilation is 1, playback speed is 1. If your dilation is 0.1, playback speed would be 10. If your dilation is 2, playback speed would be 0.5.
So there's no easy way to pass in an event to be called in an event right?
Like Event1 takes in input parameters Event2 and Event3. Then inside Event1, it will call Event2 or Event3. Kind of like a callback function
You can do something like that with functions and event dispatchers, probably macros as well.
mmmm it wasn't working as i wanted
it was too fast
I just decided to move the time dilation forward in the function
But I would like to solve this to make the animation work proper
What are some normal use cases of timelines ?
Can you lerp a material into another using a timeline?
Yes - but not easily i guess
you cant set an alpha on a material itself. You'd need material parameters for both materials to run their alpha
not being able to apply two materials at the same time (unless it's actually the same material) makes me a tad unsure how to make it look very nice
Being the same material makes more sense to me
Hey, does anybody know how to make a character look at the mouse aim position in the world using aim offset?
I currently have these values (pitch and yaw) that get set in the character blueprint
but when it comes to feeding them into the aim offset they are not accurate at all at certain angles on the screen
the right side of the screen is pretty offset, but on the left side it looks quite accurate
Hello ^^
I have a doubt about how to structure the data flow in my game.
I want to make player set some input, lets say 1,2,3
If it makes 1,2,3, access to data table(or whatever) row which has 1,2,3 and then return me the skill name/BP
Any ideas about how to handle this? Maybe i'm so wrong and i have to think in another kind of system
Thank you^^
yeah weirdly enough there's a node that does this: https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Rendering/Material/InterpolateMaterialInstanceParam-/
it interpolates between two (non-dynamic) material instances and applies that to a dynamic material instance. You have to supply the node with those things and also drive the alpha with a timeline (or w/e).
InterpolateMaterialInstanceParameters
great info thanks
Hi, I want to drag actors on the x-y plane, I used this blueprint:
https://answers.unrealengine.com/storage/temp/313779-screenshot-2020-09-16-091723.jpg
It works, but when I click on the actor it slips under the mouse like in this video:
https://youtu.be/Z_qM4sGr7qs?t=6
Is there a way to solve? Thanks.
I think one way to handle it is to remember upon click (i.e. save to a vector variable) the offset of the hit actor's location vs the cursor's 3D location by subtracting one from the other (actor location - cursor location). And once you have this offset stored, you can add it to the output of Line Plane Intersection before feeding it to Set Actor Location
Thanks @seanny I'll try
An array is like a list. Each item on the list has an index (starting at 0). So in your BP, you're making an array that has only 1 item at index #0, and then you're getting a random index from 0 to 2. The problem with that is there's no index #1 and index#2 specified in your Make Array, so it'll throw errors if the Random node rolls a 1 or a 2.
no its a structure
it has 3 items in it Im sure
you can see that cause I break it
and the break does work, I just need it to be random and have it be a montage haha
yeah, but all 3 hit reactions are packed into one variable, and then you slotted that struct into an array with one index. Maybe you want to make an array of the "montage to play" data in your struct
and I think arrays have a "random" node you can use
to select a random element in the array
so I put the whole structure in the array, instead of the items in the structure?
You're already doing that in the screenshot though. You're just putting the whole struct into an array of 1
Depending on what you're using that struct for, maybe you don't need a struct at all
and you just want an array of "montage to play" hit reactions (I'm not an animation guy so I'm unfamiliar with the data types)
nah, you use a struct if you need each element to house multiple data
like, a vector is a struct of 3 floats
aaah
and you can make an array of vectors
so how would I make the array with montages?
well, if they're static assets, one way is to create an array variable of Montages (or whatever the data type is called)
and next to the type selector dropdown, there's an icon in a pill shape
and you select the grid one, lol
brb screenshot... this is hard to describe
yea I just noticed that haha
I know what you mean
I just dont wanna make the array inside the blueprint if possible
put them in a struct and grab them from there to keep it clean
okay. The nice thing about arrays is you don't have to define a new struct type, and you can freely add/remove or otherwise "resize" the array, and there are helpful nodes like ForEachLoop and Random
but if you like the struct approach, you could maybe put each item into a Select node
drag out the "montage to play" pin, and search for Select
and then you can have a Random Int select between 3 choices or w/e
you put them into your struct declaration aka the Blueprint Struct type as default values?
A better way and more generalized way instead of doing this instead of a struct (as a Blueprint Struct is still a declaration) is
You could inherit from PrimaryAsset and use assets instead (Creating them via RightClick>Misc>Data Asset) then your setup is a true asset. There you could set the Montages as array
In your Blueprint you can then reference the asset instead of the array
Advantage here is your asset type can have functionality, like "Pick Random Hit Reaction" giving you a single montage, and you decouple implementation and usage knowledge
ie. check here https://www.youtube.com/watch?v=hcwo5m8E_1o
As a followup to an earlier video we show how to use the C++ Data Asset class using Blueprints only using the Primary Data Asset class type.
Original Data Asset Video: https://youtu.be/gLWXZ3FXhO8
is there a "save all" shortcut?
ctrl-shift-s I think?
much love
can anyone suggest me a good unreal engine blueprint tutorial
I would start from the epic own videos on the topic, that's how I started. Then when you understand the basics just do some really small things, quantity over quality, my 2cents
how to i change camera gor my player blueprint
like if i click k i want to switch to overhead cam
In this tutorial I go over how to add a camera system that switches cameras to show the player something or the point of view of a NPC conversation.
In this episode I show to easily add a feature so that the camera changes its position/rotation whenever you would like it to. For example how to make a more dramatic conversation exchange between ...
what would make my fps drop in engine just by clicking on a pawn? never happened before
Hello. I don't know where I should post this question. It's about physics. My physic objects shake a lot. I made a video demonstrating this.
Is there a way to stop this shaking?
I can click on it's components without frame drops, nothing should be running at all, the construction script is not firing etc
204,355 array elements will do that, I'm an idiot
lol
I was just about to say that I've had that problem sometimes with large arrays
thanks π
Its annoying that it does tho, isnt it? Like.... a smarter details panel would be nice π
Listview for array's could probably be benefitial
@gentle urchin @earnest tangle yeah now the game is stuck at 30fps lol I don't even know anymore
restarting the editor did the trick
thanks i'll try that
guys
how do i look where i point with mouse in side scroller exampleΒΏ
hey is there anyone who is good with a save system i need a small help
Hi everyone.
I'd like my character to not slow down sometimes, even though he's above his maxwalkseepd. I've created this function but it also completely override the movement inputs. Is there a simple way to keep a momentum over the maxwalkspeed without overriding the inputs?
Try messing with the "Braking Friction Factor" and "Braking Deceleration Walking" values on the character movement component.
looks like its want i was looking for. thanks a lot kind sir
hi guys can i get help with sidescrollers?
me?
best way to get help is to just ask your question with as much details as seems reasonable :)
i already asked if you scroll up
what im trying to do is, make my character look towards where the mouse its pointing
so if i have the mouse resting in front of the character and i walk backwards
then he will walk backwards instead of turning aroun and walk forward
you can use Get Player Controller -> ConvertMouseLocationToWorldSpace to get a location and direction in world space for the mouse
in character bp?
you can then calculate an intersection between this and the plane where your character is to get a point you can compare whether it's in left or right of the char
how do i make the intersection
also
mouse is unseen when pressed play
so i have to maeke the mouse be seen
also
set "show mouse cursor" to true on the player controller then
it has for sure
mm
let me check again
i search "controller" in contetn browser
and nothing comes up
there's a player controller which exists by default, use the Get Player Controller node to get it
just gamemode and character in the blueprints
then you can do the show mouse cursor as Ben said :)
they use the generic player controller blueprint which is in the engine content, and not exposed to your user content
and where do i connect the get show mouse controller
coming out of the get player controller
either you create a new blueprint which is parented to the generic player controller and change your project to use that class for the player controller
or you use get player controller => set show mouse cursor in your character BP or whatever
guess the later option will be sufficient for you, as you want to change it on runtime anyways?!
What's the difference between Out Hit Location and Out Hit Impact Point in a LineTraceByChannel?
still mouse is unseen
you might also have to set a mouse cursor, but i'm currently not sure if thats done on the player controller, too
Hover over the pin, it should give an explanation for it
im doing it in the character bp
The tooltip just restates the name
first i need to show mouse cursor, so i can make player point at where cursor is
cant even do the first
task
because side scroller its only controlled with keyboard
If you break the result within the line trace node, there's no useful tooltip, but it looks like a separate Break Hit Result node does have tooltips
@snow harness odd, for me it looks like this
Ahh
Yeah maybe the break struct pin doesn't have it then
That's a bit odd though
@earnest tangle
I guess it can't correctly associate the comments when using split pin
@earnest tangle but yeah either way, that's what I needed, thank you.
π
@earnest tangle Seems like for a line trace, they're essentially the same, but it would matter for a sphere trace, cause one would give the center of the sphere, and the other where they overlapped. Makes sense.
Yeah
okey i made the mouse show, how do i make the intersection to let the character know where mouse is
I wonder how do you actually do a ray-plane intersection in BP's π€
I know there's a function for it in C++ called FMath::RayPlaneIntersection but it doesn't seem to be available in BP's
you are saying it to me or noneutrality?
you
hehe :)
i live off of tutorials, and im doing my best to learn c++
It might work if you use the node Line Plane Intersection (Origin & Normal)
imma send you what i manage to do
something like this could work
Camera in this should be a reference to the camera in your game
the Intersection value from the node should be a point you can compare to see which side of your pawn it's on
is what you told me to do
ok lemme see and try
nice i think its what i needdd thanks, imma go play with it
you could just use the look at angle of the character location and the mouse world position, and work with that to adjust your character?!
Yeah that could also work but depends on the rotation of the character what values you'd get
the character rotation doesn't matter for the result
didnt work
this might work
it's just finding the angle between two vectors
let me try
Ah, never really used look at angle much so I thought it would give different results depending on rotation, but sounds like it should be pretty easy to use if it behaves as you said :)
?
i dont get look at angle node
i only get a look at funcion and look at rotation
find look at rotation*
that's probably what i meant
if it takes two vectors as input and outputs a float π
or rotator^^
probably later
uggg im feeling the stress in my chest already
Does anyone know what the setting is called that opens a new window already docked? Aka so a new window gets like this when you open it from the start
@opaque bladethanks dude π
did it work for you?
havent tried it yet, just saw it haha
Hello everyone, I've been trying to figure out a way of showing a widget on collision with door
but when I collide with door and then go away
the widget will keep being displayed
do someone know how to hide it on collision end?
i have my code here
please tell what is wrong
you create a new widget on the end overlap and hide the new one, the old one is still there
what you want is store a reference of the widget that you create in the begin overlap, and use that reference in the end overlap
and you want to use reference => remove from parent
otherwise you end up with a bunch of widgets in memory, which are never used but hidden
This simple game was an assignment that I decided to share with you
Of course, there's lots tutorial for this type of game but I used difference script and ways...
I tried this
doesn't work this way
so I guess I'm doing it wrong way
@earnest flax You're missing the part about storing the OpenDoorWidget you create as a variable. As written, your EndOverlap script makes a new OpenDoorWidget and affects that one, not the one you made on BeginOverlap.
you want vectorlength not vectorlengthsquared
hmm I see
so like this?
yes, if you store it on that variable in the begin overlap
thank you !
your screenshot doesn't show if theres more on the right, also that zoom level hurts...
could you help me with storing it on the begin overlap or something please?
As Open Door is the widget
just drag the "as open door" on the editor and select set then connect the output of create widget to it
and put it in the execution flow, so that it will get called
can I ask, by connecting it to create widget node you mean the one on overlap begin?
yes, that should be the only one
sorry for this, I just am not so good at these things
i see π
oh ok, but I have that one already connected to the "add to viewpoint" and then set visibility
so replace that?
just add it in between
put it between create widget and add to viewport
and connect the blue input of it to the output of create widget
yes
now it should work
oh ok
I hope so π
omg it works
thank you so much for help
appreciate your time! π
hey guys does anybody know how to get animation blueprint transitions to run while i'm playing a montage?
I'm trying to get Aim Down Sight animations to work but when I ADS shoot with the montage the animation blueprint pauses transitions
This is my script for sprinting when holding the A key and make the Is sprint variable to true
but when i released my sprint key (a) the Is Sprint variable is still true
But this script is normally reset the Is Sprint bool to false
@slate harness Seems like you're setting your boolean to "true" on the timeline update, so if the timeline is running while you release the Sprinting key, the timeline will flip the boolean back to "true"
Maybe stop the timeline on release
Or set the boolean to true before playing the timeline instead of on timeline update
Hello guys! I have a question for anyone who can help me.
Question: I am trying to create a line trace to work with my "Top-Down" project. I have setup a line trace to work with my "Right Mouse Click" button. The bug I'm having is I need to restrict it from being used to a certain distance from my actual player character. Otherwise I can do a line trace infinitely from anywhere on the level/map via "Right Mouse Click".
- How can I restrict line trace to only run if it's within a certain distance from my players character via the "Right Mouse Click".
@barren hill line trace has an end. Clamp it
get the original vector and then make it the unit vector and then multiply by desired distance float
I'm new at line tracing. Bare with me.
How can I clamp the end?
the game math video from "reids channel" on youtube should help
Line trace works on 2 vectors. A start and end. The length is the distance between the points. Using triangular math you can clamp the x and z axes.
As adren says you should review vector math.
Hi everyone, I've been stuck for days, on my head tracking (NPC looking at the player). I use my own skeletons but in all the tutorials I've seen, they create a socket at the head bone, then choose the head bone and their dummies have no child bones at the head.
My head bone has a lot of child bones (jaw, eyes...), and when I reproduce these tutorials, my head bone is the only one to move, all its childs stay in place.
Any help would be welcome.
sounds like your rig is messed up
get sure that the face bones are parented to the head bone
so i finally found out the solution to my problem!
The tick box called "Always Update Source Pose" needs to be checked
hello gguys
how do i make character point towards mouse in a side scroller?
so if mouse is in front of players and i walk backwards i actually walk backwards instead of turning around
Are references of interface types just pointers to UObjects that implement that interface?
The variables with yellow icons.
In fact... Maybe you are right... It's difficult to say, I have so much bones...
Is there a way to clamp a forward vector to ensure it can only be so different from a certain forward vector?
I've got the forward vector of the controllers and the camera, and I'd like to clamp the forward vector average so it can only deviate so much from the Camera forward vector.
It's for a VR chest rig rotation. And it works great when you keep your hands in front, but if your hands drift behind the camera the whole rig whips 180, so I'm trying to clamp it per the camera rotation.
Take the DotProduct of them and use ACosD to get the angle
Despite that there is no way to clamp anything with just a simple node
A single vector has no "angle"
That may work. Ill give it a try. Thank you
So I followed a tutorial and put together this blueprint but I've run into an issue where rapidly pressing buttons causes the animations to cancel into each other but never complete
Shouldn't you set that boolean to true somewhere?
That'r right I didn't think about that, thanks
I would use a delay function in this case, right?
No, the way it looks you should set it to true right after you check if it's false before playing the montage
It will be unset after the montage is done
That's to gate you from spamming
Wait so what should I link the true to?
Nothing
Wait I'm a little confused do I add another branch?
No?
Just set the boolean to true
You are checking if "IsPunching" is false
But you never set it to true after that
Oh okay but what function do I use to set it to true?
None, just set the variable
You are literally doing this already at the end by setting it to false
Just copy paste the setter and click the checkbox
Also if you are that lost with a simple variable set, then learn the fundamentals instead of blindly following a tutorial
That's not how one learns anything. You need to learn the programming stuff first and then watch the tutorial to create the system. Otherwise, once the tutorial is over, you can't change it to fit your game
Have you looked for tutorials online? Because there are most certainly some available
yes i did
there are too little
and those teach how to do a shooter aim offset
i dont want guns in my game
Aim Offets aren't only for Shooters and Guns