#blueprint

402296 messages Β· Page 718 of 403

light token
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thanks a lot

gentle urchin
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The plane should have a collision volume, and two variables to control the borders

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If they're all in the same world

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/level

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Atleast if its what it sounds like, some form or part of a puzzle

tame pecan
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@trim matrix Don't use multicast for doors, use repnotify

iron heron
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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

glacial eagle
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AGroupActor doesn't have any BP-exposed functionality AFAIK

gentle urchin
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you'd need to create an actor which holds the 500 references

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and add whatever group functionality you'd want in there

modest gulch
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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.

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in main menu screen it works without problem, since no pause is here

brazen stirrup
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might have something to do with the collision, as it might be covering the whole door

trim matrix
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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

trim matrix
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so now every single one dies at once lol

azure sparrow
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Hey so i created my own damage type called custom damage

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in custom damage i created a variable

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damage name

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but as i selected my custom damage type on the apply damage function it doesnt show up :/

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what could the reason be?

green quail
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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?

serene galleon
stiff quest
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hey guys, I get this error when packaging
An item with the same key has already been added
anyone knows how to fix this?

trim matrix
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but maybe in the #packaging channel they can help you out

last abyss
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how can I have it so my comment bubble has higher priority on overlap so my nodes won't be in front?

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this is on a zoomed out graph

azure sparrow
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which should expose the damage name variable

last abyss
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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

gentle urchin
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I remove the bubbles, and increase the header text size instead

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Bubbles just annoy me

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Probably doesnt help you much tho

rugged nexus
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Does anyone know how to return physical materials from PredictProjectilePathByTraceChannel

late cave
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There's really no setter for color? 😦

dawn gazelle
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You'll have to click the little down arrow under the "Shape" category

late cave
zealous moth
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is there a simpler way to get a data table row search than to get them all and foreach them everytime?

gentle urchin
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Guess you could save the rows and search there ? If you know the row name

golden shard
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for some reason when i set up my running animation its looping by running forwards then slingshotting back and running again

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idk if its the animation i download and need it to be a stand still runnning ani

late cave
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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! 🀬

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it only adds colliders in the persistent level... even thought I've opened the streaming level and made sure that the constructor has run

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play in editor, everything is fine... package build, no colliders in streaming level 😦

peak nexus
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I have a question how do you remove something from the viewport?

tired cypress
peak nexus
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thanks man!

prime ruin
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so im working on a bullet spread system

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this is the code for my buck shot pattern

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projectiles are fired on a for loop 5 times

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each one has its own y and x value

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as you can see the value gets added to the look at rotation of the muzzle to the impact point

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which yields

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you may have to open that in your browser

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but thats what its supposed to do\

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but when i fire up or down

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it squeezes on the x axis

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i cant figure out why

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if you need to see more of the code lemme know

pale blade
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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?

earnest tangle
spark steppe
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well, there's get delta time and there are also alternatives to interp (e.g.: lerp)

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if the interp should happen every tick anyways, you can just stick to onTick

open peak
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how can i get the roll from a line trace hit?

prime ruin
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the roll?

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whats the line trace hitting? is the trace coming from the camera or somewhere else?

earnest tangle
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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

zealous moth
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@open peak get hit normal make rotator from vector?

open peak
zealous moth
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Oh lol

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Literally the only thing it doesnt return

prime ruin
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did you break the rotator?

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oh

zealous moth
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Doesnt matter

prime ruin
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i didnt look at the image

zealous moth
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@open peak can you describe what youre doing further?

pale blade
zealous moth
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Yup

earnest tangle
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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)

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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"

zealous moth
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@pale blade you shouldnt fear using tick. Its a myth that its bad....

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There are so many myths surrounding unreal it is astounding people still tout it

pale blade
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I see, I'll switch to Tick then

open peak
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So the ground below is at an angle and I want to have the actor angled with the ground below it

supple dome
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its the normal from hitresult

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if you want actual angle, acos(dot(normal, upvector))

open peak
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Oh ok I see

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I suppose you mean upvector from the point of the normal (or it doesn't really matter actually)

open peak
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Can I have a line trace that only check for hits on a specific actor and it's components?

fiery swallow
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That's the closest I believe you can get to having a linetrace hit one specific thing

open peak
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because i only want to look for one thing, kind of redundant to have everything else ignore the line trace

fiery swallow
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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

open peak
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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

fiery swallow
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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

open peak
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Where do i create a line trace channel though?

fiery swallow
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go to project settings, and then type in channel in the search

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you should see somewhere to create a new line trace channel

open peak
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yeah i found it

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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?

fiery swallow
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the whole actor should block the trace channel

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Components don't have separate collisions unless you give them one

open peak
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its the components that have the collisions set, not the actor itself

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in my case

fiery swallow
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then in that case it should work

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but I've never tried giving a component it's own collision

open peak
thick osprey
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How would I make my cursor show at all times? I am new to this so please dont judge.

torpid linden
thick osprey
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well I am making a simple game with some buttons

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and I need the mouse to show so people can walk and also click buttons on there screen

torpid linden
thick osprey
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ok

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I dont see anything about showing cursor by default

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@torpid linden

torpid linden
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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

thick osprey
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where would I make said blueprint @torpid linden

torpid linden
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generally in your level blueprint

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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

thick osprey
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oh ok! Didnt know that exsisted. Thanks!

iron heron
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how do i set the position of a mesh from blueprint

wild panther
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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 😦

wild panther
mild jacinth
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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

burnt nest
gentle urchin
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Wouldnt surprise me if it relied on scale being 1,1,1

icy dragon
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The water system is still super broken anyway, and it's still kinda stuck within Fortnite's map size.

zinc portal
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probably more fitting here

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I would like to save data (ideally CSV table) from the game.
Is this achievable with blueprints?

mortal cradle
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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?

gentle urchin
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^I did this aswell, and so far it works like a charm.

atomic salmon
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@mortal cradle that's what BP Function Libraries are for.

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But they are not linked to any specific actor/object.

mortal cradle
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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.

trim matrix
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how can i change a static mesh in runtime?

true marsh
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@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".)

atomic salmon
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@mortal cradleI have not tried that specifically, but you may need to revert to C++ for that kind of customization.

trim matrix
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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

fiery swallow
dark crow
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You could use a timer that starts when pressed and stops when released

trim matrix
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thats not the issue

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i know how to do that

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but how do i teleport the character toward the direction of the mouse, at a distance based on that amount of charge?

fiery swallow
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didn't even let me finish

trim matrix
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oh lol

fiery swallow
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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)

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Vector * (B + N)

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vector is actor forward vector
B is Base float
N is final number from being held down

trim matrix
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what if my character doesnt rotate, its a 2d platformer

fiery swallow
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should still have a forward vector

trim matrix
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hm let me see

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do i do a set actor location?

fiery swallow
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I believe forward vector is the X axis

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you can do set actor location or teleport node

trim matrix
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ima try and see

dark crow
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You could theoretically use mouse location to world space too if you want it to go towards the mouse

trim matrix
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yeah thats what im finding to be the problem, i need the character to go towards the mouse location

fiery swallow
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there is a way to get mouse coordinates

trim matrix
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i have a mouse vector updating on tick for now.

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so theres a position of the mouse vector saved

fiery swallow
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then use that in place of get actor forward vector

trim matrix
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i tried it but it doesnt seem to work

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one sec

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this is what i did

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i unlinked the timer and just set the base and blink distance the same just to test out

crystal epoch
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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 ^^

trim matrix
fiery swallow
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because get actor forward vector is relative, and usually only prints out 1,0,0

fiery swallow
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first see if you can manage to teleport to the cursors location

trim matrix
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well my character is only 2d and only goes left and right, my mouse is always visible so u know where ur teleporting to

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i can do that easy

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if i set actor location to the mouse location it works

fiery swallow
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then to start off, I suggest making the max teleport distance the mouses locations divded by (insert minimum teleport distance number here)

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and as you hold down left click that minimum teleport distance number should be reduced

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so for example mouse location divided by x

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every 0.1 seconds decrease x by 0.1

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If X eventually reaches 0 then you've reached the maximum teleport distance which is the mouses exact location

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This is a good starting point that can be tweaked after

trim matrix
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um ima try and decipher all this and see if i cant get anything going

fiery swallow
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I'll try and explain it better

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Mouse location Γ· (M - N)

M is Minimum teleport distance
N is Number Held down

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If we plug 3 into M. Then That means the minimum we can teleport is 1/3 the distance of the mouses location

trim matrix
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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.

fiery swallow
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... I mean you can but this can be solved with math

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You can't avoid that in game develop, it's gonna come back

trim matrix
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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.

fiery swallow
crystal epoch
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@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

chilly jetty
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Hi there, sorry to bother anyone but i could use some help.

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I have this sphere trace that is supposed to store a "Hit actor" and chance its material when it traces the actor

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I tested this function with other objects and actors and it works

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When I printed out the Hit Actor, even when its overlapping it doesnt show up and the Hit actor doesnt change materials

plucky fractal
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Does the actor it's not working with have the tag you're using at the top and / also has collision thats working

chilly jetty
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I've added the tag onto the actor BP

plucky fractal
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The trace is probably going through the actor perhaps

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I'd check collision maybe

chilly jetty
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are traces based on overlap?

chilly jetty
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thanks for the help

fiery swallow
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I went and figured it out for my own sake

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This worked in a 2d game

trim matrix
fiery swallow
trim matrix
jaunty solstice
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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?

plucky fractal
runic parrot
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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

hard charm
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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 ​​the object that collides to speed up the field of vision of the character

fiery swallow
hoary junco
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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

hard charm
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I want to make it stop following a target if the raycast hits a wall

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but hurrying the angles

fiery swallow
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you're talking about a line trace right?

fiery swallow
hard charm
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yes of course

hoary junco
fiery swallow
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The return value would be the reference to the animation class

hoary junco
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oh yea right that. ofc

hard charm
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this is my blueprint for now

fiery swallow
hard charm
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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

fiery swallow
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is this this some kind of AI?

hard charm
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no this is custom target tracking to detect object collisions through player vision

fiery swallow
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So the end goal is to know if the player can see another player?

hard charm
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yes

fiery swallow
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A node exists for that

hard charm
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that is, but speeding up the angles starting from the front axis of the character that I control, not from the camera

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I'm doing it right now with the raycasts method

fiery swallow
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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

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Because multi line traces will go through anything

lofty hound
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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?

hard charm
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it works πŸ™‚

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very very ty guys

hoary junco
fiery swallow
fiery swallow
hoary junco
fiery swallow
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Inside of your animation blueprint, you want to access the widget ?

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Is this what you are trying to do?

fiery swallow
hoary junco
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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

candid nest
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hey anybody know how where i can get perfect documentation for fps multiplayer template

crimson hornet
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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.

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I tried this but it still doesn't work.

gentle urchin
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You need a reference to the enemy actor of the same or inherited class

candid nest
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use get player character there

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in object of cast to something

gentle urchin
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Hope the player isnt its own enemy....

candid nest
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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

crimson hornet
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I tried this

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Mhmm

south merlin
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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.

crimson hornet
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I have 2 different AI's so thats why I am casting to enemy base and human base there both AI.

upper stump
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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

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20% health on kill, bonus damage if opponent is specific class etc, any suggestion how to handle this type of stuff?

south merlin
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TBossX, are you fiding the array is empty?

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After casting to your Enemy Base, try getting the Target first, then set it into the array.

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Like your getting Target Points but I feel it's probably empty

chilly jetty
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Hi there

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I have a UI animation that I wanna play, but before it plays I've set the global time dilation to 0.001

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how can I get the play rate to be normal while the time dilation is 0.001?

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do i just set it the same as the time dilation?

south merlin
storm vigil
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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

crimson hornet
south merlin
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spawn not pawn

crimson hornet
south merlin
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I mean the array, when you created it.

crimson hornet
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This is in the AI to go to the Target Points

crimson hornet
fresh sand
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Why does this fail?

south merlin
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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?

south merlin
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(I"m making up names for it)

south merlin
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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?

south merlin
south merlin
# upper stump Yeah. Something like this.

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"

upper stump
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Thx for the suggestion.

crimson hornet
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hippieman but the problem is I don't know what to get for the object at Cast to EnemyBase

somber quail
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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

south merlin
crimson hornet
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Okay Thanks!

unreal wing
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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!

rain egret
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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.

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however when drawing any quads it also draws the triangles. how can i avoid that?

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or rather how can i create a bool condition that checks if the two vertices form this triangle

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i have already experimented with angles and length. but to no success

gentle urchin
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You want it to only show the box wireframe and not its triangles?

south merlin
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Wow that's an interesting one

rain egret
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Yes, only the box

gentle urchin
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Not sure how one could separate the two

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I mean, how can you know if its a plane between x verts...

south merlin
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could you calc the angle on each coordinate plane?

rain egret
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Yes I could

south merlin
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and if anything sits between the max angle and 0, you get rid of it

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for each verticie

gentle urchin
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Sounds very complex for such an easy shape,

south merlin
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yeah very complex

gentle urchin
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And tuning it sounds stress

south merlin
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and I don't know if it would work

rain egret
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Well imma explain how the thing works so far:

gentle urchin
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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

south merlin
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what about adjacent vertcies somehow

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with like an n-gon I have no idea how it would work

rain egret
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I can’t explain it, it’s too difficult for my brain right now to think :((

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Aaaa

south merlin
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does it have to work for blobby non-blocky shapes?

rain egret
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The code is Only supposed to work with quads

south merlin
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ah ok

rain egret
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No, only low poly shapes

south merlin
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so every angle has to be 90 degrees right?

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or I guess not

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dang

south merlin
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should it ever work for a triangle?

rain egret
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No

south merlin
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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

rain egret
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Cant do that, I build it in triangles, I tired doing it in quads instead but that didn’t work

south merlin
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I mean post creation

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actually

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you'll have to do each side at a time I think

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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.

gentle urchin
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Isnt there materials that does this magically?

south merlin
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Oh I bet so

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some kind of cool shader that just draws this based on faces or some magic

gentle urchin
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Based on angles i think

rain egret
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Yea but this is basically the wireframe for a ship, and you add plating etc by hand

gentle urchin
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Anything that has an angle

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And an area out from there

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No angle, no alpha :p

south merlin
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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

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and you do it for each plane in the shape

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I mean this is math I'm too dumb to do

rain egret
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Well the order in which the vertices are connected depends on the triangle index, and that will always leave you with a triangle

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Like 0 1 2

south merlin
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what if you draw everything as triangles and look for doubles with the same normal?

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that would only be the points that make a triangle

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right?

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like draw to separate triangles for a quad with overlapping verticies

rain egret
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I thought so too, but if you have a plane for example you’d 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

south merlin
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right

fallen glade
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any reason you can think why my path is so wonky?

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I'm at a loss

crimson hornet
south merlin
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I dont' fully understand what is going on with your thing TBossX.

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But I really suspect if you inspect the array, it's empty

crimson hornet
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I dont know because I am filling the targetpoints in

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But I can explain better what is really going on.

gentle urchin
#

I think you'd benefit from one of the pins here really , the blueprint communications

south merlin
#

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

gentle urchin
#

That seem to be the main issue

crimson hornet
#

I only need to communicate from bp to bp

gentle urchin
#

Yeah

#

Thats what i mean

crimson hornet
#

yes

south merlin
#

try this

#

his YT videos are fantastic for knowing how to use a node/do a thing.

crimson hornet
#

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

south merlin
#

I'm not sure of your entire setup.

gentle urchin
#

^

#

You need an appropriate actor reference

south merlin
#

So you have a BP that spawns AI characters

crimson hornet
#

And I have an BP with AI

#

and all there functionallity

gentle urchin
#

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

crimson hornet
south merlin
#

the AISpanwed0 event, I assume you have something that actually spawns an actor right?

crimson hornet
#

yes SpawnActor

south merlin
#

I'm mixxed up about your entire setup still on who is doing what

crimson hornet
south merlin
#

the EnemyBase_BP, is that the class of the spawned actor that is looking for patrol points?

#

or the class you want

worn glacier
#

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

south merlin
crimson hornet
earnest tangle
#

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?

crimson hornet
#

And that Enemy_AttackerOrcT is an child of the BP_EnemyBase

south merlin
#

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

crimson hornet
#

I think you gave me an idea

#

ill try something other

south merlin
#

I hope you get it.

earnest tangle
#

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

daring vapor
earnest tangle
#

I mean if you just get component rotation that should give you the rotation in degrees

crimson hornet
#

Finally!!! I fixed it. Thank you hippieman and Squize for your help!!! This is what I did

worn glacier
#

tells me this is an infinite loop

#

but wouldnt the looop exit when en overlap gets triggered

crimson hornet
boreal axle
#

how do i attach a player to another player ( multiplayer )

crimson hornet
#

So Halo you have this

earnest tangle
worn glacier
#

@earnest tangle i see

#

i think i have an ideaa

#

no thanks

earnest tangle
#

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

earnest tangle
#

those are degree values are they not?

daring vapor
#

No they are radians. I'm looking to bet deg 0-360

earnest tangle
#

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

daring vapor
#

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"

earnest tangle
#

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

daring vapor
#

Have you looked at the post link i posted above?

earnest tangle
#

lemme check it again...

daring vapor
#

It's not exactly what you are suggesting, but something different. If you have a different approach I'm all ears. πŸ™‚ @earnest tangle

pale orbit
earnest tangle
#

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

daring vapor
earnest tangle
#

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 :)

daring vapor
daring vapor
earnest tangle
#

ranges for radians is from -PI to PI or 0 to 2PI

#

so if it's in hundreds it's definitely not in radians :)

daring vapor
#

I'll have to trust ya. πŸ™‚ Artist trying to code here πŸ˜›

quasi frost
#

Is there anyway to render an actor infront of UI?

earnest tangle
#

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

daring vapor
pale orbit
daring vapor
earnest tangle
daring vapor
earnest tangle
#

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

daring vapor
#

"just add 180 into the degree value to remap it into 0 to 360" yea this had me thinking

south merlin
earnest tangle
#

and it will work similarly to other values inbetween those two points as well

still delta
#

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

south merlin
hoary junco
#

This is fine right? Turning them on and then off right away. Just that the animation registers it

south merlin
#

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

trim matrix
#

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!

south merlin
#

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?

trim matrix
#

Should i draw it?

#

@south merlin

south merlin
#

probably

daring vapor
trim matrix
#

Sloppy but here it is

#

@south merlin

daring vapor
#

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.

trim matrix
#

Think of it like they're racing to the same spot if that helps @south merlin

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

still delta
# south merlin You want to Set a Timer by Function name, and make a stamina function.

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.

trim matrix
#

thanks tho @south merlin

south merlin
# still delta

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

lyric holly
#

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?

south merlin
#

no I"m dumb Photo

#

sorry

#

your should be fine

still delta
lyric holly
#

custom event ok

south merlin
#

PHoto make sure in the timer you have the name correclty for the event

#

and it should trigger

still delta
lyric holly
#

Is this arrow thing an indicator of an event?

still delta
#

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

south merlin
lyric holly
#

it's a function

#

o

#

k

#

that designates a function got it

south merlin
#

Photo I've not used UE5. Maybe you should just use a function instead of an event.

lyric holly
#

wouldn't function just have an f?

south merlin
#

yes, Macros show as the arrow

#

I had them mixed up

lyric holly
#

sorry i am not sure what you mean by macros here

south merlin
#

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

dawn gazelle
#

Not necessarily.

south merlin
#

so I'm not sure what tells it to change that image

#

I think it's based on outputs

lyric holly
#

macro in c++ is just a name

#

idk what it means here in bp

dawn gazelle
#

Macros are like functions but they can have latent nodes within them, where functions cannot.

south merlin
#

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.

lyric holly
#

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

dawn gazelle
#

They can also be used to build execution path outputs with logic in them.

lyric holly
#

what are those?

#

macros

dawn gazelle
#

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.

lyric holly
#

hmm ok cool

#

oh wait

#

that whole thing is a macro?

dawn gazelle
#

Yes

lyric holly
#

the entire process

#

ic

#

how do you then define it as a macro?

#

or declare it rather

#

"Unreal... THIS.. is my macro called..."

dawn gazelle
#

You click the little + symbol beside the "Macros" item on the left side of a blueprint.

#

Then name it as you wish

lyric holly
#

ohhhhhhhh!!

#

got it thanks

#

right i forgot

#

cool a macro is a segment that executes

#

makes sense

hoary junco
#

The one who tells me why this doesnt work gets this gun model. It doesnt go to the Semi animations

south merlin
#

you can also select a bunch of nodes and right click and collapse to macro

south merlin
# hoary junco

what's the issue? Is it not going through your animaions properly?

hoary junco
#

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

south merlin
#

I don't think you want the booleans like that

#

does your game only have 2 weapons?

hoary junco
south merlin
#

you don't want both in a state machine

#

you want to blend poses and each has a state machine

hoary junco
#

So i should have 2 state machines?

#

like thise

south merlin
#

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

hoary junco
#

Yea kinda like doom

south merlin
#

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

hoary junco
#

like this?

#

And then add the semi animations into the pose 1

south merlin
#

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

hoary junco
#

@south merlin Ty so much for this. I will DM you the model if you want

south merlin
#

haha that's ok. I'm happy to help.

#

I'm avoiding doing any real work today

hoary junco
#

πŸ˜„ 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

south merlin
#

that's what I do

hoary junco
#

ok good

south merlin
#

is that in your animation bp?

hoary junco
#

yes

south merlin
#

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

hoary junco
#

yea

south merlin
#

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.

hoary junco
#

Ok i undrestand what you mean

#

i will go to bed now and continue tomorrow. Ty for your help

south merlin
#

no problem

keen goblet
#

[edit: Firing combobox init script on OnInitialized doesn’t 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 doesn’t change the sound that’s 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. I’m populating the combo box from a data set and then setting its selection

runic parrot
#

Does anyone know the default shortcut for print node?

upper stump
#

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

keen goblet
#

@upper stump You could use SetPhysicsLinearVelocity

upper stump
#

the problem is getting the correct functions from blueprints πŸ˜„

inner gale
#

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

daring vapor
shadow root
#

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

daring vapor
# shadow root does anybody know a good way to restrict the player's movement to the camera bou...

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

upper stump
#

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?

light token
#

How do I remove a pin from the Select node?

shadow root
#

@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)

dawn gazelle
shadow root
upper stump
pearl beacon
#

I have a issue in my save game instance, where when i select graph, it says instance is not editable

light token
#

@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.

shadow root
dawn gazelle
#

Looks like you need to click on the node rather than on the pin:

light token
#

Ahhh

#

Thanks a lot!

#

This was it.

dawn gazelle
#

Still not very friendly - what if you wanted to remove an option in the middle? πŸ˜›

light token
#

Then you can move the last pin to the pin in the middle and remove it. But not very userfriendly I agree.

peak nexus
#

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?

runic parrot
#

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.

charred grove
#

hello guys

#

im trynna look at where the mouse its pointing in a side scroller

median igloo
#

you should also be able to toggle this through blueprints if you need to enable/disable the mouse at runtime

winged sentinel
#

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

chilly jetty
#

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?

candid nest
#

hey did anybody try to merge the mps with fps template

dawn gazelle
chilly jetty
#

is that all?

dawn gazelle
# chilly jetty 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.

chilly jetty
#

ah okay

#

i multiplied but i didn't try dividing

dawn gazelle
#

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.

pale blade
#

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

dawn gazelle
chilly jetty
#

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

heady burrow
#

What are some normal use cases of timelines ?

#

Can you lerp a material into another using a timeline?

gentle urchin
#

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

frank salmon
#

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

crystal epoch
#

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^^

tight schooner
# heady burrow Can you lerp a material into another using a timeline?

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

tacit oyster
tight schooner
trim matrix
#

can someone tell me how stupid I am and how arrays are supposed to work?

tacit oyster
#

Thanks @seanny I'll try

tight schooner
# trim matrix

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.

trim matrix
#

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

tight schooner
#

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

trim matrix
#

so I put the whole structure in the array, instead of the items in the structure?

tight schooner
#

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)

trim matrix
#

yea thats what I need haha

#

I thought youd put them in a struct

tight schooner
#

nah, you use a struct if you need each element to house multiple data

#

like, a vector is a struct of 3 floats

trim matrix
#

aaah

tight schooner
#

and you can make an array of vectors

trim matrix
#

so how would I make the array with montages?

tight schooner
#

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

trim matrix
#

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

tight schooner
#

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

opaque blade
# trim matrix put them in a struct and grab them from there to keep it clean

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

fallen glade
#

is there a "save all" shortcut?

earnest tangle
#

ctrl-shift-s I think?

fallen glade
opaque pike
#

can anyone suggest me a good unreal engine blueprint tutorial

fallen glade
worn glacier
#

how to i change camera gor my player blueprint

#

like if i click k i want to switch to overhead cam

fallen glade
# worn glacier how to i change camera gor my player blueprint

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 ...

β–Ά Play video
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what would make my fps drop in engine just by clicking on a pawn? never happened before

light token
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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.

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Is there a way to stop this shaking?

light token
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Oh I overlooked that al least 5 times

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Thanks I'll ask it there

fallen glade
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I can click on it's components without frame drops, nothing should be running at all, the construction script is not firing etc

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204,355 array elements will do that, I'm an idiot

earnest tangle
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lol

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I was just about to say that I've had that problem sometimes with large arrays

gentle urchin
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Listview for array's could probably be benefitial

fallen glade
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@gentle urchin @earnest tangle yeah now the game is stuck at 30fps lol I don't even know anymore

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restarting the editor did the trick

charred grove
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guys

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how do i look where i point with mouse in side scroller exampleΒΏ

candid nest
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hey is there anyone who is good with a save system i need a small help

small plover
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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?

dawn gazelle
small plover
charred grove
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hi guys can i get help with sidescrollers?

spark steppe
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i think you can't lock the mouse

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or do you want to get it's position?

charred grove
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me?

earnest tangle
charred grove
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i already asked if you scroll up

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what im trying to do is, make my character look towards where the mouse its pointing

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so if i have the mouse resting in front of the character and i walk backwards

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then he will walk backwards instead of turning aroun and walk forward

earnest tangle
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you can use Get Player Controller -> ConvertMouseLocationToWorldSpace to get a location and direction in world space for the mouse

charred grove
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in character bp?

earnest tangle
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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

charred grove
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how do i make the intersection

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also

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mouse is unseen when pressed play

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so i have to maeke the mouse be seen

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also

spark steppe
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set "show mouse cursor" to true on the player controller then

charred grove
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side scroller dont have player controller

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the side scroller example

spark steppe
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it has for sure

charred grove
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mm

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let me check again

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i search "controller" in contetn browser

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and nothing comes up

earnest tangle
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there's a player controller which exists by default, use the Get Player Controller node to get it

charred grove
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just gamemode and character in the blueprints

earnest tangle
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then you can do the show mouse cursor as Ben said :)

spark steppe
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they use the generic player controller blueprint which is in the engine content, and not exposed to your user content

charred grove
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and where do i connect the get show mouse controller

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coming out of the get player controller

spark steppe
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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

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or you use get player controller => set show mouse cursor in your character BP or whatever

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guess the later option will be sufficient for you, as you want to change it on runtime anyways?!

charred grove
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yes

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but where do i connect it, once i set show mouse controller

snow harness
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What's the difference between Out Hit Location and Out Hit Impact Point in a LineTraceByChannel?

charred grove
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still mouse is unseen

spark steppe
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you might also have to set a mouse cursor, but i'm currently not sure if thats done on the player controller, too

earnest tangle
charred grove
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im doing it in the character bp

snow harness
charred grove
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first i need to show mouse cursor, so i can make player point at where cursor is

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cant even do the first

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task

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because side scroller its only controlled with keyboard

snow harness
earnest tangle
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@snow harness odd, for me it looks like this

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Ahh

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Yeah maybe the break struct pin doesn't have it then

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That's a bit odd though

snow harness
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@earnest tangle

earnest tangle
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I guess it can't correctly associate the comments when using split pin

snow harness
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@earnest tangle but yeah either way, that's what I needed, thank you.

charred grove
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πŸ™‚

snow harness
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@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.

earnest tangle
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Yeah

charred grove
earnest tangle
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I wonder how do you actually do a ray-plane intersection in BP's πŸ€”

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I know there's a function for it in C++ called FMath::RayPlaneIntersection but it doesn't seem to be available in BP's

charred grove
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you are saying it to me or noneutrality?

earnest tangle
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you

charred grove
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mm idk

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im a monkey with a rock and sticks in ue4

earnest tangle
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hehe :)

charred grove
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i live off of tutorials, and im doing my best to learn c++

earnest tangle
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It might work if you use the node Line Plane Intersection (Origin & Normal)

charred grove
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imma send you what i manage to do

earnest tangle
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something like this could work

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Camera in this should be a reference to the camera in your game

charred grove
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blue circle

earnest tangle
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the Intersection value from the node should be a point you can compare to see which side of your pawn it's on

charred grove
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is what you told me to do

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ok lemme see and try

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nice i think its what i needdd thanks, imma go play with it

spark steppe
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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?!

earnest tangle
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Yeah that could also work but depends on the rotation of the character what values you'd get

spark steppe
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the character rotation doesn't matter for the result

charred grove
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didnt work

spark steppe
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it's just finding the angle between two vectors

charred grove
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let me try

earnest tangle
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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 :)

charred grove
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this i did first

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as the picture

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where do i add this

charred grove
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i dont get look at angle node

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i only get a look at funcion and look at rotation

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find look at rotation*

spark steppe
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that's probably what i meant

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if it takes two vectors as input and outputs a float πŸ˜›

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or rotator^^

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probably later

charred grove
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uggg im feeling the stress in my chest already

grave relic
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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

trim matrix
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@opaque bladethanks dude πŸ˜„

opaque blade
trim matrix
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havent tried it yet, just saw it haha

earnest flax
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Hello everyone, I've been trying to figure out a way of showing a widget on collision with door

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but when I collide with door and then go away

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the widget will keep being displayed

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do someone know how to hide it on collision end?

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i have my code here

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please tell what is wrong

spark steppe
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you create a new widget on the end overlap and hide the new one, the old one is still there

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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

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and you want to use reference => remove from parent

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otherwise you end up with a bunch of widgets in memory, which are never used but hidden

pale orbit
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THIS should get my speed right?

dire reef
earnest flax
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doesn't work this way

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so I guess I'm doing it wrong way

keen goblet
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@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.

last abyss
spark steppe
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yes, if you store it on that variable in the begin overlap

pale orbit
spark steppe
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your screenshot doesn't show if theres more on the right, also that zoom level hurts...

earnest flax
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As Open Door is the widget

spark steppe
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just drag the "as open door" on the editor and select set then connect the output of create widget to it

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and put it in the execution flow, so that it will get called

earnest flax
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can I ask, by connecting it to create widget node you mean the one on overlap begin?

spark steppe
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yes, that should be the only one

earnest flax
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sorry for this, I just am not so good at these things

spark steppe
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i see πŸ˜„

earnest flax
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so replace that?

spark steppe
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just add it in between

earnest flax
spark steppe
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put it between create widget and add to viewport

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and connect the blue input of it to the output of create widget

earnest flax
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ohhhhh

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like this?

spark steppe
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yes

earnest flax
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ok good

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now?

spark steppe
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now it should work

earnest flax
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oh ok

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I hope so πŸ˜„

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omg it works

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thank you so much for help

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appreciate your time! πŸ™‚

supple bone
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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

slate harness
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This is my script for sprinting when holding the A key and make the Is sprint variable to true

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but when i released my sprint key (a) the Is Sprint variable is still true

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But this script is normally reset the Is Sprint bool to false

tight schooner
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@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"

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Maybe stop the timeline on release

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Or set the boolean to true before playing the timeline instead of on timeline update

barren hill
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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".
zealous moth
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@barren hill line trace has an end. Clamp it

supple bone
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get the original vector and then make it the unit vector and then multiply by desired distance float

barren hill
supple bone
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the game math video from "reids channel" on youtube should help

zealous moth
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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.

hidden coral
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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.

spark steppe
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sounds like your rig is messed up

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get sure that the face bones are parented to the head bone

hidden coral
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they are

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Like this

supple bone
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so i finally found out the solution to my problem!
The tick box called "Always Update Source Pose" needs to be checked

charred grove
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hello gguys

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how do i make character point towards mouse in a side scroller?

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so if mouse is in front of players and i walk backwards i actually walk backwards instead of turning around

strange igloo
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Are references of interface types just pointers to UObjects that implement that interface?

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The variables with yellow icons.

hidden coral
snow harness
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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.

surreal peak
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Despite that there is no way to clamp anything with just a simple node

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A single vector has no "angle"

snow harness
charred grove
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guys i need help D:

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cant amke character look towards the mouse im dying lol

hasty elm
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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

surreal peak
hasty elm
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That'r right I didn't think about that, thanks

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I would use a delay function in this case, right?

surreal peak
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No, the way it looks you should set it to true right after you check if it's false before playing the montage

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It will be unset after the montage is done

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That's to gate you from spamming

hasty elm
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Wait so what should I link the true to?

surreal peak
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Nothing

hasty elm
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Wait I'm a little confused do I add another branch?

surreal peak
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No?

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Just set the boolean to true

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You are checking if "IsPunching" is false

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But you never set it to true after that

hasty elm
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Oh okay but what function do I use to set it to true?

surreal peak
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None, just set the variable

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You are literally doing this already at the end by setting it to false

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Just copy paste the setter and click the checkbox

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Also if you are that lost with a simple variable set, then learn the fundamentals instead of blindly following a tutorial

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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

charred grove
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guys

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how do i make player look at mouse

surreal peak
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Have you looked for tutorials online? Because there are most certainly some available

charred grove
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yes i did

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there are too little

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and those teach how to do a shooter aim offset

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i dont want guns in my game

surreal peak
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Aim Offets aren't only for Shooters and Guns