#blueprint

402296 messages · Page 719 of 403

surreal peak
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Aim Offets are required if you need your character to aim up and down

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Or left/right if you have body rotation

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If you just need to rotate the whole character to the mouse , top down sort of, then get a hit result below the mouse, calculate the direction to the hit point from the character and set to rotation with that

hard charm
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guys the Was ActorRecentlyRendered not working that i can do

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When I get behind an object that completely covers the target, it still follows that I am rendering it, why is that?

charred grove
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if*k man cant get it to work

dreamy kayak
charred grove
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im just doing that one and when i get mesh>anim instance>cast to animbp. and i cant get set pitch from the casto anim bp

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and there im stuck

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cant get the set pitch so thats it

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like theres literally no set pitch node from it

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third project im about to leave because of getting stuck with abigasss headache

dreamy kayak
charred grove
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aigh let see

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thanks

dreamy kayak
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I'll try to see if I can find anything else. Im sorry this project has been a headache Pain It do be like that sometimes

charred grove
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when i set a get mouse position base by dpi, mine doestn have an x and y axis to connect in the left side

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like in the guy`s screenshot does

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nvm made a mistake

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imma keep looking into it

charred grove
dreamy kayak
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Are you in 5 or 4?

charred grove
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ue4

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check this wait

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where do it get the blueprint update???

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also the set look at 3d position

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omg i lost all my energy i been trying since 10 am

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i cant even wrap my head around simple blueprints

dreamy kayak
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So in your animbp, you will cast to the character and have it set that value within the animbp.

charred grove
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ohhh ikey

dreamy kayak
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So you have a variable in your character and a variable in your animbp

charred grove
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ok ok now i get it

dreamy kayak
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and the animbp eventgraph is just updating it constantly

charred grove
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nice thanks a lot man imma keep trying

dreamy kayak
charred grove
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but the thing is

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i dont have animations

dreamy kayak
charred grove
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for looking up or down

dreamy kayak
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Dont worry

charred grove
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i just want the player to face mouse

dreamy kayak
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Yeah that's fine.

charred grove
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okay nice

charred grove
lyric gate
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hello,

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im having some trouble. ive been trying to set an action to play but not be able to be played a second time before the first is complete

dawn gazelle
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Do Once node

charred grove
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that yellow set node

lyric gate
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the problem is the animation node (play animation multicast) doesnt have a duration to set it

dawn gazelle
charred grove
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oh, what type of variable?

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vector?

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yep vector its is thanks

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im so bad at this

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okay i finally got somewhere

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yas

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my head is bashed in, but it moves when i move mouse

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so i got close its a win for me

dreamy kayak
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@charred grove Hey just got back to my PC. Sorry. It works now? At least a point of progress?

charred grove
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progress yes

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i managed to make player react at mouse movement

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but i cant make him turn around complete

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he just looks forward and moves right and left

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its got something to do with the Z angle in the vector variable

dreamy kayak
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Ima have to break open an old project and add this in and get up and trouble shoot with you.

charred grove
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you`d do that?

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im in a side scroller

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didnt do much

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just followed thid

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well

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my pc just turned off cause i moved a cable

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and didnt save

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but doest matter lol

dreamy kayak
charred grove
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i followed that link

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in case you are such a good person to trouble shoot with me lol

dreamy kayak
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I sent that link LULW I gotchu. I need to make dinner so ima be awol for a bit. But I'll get back to you, promise.

charred grove
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but is the biggest progress i made since i started so its awesome

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sure dont worry

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can we add friends in discord?

lyric holly
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what is meant by "other actor"?

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i know that this is getting the player character and checking for an overlap of the sphere

spark steppe
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it's whatever actor you collided with

lyric holly
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so basically if the player character is the same as the thing colliding with the sphere

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gotcha

tight iron
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Hello guys,I'm new in the server and unreal.I'm trying to make a Character AI for a timelapse animatic with the protagonists day and night cycle and I tried to test if it can be done inside unreal

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Problem is the character moves from point 1 to point 2 then 3 and backwards but i can't make her face the desired direction in point 1 (canvas) and because i will implement a drawing animation after this i'm trying to solve it,can I attach a Rotation node after the 'AI MoveTo' node and before 'Delay' and if so how can i place different Animations in each position?thank you in advance

pearl beacon
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Having some serious issues with adding a child to my Scrollbox, i have a function that works to fetch info so that function is not my problem, the problem is the construct none, which is set to InvSlot widget, which is what im trying to construct.

pearl beacon
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Basicly, my construct wont allow me to set image, name, nor description
That is my only issue
because the return value of construct is read as none

last abyss
winged sentinel
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hi everyone need some help im running this bp

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But im getting that result, its not aiming to the center of the screen

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i have no idea why it isnt

spark steppe
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are you sure that it uses the correct camera reference?

chilly jetty
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Hi there

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I have a full screen UI Widget that plays an animation. It's ZOrder is 1 and my Inventory menu is ZOrder0

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is there a way to have the UI Widget not block my inputs for the Inventory menu?

candid nest
chilly jetty
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is there another way by chance?

brazen pike
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I know how to get post process materials to enable on an object. I'm using this:

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But how can I get a SPECIFIC post process material to enable? since it seems to enable them all at once

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any help appreciated

candid nest
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hey can anybody help me i want to make a system in which i can playe the timer and when timer reaches 0 i die and i also have a checkpoint system in which when i passes the checkpoint it saves my game so if i die other then timer and respawn from checkpoint or if i died due to timer and respawn on the checkpoint i wanted that timer should play from there only not from the initial value

light token
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Hello. I'm using saveextension. And everything was working fine. I was able to save and load the world state. This morning I reparented my coins. And now after a save the coins are flipped 90% and are doing really weird physics. I made a video about it. First 10 seconds is just the normal play, after that I saved and restarted and the coins are acting weird. Does anybody know why this is happening? I think it has to do something with the reparenting but I can't find out what it is.

pale blade
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Tried it out, it worked
Was hoping for an easier way like where you can just pass in the functions but this is okay too
Thanks

winged thicket
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is there any video explains how to make a perlin noise using only blueprint
all the videos i found need plugins or just work in materials.
i just want to know "how" to make a perlin noise not to download plugin to do the work for me

lone carbon
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i'm trying to make a interaction system that uses interface and linebytrace. But the line is extremely inaccurate, i'm also very poor at math. If anyone has some tips on what i did wrong let me know. I wish for it to follow along the camera but it just goes in an area around where i want it. Not accurate at all.

dawn gazelle
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ie. change this to a vector + vector node.

lone carbon
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Oh 😮 i'll try that out^^

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OMG @dawn gazelle thank you so much ❤️

tight schooner
midnight solstice
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Hi all. Which nodes need to be replaced here to make the interactive button work? First person works, but I can't find out how to make a third person. Get Mesh Instead of Get Player Camera or what?

candid nest
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hey i wanted to add a flashlight to my gun how to do it

trim matrix
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I'm making a devour style horror game, but I don't know how to do the monster's anger and decrease in health when the mouse is close, can anyone help?

proven vault
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can someon help

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me

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i am stuck with an error

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my actor wont respawn

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and this code error appear

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Blueprint Runtime Error: "Accessed None trying to read property GameMode". Blueprint: BP_Hero Function: Execute Ubergraph BP Hero Graph: EventGraph Node: Respawn Player

drowsy heron
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can someone help me,
i have to make a gate with sequence node,but i dont know how am i suppose to do it correctly

junior jungle
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when i am trying line trace the first character with index 0 is shooting the line trace but when i possess the 2nd character the line trace is being performed by the first character with index 0. How to do correct indexing in MP with dedicated server with BP

gentle urchin
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^ not sure what you mean by this

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In multiplayer (not splitscreen), each client has a local array of player controller/characters

candid nest
drowsy heron
candid nest
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so u wanted that when u press e your functioun should execute

drowsy heron
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yea,but it wont happen nothing

candid nest
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bcz it is wrong

drowsy heron
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then how

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its my 2nd day since i started to learn

candid nest
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so add your sequence in e

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dont worry its geniune

drowsy heron
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what do you mean to add sequence in e

candid nest
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u are using same function only there is no need for using gate and sequence so add function after e then print string

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i mean that take a node out of e and add to sequence but dont worry just delete all that stuff except 1 which is your main function that is do something

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and print string

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did u get it or should i explain u more about that

drowsy heron
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not rlly ,im confused right now : D

candid nest
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okay dm me i will explain u better

proven vault
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@candid nestthank you so much

candid nest
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my pleasure

small plover
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Hi guys, noob question: is there a way to watch blueprint values when execution is not paused?

earnest tangle
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I'd say best bet would be to just print the values when you change them

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you could try using the watch feature when you right click the value, but I never had a whole lot of luck with that because whether it works or not seems pretty random

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you can also make the value instance editable if it's a variable - then you can just select the actor in question in the world outliner and look at the property's value in the details panel

urban skiff
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Can anyone explain why this happens? RPCs are really kicking my butt, logically this should work Ask server to possess new pawn, but the exec does not pass

runic plinth
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Hey, quick question. I tried to duplicate a widget in the designer and follow the same logic to have another main menu button, but this is still referencing the original widget BP. How do I either change the reference or add in a new widget?

trim matrix
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Has anyone made a blueprint for freeze breath or something similar?

trim matrix
dark crow
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In the end most likely just particles played from the mouth with a generated overlap collision and if you want them to actual freeze characters, for the actual visual effect you wanna create a shader for a freezing overlay for everything that you want frozen and when they overlap your freezing collision you can have some logic linked to a dynamic mat inst, you can most likely use a sphere trace for it to detect hits in case

charred grove
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hello guys

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im trying to make my side scroller player walk backwards

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the player faces and follows the mouse

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so if mouse its at right side of player, i i press A then i will still face right and walk left

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but when i do that the walk forward animations triggers

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not the backward animation that i already added in the 1d blendspace

gentle urchin
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1d blendspace probably relies on negative walkspeed?

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so you'd need to compare look direction vs input direction to figure out which walkspeed to use

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I'd think

silk hinge
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Hi guys, i need to figure out something about data tables, I have items that you would use multiple times, magazins for exemple, so it's obviously 4 times the same magazine but all different bullet type and amount so is it possible have like a specific Row created into the data table corresponding exactly to this actor, even if there is 6 times the same actor in the map like a children of the mag or something ?

worthy tendon
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corresponding exactly to this actor. eh what actor?

summer token
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Good morning ! When I press a button to spawn an actor (inside there is a widget), the widget doesn't work. Except if I drag the actor into the world and run, the widget works. How to solve the problem

pale orbit
gentle urchin
orchid star
pale orbit
orchid star
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ooh

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its a montage

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yes

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it is right

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lol

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nvm

pale orbit
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if i have the same action event

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on two different blueprint

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it only runs one

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is there anyway to run both

rustic flame
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are you debugging the correct object? @pale orbit

pale orbit
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i fixed that one @rustic flame

rustic flame
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whats the debug filter?

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ah

pale orbit
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anim montages dont work on anim graph

rustic flame
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yeah, I guess that makes sense, haha

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yep

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gotta use slots for those

sand shore
rustic flame
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anyway, I've got a problem, I have a mesh with collision (mesh collision) and I'm trying to move it and react to obstacles in the way

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but sweep doesn't return any hits

sand shore
sand shore
rustic flame
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i did

sand shore
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it can be subtle

rustic flame
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i checked with another thing that uses sphere collision

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and it works there

sand shore
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I'm not going to run through all the permutations.... so... what are your settings and what does the code look like

rustic flame
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it doesnt seem to work with a static mesh

sand shore
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what are the default settings of the mesh, say, and the component? And the related actors? etc

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sweeping a shape works

rustic flame
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so this is an actor, the only component that is there

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is the static mesh component

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(which is also the root component)

round yew
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Guys, which AAA games are made entirely in Blueprints? I am starting to think if you go Blueprint only you are going to end up in spaghetti and just want to die?

sand shore
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I can't think of any AAA games which are done entirely though visual script

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even projects that heavily use visual script will still have code that is useful to the script - eg, spatial partitioning of game actors

round yew
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I am browsing through a very small project made in blueprints exclusively, and even though its small i still feel mega lost

sand shore
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most established studios employ a mixture of BP/C++

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Using only one or the other is silly, as a point, is silly

round yew
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I think this is also the correct way.

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C++ and leave level designers to have Blueprints adjusted to their needs

sand shore
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Nah, let programmers get a bit noodly

round yew
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I am still a beginner tho, picked up UE4 as a hobby, I am backend engineer in my day to day job

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Is there a channel to find a buddy to ask questions when you feel lost? Documentation for UE is not the most explicit thing ever

rustic flame
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@sand shore one of those falses should have changed to true when the door came in contact with the pawn

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these are the collision settings on the door

sand shore
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I was going to say...

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Now the other thing? Collision settings are a two-party-consent system

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both objects have to be configured to actually interact

rustic flame
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yep

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this is the pawn in question

silk hinge
round yew
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I'd love to have a coach since some times learning UE4 could be very discouraging.

sand shore
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fwiw the settings you've shown seem good

rustic flame
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all i do movement wise is just this

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although in the video it was this

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the sweep hit result was broken off and I printed the value of blocking hit

sand shore
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what about that mesh component's collision

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Id expect it to be the same, but you never know

rustic flame
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its fairly straightforward

round yew
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Use Complex Collision as Simple?

rustic flame
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yeah

round yew
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Use CCD?

rustic flame
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doesnt work

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regardless if its enabled or disabled

sand shore
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Well modern science cant explain this one I guess

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everything is set so everything mutually blocks everything

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you marked it sweep

round yew
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I have similar problem with a rotating door, if the pawn stays still, the door passes through it.

sand shore
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Doors are stupid hard

rustic flame
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yep

round yew
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If i stay on the absolute closing point of the door, it passes thru me like im nothing

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However if i try to move against the closing door, it pushes me

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Can we just have doorless games?

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Debugging UE4 is so damn hard sometimes, and i thought debugging services at my job is hard sometimes TT

orchid star
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try multiplayer, it gets even worse 😄

rustic flame
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i already work with multiplayer for work 😂

round yew
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I mean how do you even learn all those stuff without mega UE bible book?

rustic flame
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decided to stick with singleplayer for a personal project

round yew
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I can't find proper materials to be able to learn

orchid star
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Well after some point it comes down to trial and error

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also here is a good place to learn stuff

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you already have most of the stuff in pocket

round yew
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I have like 6+ years of professional programming and I still find some things not so intuitive 😄

rustic flame
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i started out my professional gamedev career with ue4, learned on the job basically, haha

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its funny how i started not knowing anything about ue4

round yew
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I am pretty sure gamedev is a lot more intriguing and challenging than writing web services.

rustic flame
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now i feel like i can do everything

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god yeah

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i did web dev before game dev

orchid star
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IDK to be honest

rustic flame
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it was pain

orchid star
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I originally wanted to work with cpp

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but had a shitty PC

round yew
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Shall we move in #lounge, to not spam here?

orchid star
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sure

keen hedge
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Is there a way to replace Actor's DefaultSceneRoot using blueprints? Basically to construct the entire actor via the construction script?

orchid star
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yes

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create thing > Set root comp > attach

keen hedge
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Tried that but it didn't seem to work :/ On a related note, is there any way to see components created via construction script or at runtime in the editor? When I pause and click on my actor, I only see what I see before anything new was added

quasi frost
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So I spawn this card actor when I click on a grid, the actor has the card widget in it, however I don't see a way to set the variables of the widget. How would I do this? I can't cast to it, I can't simply set variables off of the widget.

dawn gazelle
quasi frost
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That worked thanks!

gentle urchin
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Or manually create the widget as per usual, and set it to the components widget

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imo feels better that way ^^

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and just consider the widget component a "widget container"

modest gulch
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hello. Is there way to put static meshes on level dynamically (during game)? I know only about two other ways: using actor with static mesh (too costly) or instanced meshes (does not play well with dynamic lights, occluding and other stuff for my use case).

lyric holly
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I have a character blueprint that's supposed to check if main character is overlapping with the sphere. If so a gate opens and waits for the E key press. If pressed should print to log. However this is not printing to log. I cannot figure out what the problem is. If I run print string earlier in the chain it works, so I know it successfully checks for an overlap. But somewhere with the Gate and E key things are going wrong...

gentle urchin
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The actor is not the input actor

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So it wont get the keypress

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You could enable input on it and put it on the stack

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I'd do theninteraction calling from the playerbp instead but thats just my preference

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Giving the player a "interactable" reference,

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And on 'E' pressed, call the interaction event on said reference

lyric holly
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hmmm ok

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sorry when you say the actor is not the input actor i am a bit confused

gentle urchin
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Its not part of the input stack by default

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You need to put it there,and remove it afterwards

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Using the enable and disable input nodes

lyric holly
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are you talking abotu the main character?

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input

gentle urchin
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The sphere thingy

lyric holly
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ohhh

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that's a collision sphere in the blueprint

gentle urchin
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In what blueprinr

lyric holly
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blueprint based on a character class

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in the picture

gentle urchin
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Right,

lyric holly
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basically i have a sphere around a character

gentle urchin
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So the sphere is inside player char bp

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My bad then^^

lyric holly
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ya

gentle urchin
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But

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Overlapping actor

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The comparator should never return true

lyric holly
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if i put the print statement after the condition it does detect a collision i.e. return true

gentle urchin
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On the initial overlap, sure

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But not on the actual overlap

lyric holly
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omg lol

gentle urchin
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A sphere attatched to rhe player would only (unless woodoo is applied) overlap (and stay overlapped) once afaik

lyric holly
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what? wow i had no idea

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what the heck

gentle urchin
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But..

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Why would you check that the incoming actor is player aka self?

lyric holly
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that's a good point

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lol

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i was worried about something else overlapping i guess

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and then triggering the interact

gentle urchin
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Ah

fluid nest
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hi everyone I got a little question here

gentle urchin
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But dont you want to interact/overlap with other actors,?

fluid nest
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I could not find Jump, Stop Jumping and isFalling node in bluepirnt

lyric holly
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The idea is just to have the main character interact with this other character

gentle urchin
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Oh

lyric holly
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and when the main character is next to it press e to talk

fluid nest
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Here is the snip of tutorial

gentle urchin
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Casting might be better then

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Id still consider an interaction component but its a tad extra to setup ^^

fluid nest
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does anybody know what is the reason?

lyric holly
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but you are saying it doesn't see the input because it is on the wrong actor

gentle urchin
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Probably wrong parent class @fluid nest

gentle urchin
lyric holly
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ok

gentle urchin
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But if its the player char... then it should get the input

lyric holly
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just to be clear the blueprint is on another character

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but i need the main character to interact w it

gentle urchin
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Then its the input issue i think

lyric holly
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ok

gentle urchin
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There's 100 ways to rome in this case :p

lyric holly
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how do i learn about setting up the interaction component?

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thanks btw

gentle urchin
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Youd need to set it up manually

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By your own 'design ' i guess

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The principle is pretty straight forward :
Component has sphere collision
And event dispatcher for "interaction"
On overlap -> cast to player -> register as interactable

Player has the key inputs:
Interaction -> if interactable (ref) is valid -> call the event interact

In the char that holds the interactable component, you create an event for "on interacted" which then fires off whatever logic you need

lyric holly
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ok

gentle urchin
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Alot of info compressed 😅

lyric holly
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thanks!

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at least I have a new way to do this

gentle urchin
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the dispatchers in the component

lyric holly
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ah ok very helpful

gentle urchin
fluid nest
gentle urchin
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The logic in a generic "master interaction" actor

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and what it looks like in the NPC

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And in the player char ;

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you probably dont care for the interaction delay so that part can be skipped 🙂 Just check if overlapping actor is valid, and call the interaction event on that ref

lyric holly
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this is great

gentle urchin
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You can ofc expand the class to fit your needs. I got a few subclasses which contains some logic for door functionality, another for pickups, and a sub of thay for automated pickups , just to name a few

lyric holly
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awesome

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i was busy downloading the image files

warm swallow
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Could somebody tell me why this doesn't move my player?

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I'm trying to make a conveyor belt, it's not working at all.

warm swallow
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I also tried this.

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That didn't work either.

white field
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any simple input buffer solutions around?

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I have a pawn that doesn't use the usual Character setup stuff, and I want things like WASD but when I key-off it doesn't revert to the previous input, etc

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combine input vectors etc

rain egret
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i have been trying to create walls for the ship wireframe, and to my suprise its making actual progress.
the wall actor will get the vertices that make up the quad and then procedually generate a wall with a adjustable thickness. however theres an issue, only one tri keeps facing the camera. how can i make normals that point up, based only on the vertices i am supplied with

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nevermind i solved it

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triangle index a bitch

severe sparrow
rain egret
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i have never tried this but you could try moving something on a spline for the conveyer

warm swallow
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I'll try those both, thank you!

random delta
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I am building a little turret that shoots a ball.
In this BP i am getting the world transform of a scene component to shoot the ball of in a specific direction.
However the way I am doing it right now, it copies/ takes over the scale which I'd like to keep seperate. is it possible to split the world transform out somehow?
EDIT: Got it. Break Transform Node

pale orbit
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does anyone know how do i set up collateral damage with line trace?

spark steppe
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you can do a sphere overlap check where your linetrace hits to determine what actor's should be affected

random delta
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Is it somehow possible to destroy an actor upon any collision event?
As I understand it one usually has to set up on hit events that cast the information to the target actor in order to destroy it.
But is it somehow possible to destroy it regardless of what the actor collides with?

white field
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just put the check on the other actor then

soft rain
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does anyone have any tips for snapping a spline to the ground? I have some rolling hills and a spline that goes through them but the line often goes straight through the terrain. Is there something I can do to prevent this beside just placing a ton of spline points and manually guiding it over the hills?

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I should note that I know landscape splines exist, but I need a blueprint because this spline has functionality beyond just being a mesh

drowsy ridge
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Hi Guys!
I wanted to ask what is the simplest way do program a soft lock where you can attack the nearest enemy/towards them? I'm working on an Action RPG type system.
As you can see I'm practically missing the hits lol. Would appreciate someone explaining the procedure!!

spark steppe
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some vector guru around? i want to restrict a vector within a specific field of view, so i have vectorX relative to 0,0,0 and 2 angles for yaw and pitch

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and i'm restricted to control rig methods 😛

candid nest
#

help i am stuck i created a flashlight actor which i attach to my gun so every time i pick a new gun it is show on ground and evry time i press f the multiple flash light come in ground

candid nest
winged sentinel
candid nest
winged sentinel
#

my bad thank you

spark steppe
winged sentinel
sonic oak
#

Maybe a dumb question, but is it possible to set the value of an InputAxis from within a blueprint? I have my forward/backward controls with arrow keys but want the player to also be able to move forward/backward with CTRL+W and CTRL+S. Because a modifier key is involved, I have 2 actions (1 for forward, 1 for backward). If I could just make the on-press of forward set the input axis value for forward to 1, it would trigger the move forward code. (similar for backwards).

Here's the simple code to move forward/backward

gentle urchin
#

Can't you setup just a float to handle the input "axis" value ?

#

So for any action key(s) you'd just set it to 1,

#

while for axis input you'd set it to input value

#

that way joysticks would work properly aswell

#

since axis is run on tick you can let that execute it all regardless

#

you can also add axis value + float value clamped , to make sure you support whatever combo people would try or not try

dreamy basin
#

Can anyone help me with any source how to create a mvp screen after the game ends

candid nest
#

hey i have a doubt i ahve a weapon master and child in weapon master i added a static mesh of scope and i am using attach component to component then static mesh bcz this is the only way left i want to remove it from one child how to remove it

coarse flicker
#

Hey Guys quick question. Does having like 10 or more actor components with different functions inside the **actor **any different from having those 10 functions insidethe **actor **itself in terms of performance?

jolly island
#

Hello, does anyone have an idea why the Cast Interrupt does not trigger the End Cooldown event?

tight schooner
#

@coarse flicker if they're scene components (i.e. they have a transform set to "relative") then updating the transform of the actor also causes all the components to update as well, which could affect performance — I don't have a hard number; I just recall an Epic Games guy mentioning that on the topic of BP optimization. Otherwise I'm not aware of any special performance considerations when it comes to general BP execution.

I would go with whatever architecture makes the most sense rather than doing contrived things for a vague performance benefit.

void needle
#

I have a camera in my level, and i what to start with it, but after 5 seconds switch to my player, is that possible?

coarse flicker
jade nova
#

Ok so I made this plane pawn but I ran into multiple problems. First of all the ground has no collision so does the walls. Also the propeller rotates but keeps rotating in the same direction even if I turn around. I would also want to know a way to make the plane explode when hitting a wall. Any help?

muted silo
#

Hi guys, just got here. What a wonderful group ! 😊
On that note, I tried to find someone who can help me out with some Level Streaming. I seem to make it work just fine, in a new and fresh project. But in my current one, I cannot make the assets I want to spawn, spawn at the Level Streaming Volume. I guess this means, that I have some how prevented this from happening through the level blueprint.
Anyone real smart, who may have a solution or a hint?

  • Thank you so much.
    Kind regards,
    Me 🥳
atomic salmon
#

@void needle

void needle
#

sorry, i did like 40 minutes ago

#

but ty for the help

#

Xd

atomic salmon
#

In your case you can use a Timer to switch

#

ok sure

void needle
#

But i have another problem, i dont know how to use flipbook animations in widgets, is that even possible?

jade nova
#

Ok so I made this plane pawn but I ran into multiple problems. First of all the ground has no collision so does the walls. Also the propeller rotates but keeps rotating in the same direction even if I turn around. I would also want to know a way to make the plane explode when hitting a wall. Any help?

atomic salmon
void needle
#

ok, ty

atomic salmon
#

@jade nova missing collisions may depend on your collision settings and/or missing collision volumes. If you move your pawn kinematically, you need to use the Sweep option.

#

The issue with the prop rotation is due to the fact that you are rotating it in world space and in the local space of your airplane. Show your code so we can advise on a fix.

#

Explode on hit can be done using the On Hit Event, but first you need to get your collisions right.

jade nova
#

So my code is simply that on tick : get world rotation then you add 10 to x

atomic salmon
#

@jade nova exactly. That will add 10 degrees to the rotation but around the world X axis, which is fixed, while your plane flies around.

#

You need to add 10 degrees to the propeller rotation in local space

jade nova
#

What blueprint do I use

lost solstice
#

anyone know why my rotation variables are doing some weird things when trying to rotate a plane in my actor blueprint

jade nova
#

@atomic salmon what do I do for fixing the collisions now? I fixed the propeller thing with local rotation

atomic salmon
#

@jade novafor the collisions check that your walls have a collision volume. You can visualize that inside the static mesh editor as simple collisions

#

then check that your pawn is blocking world static objects

#

your pawn also needs collisions, so if the root is a static mesh, check its collisions as well

jade nova
#

How do I open static mesh editor

#

And my pawn has a scene as root

atomic salmon
#

@jade nova you double click on the static mesh component in the asset browser. I would highly recommend you watch an intro training to Unreal Engine otherwise you will get stuck multiple times using the editor properly.

#

Scene as root doesn't allow for collisions while moving around. You need a root which can collide, so either a collision volume (box, sphere) or a static mesh with collisions.

jade nova
#

But like it breaks when I change it to the static mesh as a root

#

How can I fix it

atomic salmon
#

First tell me how it breaks, then I can tell you how to fix.

jade nova
#

Well the plane goes crazy and the camera is all weird

#

I’ll try getting pictures

atomic salmon
#

You may need to re-adapt your code to the new hierarchy of your pawn.

#

How are you moving it? SetActorWorldLocation?

jade nova
#

before

#

i use add actor local offset

#

@atomic salmon

atomic salmon
#

@jade nova it should work regardless, assuming you are moving the whole actor or the root component

#

can you show your code?

lapis flower
#

Made a blueprint that was supposed to spawn an actor whenever the projectile touched something(floor, walls, other actors etc), but somehow it got deleted and I had to redo it, though for some reason it only spawns actors when touching static meshes that simulate physics now(the cubes in the default fps project in my case), and not the walls and floor

atomic salmon
#

@lapis flowerlook closely at your code. There is a Branch checking if the Hit actor is simulating physics. If the Hit actor does not simulate physics, nothing happens. Just drag out of the False branch, route around Add Impulse and connect to the Spawn. That will make the spawn happen for any hit actor.

manic wigeon
#

hi guys. so im following a tutorial (https://www.youtube.com/watch?v=1rfHC3Xz6OM) and since i assume its a bit more advance tutorial he doesnt explain a part of it and skips to a certain part. basically i created 3 blueprints representing 3 different actors. my goal is to show 3 different actors seperatly which are sync to 3 different buttons in this 3d widget which shows them depending on which one is pressed. since im using a widget switcher i dont know how to sync them and how to call them. can someone help me?
here are is what im talking about.

thank you for your time.

In this video we will learn how to create a 3D widget to place it inside our scene and discover how to achieve a rotatable image for the sofa by using the 2d texture render target ,

link for the Minotti

https://www.minotti.com

link for the widget switcher tutorial
https://www.youtube.com/watch?v=Qs1hGYHEZnc

▶ Play video
lapis flower
muted silo
fair sun
#

if I mark a node as meta = (DevelopmentOnly) what happens to it in shipping builds? Do they get removed?

earnest tangle
#

afaik it makes them behave the same as the Print node, that is they are skipped

#

I recall the print node's C++ function has that meta on it

atomic salmon
#

@lapis flowerfirst check that the Hit actually takes place for the walls/floor etc. If not, you may also need to adjust your collision settings.

earnest flax
#

Hello everyone, I'm working on a thing that if u start colliding with an blueprint object it will teleport another blueprint object, any help ? thank you for answer, I kinda only need to know how to get a reference on the blueprint object on the collision enter of another blueprint object class and put all of this to the level blueprint

lapis flower
atomic salmon
#

@lapis flower how are the collisions set for the wall and the floor?

void needle
#

why i cant unpause my game?

last abyss
void needle
#

ty

#

didnt knew about that

sonic oak
manic wigeon
#

hi guys.
so im following a tutorial (https://www.youtube.com/watch?v=1rfHC3Xz6OM) and since i assume its a bit more advance tutorial he doesnt explain a part of it and skips to a certain part. basically i created 3 blueprints representing 3 different actors. my goal is to show 3 different actors seperatly which are sync to 3 different buttons in this 3d widget which shows them depending on which one is pressed. since im using a widget switcher i dont know how to sync them and how to call them. can someone help me?
here are is what im talking about.

thank you for your time.

In this video we will learn how to create a 3D widget to place it inside our scene and discover how to achieve a rotatable image for the sofa by using the 2d texture render target ,

link for the Minotti

https://www.minotti.com

link for the widget switcher tutorial
https://www.youtube.com/watch?v=Qs1hGYHEZnc

▶ Play video
lapis flower
#

can't remeber what I've changed to make it work the first time

atomic salmon
#

@sonic oak are you setting the same the same variable from the two events? Axis events fire continuously (as you can see if you debug your BP) so the InputAxis event will override the value each time.

#

@lapis flowerthe Block has to be reciprocal for a Hit Event to be generated. Double check the collision settings and use plenty of Print String to debug your code.

sonic oak
#

Ahh that would explain it

rain egret
#

a bit of a silly question but can i move a procedual mesh with the add movement input node?

atomic salmon
#

@rain egret Add Movement assumes you have a movement component as part of your procedural mesh and that the component knows how to move the mesh (e.g. the Character Movement Component). So in general no.

earnest hollow
#

Hey everyone is there a tutorial on how to make a widget values roll like that when value is changed?

atomic salmon
#

@rain egret this said there are other ways to move a procedural mesh (e.g. set world location etc.)

rain egret
#

but its a pawn with a floating pawn movement 🤔

atomic salmon
#

@earnest hollow better to ask this in #umg

earnest hollow
#

ty

atomic salmon
#

@rain egret ok, that may work (I would need to check the source code to make sure). What is your root component? A scene component?

rain egret
#

my root component is the procedual mesh

atomic salmon
#

ok and what happens when you Add Movement?

rain egret
#

the actor does not move

atomic salmon
#

is the UpdatedComponent the root?

rain egret
#

yes

atomic salmon
#

Can you check what IsMoveInputIgnored() returns?

rain egret
#

i am getting false

charred grove
#

hi guys

#

i need help

#

with

#

a side scroller

#

i was helped to do some coding in order to make player look towards the direction the mouse is (right or left) so if mouse is right, then left is backward, and if mouse is left then, right will be backward

#

thing is

#

in my game, left is always backwards and right always forwards

#

that doesnt change in base to the mouse position in screen

rain egret
winged sentinel
#

hi everyone, quick question, i setup easy ballistics to shoot towards the center of my screen. problem is, get player character isnt replicated, whats my alternative to that?

#

i think to make a varable with my character bp and do this but it says accessed none?

lost sierra
#

hi i want a enemy to spawn if my character walks into the trigger (Collision Box) but it doesnt spawn. first picture is the trigger and second the event to let him spawn.

lunar quiver
#

@winged sentinel Are you shooting the projectile from the server / authority? If you spawn a projectile on the client, the server will not know about it, and any other clients will also not know about it, so I suspect that may be your problem?

#

@lost sierra Add Print String nodes after the cast, also in the cast failure, and make sure the code even executes. Only if you know it executes, can you then look into why your specific spawn may not be working.

void needle
#

how can i make different text depending on score?

lost sierra
#

y i actually did it doesnt print. but i dont understand why. the Blueprint that spawns the enemy is part of the interface

void needle
#

like
if score =1 - kill skeletons
if score =2 - kill meteors
if score =3 destroy bases

#

something like that

lunar quiver
#

If the On COmponent Overlap is not even triggering, it usually means the character collision settings are not correct. Ensure you have 'Generate Overlap Events' ticked, for example.

lost sierra
#

no the trigger works. i actually made Print stinr right behind the Interface Event in the second picture. so the trigger works but the event doesnt begin to play

#

print string*

void needle
#

rn i have it like this

weak hill
#

hey can some one help me with my health auto regen

winged sentinel
dawn gazelle
charred grove
#

this is the code for player look at mouse, how do i code it so that every time mouse is right then left is backward, and otherwise

void needle
winged sentinel
meager vessel
#

Hello everyone, I got a question regarding delegates and how to bind to those in blueprints. My BuildingManager has a dynamic multicast delegate with one param and now i want to bind an event to to this delegate in my widget

willow breach
#

can someone help? So, i have this blueprint on picking up items, tho im trying to figure out how to make it sync with the cameras rotation, i've tried "Move Component To" (as you can see below) tho this is not working, anyone have an idea on how to make this work?

meager vessel
#

This way I cant access the param though.

lunar quiver
#

@lost sierra So "Event Spawn Function" is called but your AI character is just not spawned?

willow breach
void needle
lost sierra
dawn gazelle
lunar quiver
#

@meager vessel That is correct. ToggleConstructingButtons will be called when the delegate is invoked. Not sure why it does not have a parameter though.

charred grove
#

ughh

void needle
#

right now it looks like this

willow breach
lunar quiver
#

@lost sierra Not sure what to say. If the trigger works, and the cast works, then the function will be called. Just to test if it is something wrong with the interface, maybe try instead making a custom event and calling it directly, just for testing purposes. If that works, you know it is something wrong with the interface method.

dawn gazelle
# void needle right now it looks like this
  1. Verify your casts aren't failing (put something on the cast failed path like a print string or a return node indicating an error)
  2. Trying to compare your "Quest 1" float value to == 0 isn't the best thing to do. Floating point numbers aren't necessarily accurate.... 0.0 could actually be 0.000000005 which would cause that branch you have in there to fail. Consider using an integer instead, or even look into Enumerators if you have a predefined list of items that would be easier to keep track of with a name rather than just a number.
  3. To keep your code clean, you shouldn't be running logic like this within a widget's gettext function. Your game mode itself should be determining the value, where your widget just reads it.
lost sierra
void needle
#

it works perfectly, but text just doesnt show up

silk hinge
#

hey I got a question about a variable that is allways comming back to default value no matter what I set in blueprints if anyone had this problem before i'm open to ideas 😄

silk hinge
lost sierra
#

dats my original solution

#

the trigger works but it just doesnt call the function

silk hinge
#

the way you are doing it RN is that you get the char that is overlapping with the box, so if the enemy you want to spawn is not the same blueprint base not gonna work

lost sierra
#

ok can i make a function in my character bp that casts to the spawner bp if the character overlaps the trigger and than executes the function inside the spawner that lets the enemy spawn ?

meager vessel
lunar quiver
# lost sierra i made the custom event (spawn enemy) but how do i cast it ? i have to cast to m...

I am not exactly sure I understand the problem. At first I thought you meant that "Event Spawn Function", on your character, is not called. But I think the problem is really that you are not directing that function invocation, to the spawner, where you actually want to call that function. I suspect you need to get a reference to the Spawner, then you will be able to call that interface function on it.

silk hinge
lunar quiver
#

So if your Spawner blueprint implements that function that you want to call, you need to get a reference to that spawner, and call the interface function on that reference.

lost sierra
lunar quiver
#

Interface functions still needs to be called on something though.

silk hinge
#

you cant just cast to your spawner that is into the box ? since its IN it should be overlapped too

#

also you used to wrong pin to cast

#

"overlapped component " could probably cast to your spawner if its overlapped into it as well

lost sierra
#

if the character moves in the trigger some meters away the enemy should spawn out of the spawner

#

the spawner is another box

charred grove
#

hi guys can i get help with something? 😄

lunar quiver
#

@lost sierra So if you call an interface function, you still need to specify a target. That is the object you want to call the function on. So you need a reference to the Spawner to do that. Even though you don't cast, you still need to pass in what you want to (try to) call the interface function on.

silk hinge
#

maybe interface or tag then to link the exact spawn the the exact box that the player will overlap with

#

cause basically if you cast to Anything you cant just call the function you need to specify the EXACT actor "spawner" in your case you want to spawn an enemy

#

I could use a hand too on my post earlyer 🙂

lost sierra
silk hinge
#

actually look at my post earlyer I'm casting to a blueprint and to specify witch exact actor i'm casting to I had to set the value as beign "ak 47 mag spawned"

lunar quiver
#

@silk hinge You seem to be constructing a new instance of your blueprint each time, is that correct? That value will then always be the value you specified in the blueprint itself, it cannot decrease because it is a new object, not the instance on which you decreased the ammo count.

silk hinge
#

😄 common its not specify your "object" ping is not even plugged

lost sierra
#

i tlak about dat picture

#

dats inside the spawner bp

lunar quiver
#

@lost sierra On this screenshot:

#

Target is set to ThirdPersonCharacter.

#

It should be set to the Spawner.

silk hinge
#

yep

lost sierra
#

to trigger it

#

and than he calls the function out of the spawner bp

silk hinge
#

your 3rd person char is not a compatible target

lost sierra
#

do u guys even know wehat a bp interface is ???????????

#

the interface is the refference

silk hinge
#

have you set you char to have the required interface ?

#

did you try to use node "does implement interface" ?

lunar quiver
#

@lost sierra And that is the end of me trying to help man. I won't let you talk to me like that.

charred grove
silk hinge
charred grove
silk hinge
#

you can ask I havent saw your post

charred grove
#

Community

lunar quiver
#

@silk hinge Sorry I am not sure about that one.

charred grove
#

in case a good samaritan wants and tries to help me

lunar quiver
#

@charred grove Do you want to move the player character?

charred grove
#

i can move it

lunar quiver
#

I mean camera?

charred grove
#

the problem is

#

that

#

when i walk forward

#

the right side is always forward

#

and the left is always backward

#

and i have set it so that the player points towards the position of the mouse in the screen

lunar quiver
#

Sidescroller?

silk hinge
#

oh probably wrongly plugged somewhere let me check again

charred grove
#

yes

#

sorry didnt specify that

#

so that backward and forward changes depending on the mouse position

lunar quiver
#

@charred grove So you want to change what the right and left buttons do, depending on where the mouse is?

#

Aha.

charred grove
#

yes

#

at first i couldnt even make it trigger the backward anim

#

but i manged by doing this.. just a sec

lost sierra
lost sierra
silk hinge
#

gotta probably look into all the "x" "Z" and all those values probably one of those wrongly plugged try to plug in diferently till you change direction ?

lunar quiver
#

@charred grove You could use 'Find Look At Rotation' to find the direction vector from the player to the mouse pointer, and the Right vector I believe will basically match the direction you should move the player in.

charred grove
#

i did do that check this

#

wait a sec

#

my ue4 its stuck

#

oh shoot, something just messed up my whole proj D

#

D:

silk hinge
willow breach
charred grove
#

guys why dont you help other people too, subtoapsa also asked and noone answered

willow breach
#

yes please help me

#

ive been asking..... for 30 minutes! ([{avengers reference}])

lost sierra
# lunar quiver

u legit told me to cast to the spawner ???? how should the spawner trigger it when he doesnt overlap? the character should walk into the trigger. thats sooo fuckin basic u obv know nothing about unreal blueprints and prob never worked with interfacs. why than u try to help ?? ty for waisting my fuckin time

silk hinge
#

I just dont even understand his code ^^
I have a drop item code if it can help but only with skeletal mesh

willow breach
charred grove
willow breach
#

ye

charred grove
#

how do we report?

willow breach
#

cant sadly

#

oof

lost sierra
charred grove
#

he even bothering in trying to help

#

we need an admin in here

willow breach
#

if he didnt know what he was talking about

lunar quiver
#

@willow breach I am trying to find your question again to try to understand what you need help with. One moment please.

willow breach
#

he wouldnt start to help

#

k @lunar quiver

sonic oak
#

I'm trying to make it so that when a user presses a key, it sets a float value, then from when that float value is set, it runs a while for as long as that value != 0... but for some reason it never fires the while body.. any ideas what I'm doing wrong?

lost sierra
silk hinge
willow breach
#

did u even try lmao

silk hinge
#

@lost sierra thats how I get my interface from the player

lunar quiver
#

@willow breach So you pick up and drop items, and you want to change the camera position when that happens, is that correct?

silk hinge
#

your no where near reaching interface either from what I saw

charred grove
#

everyone is trying to get help, and you are getting help back to back and even get mad?

gentle urchin
# lost sierra but he did and what he says is sooo obv wrong

Im not sure he's entirely wrong as you say tho. Depends on where the collision is happening / overlap event triggered. Keep in mind that its hard for others to guess how you've setup your system. Without proper context, it can be next to impossible to help

willow breach
lunar quiver
#

Oh so you want to rotate the object, based on the camera's rotation? Like when you are holding the object? To inspect it?

willow breach
#

and on the location val i just set it to the relative location of the object

empty pond
sonic oak
lost sierra
willow breach
#

so if im looking -90Degrees the block would rotate to -90degrees

empty pond
willow breach
gentle urchin
#

Sorta makes the interfaces unecessary tho

lost sierra
lunar quiver
#

@willow breach Perhaps this is a naive implementation, but what about just having an IsEquipped bool on your pickup, and when that is true, if you receive a mouse x move, you do AddLocalRotation around the appropriate axis, and the same for MOuse Y move event? Local rotation will cause it to move around its own axis so it should look correct? Otherwise, perhaps attach a camera actor with a springarm to all of your pickups, and set that as the target when you pick up, and rotate the spring arm in a similar fashion based on the mouse movement? I have never done something like that myself though, so the suggestions may not be the best.

gentle urchin
#

But hard referencing sounds like the easier solution for you really

silk hinge
charred grove
#

my whole project just got messed up dude

silk hinge
#

interface on your character

charred grove
#

i uploade a mesh

willow breach
charred grove
#

and it interfered into my anim bp

#

and every anim is fcked

silk hinge
#

let me guess skeleton update ?

charred grove
#

yes

#

im wanting to die

silk hinge
#

damm this shit happend to me too

lost sierra
charred grove
#

just because of a fcking mesh

silk hinge
charred grove
#

is there any fix?

silk hinge
#

not that i'm aware I had to find the same skeleton and replace references

charred grove
#

om

#

omg

silk hinge
lost sierra
willow breach
charred grove
#

and yes

#

you can laugh

lunar quiver
silk hinge
lost sierra
#

thats isnside the spawner bp

gentle urchin
#

Just hardcode the reference from the trigger to the spawner

#

Expose a instance editable reference of the trigger .. bind up to the overlap event

#

And pick it in editor

silk hinge
#

like actor overlapped, check if it has interface, then call the interface, when interface got called fire event to spawn that is linked to this trigger

#

in all cases you gotta link trigger with specific spawn

charred grove
#

he was born into his torso

silk hinge
#

also you have to check if is implement interface otherwise if the enemy comes on the player into the trigger trigger will probably try to cast and make an error

gentle urchin
#

Interfaces doesnt throw errors , does it

lost sierra
#

no

silk hinge
#

i'm not sure but "does implement interface" node exist so may have a reason ?

gentle urchin
#

Could be handy in some cases i suppose

silk hinge
#

dunno tbh I just assume they created it to avoid something or maybe just save resources ?

gentle urchin
#

Possibly last one ^^

#

Fair assumption

dawn gazelle
#

Example: Say you wanted a widget to pop up on your screen if an actor implements a specific interface while overlapping - you may not necessarily want to execute the interface, but you can at least check that the interface is there ready for use.

silk hinge
#

yeah so optimisation purpuse

dawn gazelle
#

Not really optimization - just logically, why execute something on another actor when you just need to know they can do it?

silk hinge
#

also any ideas how to keep track on an item stat ? Like durability, dammage,Value, data table is read only, dunno shit about C++, probably messing around with item object ?

#

Like every time I creat an item I need it to have a specific ID, save the ID, save datas, and no matter if I destroy the actor to put it into inventory, i need it to find back the data about that specific item, havent find anything usefull about that

gentle urchin
#

I usually just save it by struct

silk hinge
#

what do you mean ? i need the item to loose dura, and shit every time I use it, and got like 20 times the same item (10 pickaxes) for exemple ?

gentle urchin
#

Things with durability dont stack, (usually), so one per slot. From there its just saving the class and whatever data is 'floating'

silk hinge
#

but structure is keeping track on each item ? its not gonna make all pickaxes having the same dura ?

gentle urchin
#

Damage is part of the class default

#

Nah it would be a struct per item

#

But if its a "unused" item, you only need the itemclass

#

Since that will have durabiltiy info

#

If you have randomization to your items aswell, id focus that around seed. So saving it would be its class + durability + seed

silk hinge
#

I got an item class comming from blueprint object allready, so what there is like a node "add structure info" to save the data in there ?

gentle urchin
#

You'd need a custom struct for it.

#

Then on pickup read out and save the info you need in said struct

silk hinge
#

cause the items will be created ingame with crafting system so structure and data need to creat them self automaticly with blueprints

gentle urchin
#

I see no reason why it cant

silk hinge
#

on "Begin play" something like "Get item class" " creat Row into structure" "save row attributed to this item"

gentle urchin
#

Yupp something along those lines

#

But really, you're just editing internal values when its used

#

And whenever the item is "added to inventory" (despawned) you simply read out its class, its current durability and save it in the appropriate inventory slot array

silk hinge
#

any ideas about the nodes you gotta use ?
yeah I know editing value in use is not the problem,problem is, loading back the data after putting the item into the inventory

gentle urchin
#

When you "spawn" the item, have the durability variable editable so it can be read directly from the inventory struct

silk hinge
#

problem is when ever I'm reloading item i got a function "get default item class" donno how to edit the values definitivly to make it beign the default class on this item

gentle urchin
#

Since dynamic spawning doesnt give you exposed variables, it must be set after spawning it

silk hinge
#

i will post my problem again gimme one sec

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so i'm editing the ammo amount and calling back the "construct item" with a event, but its allways loading back default value and dont give a damm about "current ammo" that I seted into the char blueprint

gentle urchin
#

I hope thats a bullet function ^ :p

#

And not the gun being respawned 1s after each shot

silk hinge
#

yeah its for keeping track on bullet ammount into each mag

#

nah i'm getting data back from the mag

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weapon dosent count bullets

gentle urchin
#

I guess there's a thousand ways to do this

silk hinge
#

So I dont delete the item, I call the construct back with "CurrentAmmo" but its allways comming to default value

gentle urchin
#

Im sorta confused why you construct a new one each time tho ?

#

Also

#

you're reading current ammo from the newly created object,

#

which in my head would return the default value (and not be valid the first time)

#

Usually construct/spawn nodes 'holds' the last generated thing in the "return" value, but im not sure what would happen in a function

silk hinge
#

I tryed to put it on the "set data" but giving me error since data is set from the return value

gentle urchin
#

But like.... doesnt it make sense for the inventory struct to handle the ammo stuff ?`

silk hinge
#

I need it to have specific ammo amount per each mag

gentle urchin
#

You could do that in the inventory aswell

#

with something like the mentioned struct

silk hinge
#

so if players reloads and drop the mag, looting back the mag wont give you ammo

gentle urchin
#

add in a "custom data info" which holds string + integer f.ex

silk hinge
#

I have a truct and data table, but its never getting edited too, value is allways comming back to default value aswell

gentle urchin
#

datatable is read only

sturdy blade
#

is there a way to see the functions and references of a BP functions, similar to how the reference veiwer shows cross BP/object references, but internal to a bp?

gentle urchin
#

Something like this could work

silk hinge
#

right clic on the function and "view references" ? its gonna show you where you use the function

silk hinge
sturdy blade
#

thats only one layer deep, I meant in a more visual manner and kinda generating a function flow chart for me, sorry wasnt clear

silk hinge
#

and the struct directly is editable right ?

gentle urchin
#

yes

silk hinge
#

my goal is have an mmo at the end so if I drop a mag I dont want the other players to get magic ammo out of it so needs to keep track on the mag it self

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also could make me abble to handle ammo type,ammount etc.. like Tarkov style

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allright Ty Squize I start to get it now gotta lurn how to use this I screen this and keep it, Lurn how to edit it and shit, gotta go AKF for a while

gentle urchin
#

Setting it up with a masterclass would make the handling of the custom data pretty easy

#

each class (child of MasterItem) can now have its own implementation of the custom data. Only mag care for the Ammo etc etc etc

silk hinge
#

Also speaking of MMORPG, "Mortal Online 2" is in free stress test on steam if you guys wanna check an upcomming Hard mmorpg

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thats a map with a string and integer right ?

gentle urchin
#

Yupp

silk hinge
#

handling data and amount, also saving class of item, damm could ne really usefull ty

gentle urchin
#

just as an example ofc. Add whatever you feel is needed^^

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Then you'd also know that if there's no custom data f.ex, the item was "unused" and has full durability / ammo etc etc

silk hinge
#

i see thanks a lot gotta go and lurn how to use all of data handler, see ya 😄

gentle urchin
#

So for the ammo, it would be something like this

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the return from the last get would be the actual ammo amount

dawn gazelle
#

Be aware, maps do not replicate, even within a struct.

silk hinge
#

ho, so mmo purpuse = dead ? xD

gentle urchin
#

^ Important point

silk hinge
#

damm gotta find something to dodge maps, maybe array ? :? donna shit about thoses nodes

gentle urchin
#

But the map itself wouldnt need to replicate would it

dawn gazelle
#

If it's custom data, yes.

gentle urchin
#

the server would hold the info, the data struct, and the map,

#

So it would only need to replicate the actual value (e.g. the ammo is at 24 of 30)

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and not the map itself..

silk hinge
#

would that cause other players to see a guy shooting even if he got no ammo ?

dawn gazelle
#

If you're replicating the inventory, which I imagine would be an array of the structure, and the structure contains the map, then the map wouldn't replicate.

#

If you're replicating it outside of the inventory somehow, then you're having to keep track of it in two places.

silk hinge
#

its for full loot game indeed, but if I creat a functions to drop all tiems on the ground if player dies its okay right ?

gentle urchin
#

So it would be some extra steps for the inventory part then

#

Probably easier to use something else than map then

silk hinge
#

okay okay thanks for all those precious infos, finding any tutos about how to use arrays, maps, structure and shit is barly possible

gentle urchin
#

Not really that versed with multiplayer/replication so not very aware of the limits of sets/maps etc

lost sierra
#

ok i now tried it like dat. second picture is a function in my character bp but it always fails the cast. is it not possible to cast to another bp insisde a function ?

#

it fails the cast to the spawner

dawn gazelle
# lost sierra it fails the cast to the spawner

Casting is only a means of taking a less specific reference and making it a more specific reference of the desired class so that you can access the more specific class' variables and functions.

An example would be the "Other Actor" pin you're using - this returns an "Actor" reference and you are then casting to "ThirdPersonCharacter_BP" which then allows you to access the "Spawn" function on the "ThirdPersonCharacter_BP".

As you are passing in no reference "Actor" into the "Spawn" function, the cast within the function will fail.

#

What you need is a reference to the actual "Humanoid_Spawner_BP" object that exists in your level.

crimson saddle
#

I'm having an odd problem where I am trying to Get Hit Result Under Cursor by Channel but the location is always returning 0,0,0 for some reason. I am trying to do this as part of a Drag/Drop operation

lost sierra
lost sierra
dawn gazelle
# lost sierra i dont rly understand what u mean. what is the difference between "other actor" ...

"Other Actor" in the context of the overlap event is just the name of the "Other Actor" that the Actor calling the event is overlapping with and it provides an actor reference - if you hover over the pin it'll tell you that it is providing an "Actor" reference.

In terms of your function, you are not feeding in any value into your "Actor" input pin (which again is only a name and not necessarily the type of reference you're wanting to pass in). This means that when it gets to the cast, there is nothing to cast from as you haven't given it anything to attempt to cast from.

#

Here's what is effectively happening:

silk hinge
#

oh god ma men still havent figure out what we told him, casting is trying to get ANY actor that got this name, you need stopecify exactly witch one you want to reach

dreamy river
#

I want to have my grenade to move from player to cursor position. I spawn grenade at player position, but how to move projectile from player position to mouse location? I want to use Hit result for "get location from cursor position" (or something like that), but I just don't know where to put that location.

digital gale
#

Anyone know how to check if the character is right about to land (hit the ground) after jumping?

sand wasp
#

I'm kinda brain effed right now and can't think straight...is there a way to do this better, if I'm gonna have more commands?

digital gale
#

line trace doesn't work when the jump velocity is low

#

and inaccurate

sand wasp
#

below ur character's feet

gentle urchin
digital gale
gentle urchin
digital gale
#

it changes when i'm on different z axies

gentle urchin
#

But the linetrace would be static relative to the pawn?

#

at a fixed distance, defining "about to land"

digital gale
#

btw this is how i did it

gentle urchin
#

like 20uu below the feet f.ex

digital gale
#

i don't know why it doesn't work

#

like i check if it's under a axis

#

like 390

#

but when change my jump z velocity the check has to be changed as well

gentle urchin
#

I'd think of it like "if i got a hit, im about to land"

#

so the linetrace would be actor location (or socket on feet or whatever suits your needs), - 20 (if 20 uu was the desired distance

#

then you'd know that if it hits, you're about to land

#

if needed, you can scale by velocity

#

if high velocity -> longer trace

digital gale
#

this seem good?

#

it kinda works

gentle urchin
charred grove
#

hi guys

#

in a side scroller

#

how do i orient the player if the player always looks at mouse?

#

when mouse is in the right side

#

then left is backward

#

but when i go backward the walk forward anim plays

#

and if i have the mouse in the left side, it do shows the backward anim when i go right

gentle urchin
#

on tick , find mouse , orient accordingly

charred grove
#

would you give me more detail

#

because in my input

#

by default

#

A is -1

#

and D is -

#

1*

#

so that means that

#

A will always be backward

#

And D will always be forward

#

how do i orient it, im also planning to do forward and backward dash, and that would need a lot of orientation based on the mouse position

charred grove
gentle urchin
charred grove
#

apologize me for my ignorance, but i dont know how to

gentle urchin
#

If mouse location in Y < pawn location Y then negate input axis

#

assuming y is traversal direction

peak plaza
#

Pfft z for travel or bust XD.

charred grove
gentle urchin
charred grove
#

:/

runic parrot
#

Hi! does anyone know how to change the right click function of the floating pawn?

#

the functionality as it comes it okey, except for the right click, you move the camera even after releasing it and it's very annoying

charred grove
#

thats my problem

gentle urchin
#

so you're already turning the char

#

all you need to do is use the same logical events and reverse the input

runic parrot
#

Use the forward vector of the pawn

gentle urchin
#

Or that (but then he'd need new logic to turn the pawn)

#

i think, atleast

#

maybe not..

#

its probably the tick part that turns the char

#

Yeah it seems like it

charred grove
gentle urchin
burnt citrus
#

hey I have a question
When does "Spawn Actor from class" node apply exposed variables? Before begin play or after begin play?
I want to use variables in construction scripts of actor

gentle urchin
#

I think its between those, but cant test it atm

#

I think construct -> initialize variables with inputs -> beginplay... but would need to verify

wet patrol
#

Have you guys ever messed with raytracing and landscape displacement/tesselation? I get this weird shadow.

#

This is with the console command set to 100 (r.raytracing.normalbias 100) but cant see the character shadow and is instead replaced with a weird reflection

#

"shadow"

sand shore
fleet cedar
#

I want to make a puzzle similar to a chess board where the piece can't move into an occupied space. Is there a better way to know if the space is occupied than doing collision / trace checks?

hardy fable
#

well, keep track if the board state at all times with a struct or array of the relevant data for your game and check against that

fleet cedar
#

That makes sense. Would it be like each row square is an array item?

hardy fable
#

i made an othello sim where i stored the board as two int64s where the bits represented placed peices.

#

for chess you could do the same

fleet cedar
#

What if I want to arrange pieces myself to start, like hand build puzzles (similar to that rush hour game), how could I place something in 3D and set it to occupied in my array?

hardy fable
#

i would store that data the same way and have the puzzles or levels load it the same

fleet cedar
#

And how do I get the object's 3D placement converted into that variable procedurally?

hardy fable
#

basically, im saying that relying on the currenr state of many actors is a bad way to store board state.

#

i would go the other way. but thats just me im not making your game

#

derive 3d placement from board state

fleet cedar
#

Right... I guess I thought visually that would be a nice way to design the puzzles, but I guess I could just hand convert it?

tawdry mural
#

20 of these would make a lag?

#

discovered levels have 100 items

#

not on tick

dawn gazelle
#

You could move your sequence rather than looping through the same thing over and over again.
Loop > Sequence

Branch > Levelsnew1
Branch > Levelsnew2
etc.

tawdry mural
#

oh yea but it will be the same amount of "triggers"

dawn gazelle
#

No it wouldn't. Right now you're looping through discovered level 3 times, so 300 "triggers" total. If you put a sequence within it to get the values, then you'd only ever loop through it 100 times

tawdry mural
#

100 times 3 per sequence

#

no?

#

well anyway that seems like a better option thnx

dawn gazelle
dusty ibex
#

If I enable collision on collision component in the some function, and if it already colliding than OnComponentBeginOverlap will be called even before next node in original function. Can someone explain me why is this?

earnest tangle
glacial current
#

Hey Hope everyone is well. Has anyone had the problem of comment boxes suddenly not resizing at all? I can only move them now no resize when hovering the edge?

#

NVRMND figured it out had to remove auto resize comments, its broken.

modest gulch
#

what these orange dots appearing next to some object mean?

sand shore
# dawn gazelle

to elaborate: this is the same amount of work, but with objects the access pattern is quicker if you do all the checks in one visit rather than visiting each object N times

amber dragon
#

Does anyone knows how to fix a bug when the AI doesn't hear anything? I'm using a paw sensing + ai perception on it, also a report noise on my third person character, however unfortunately nothing happens

runic plinth
#

Does Event Begin Play trigger again after level restart?

icy dragon
runic plinth
autumn plover
#

Trying to make a ladder system for multiplayer. This works on server but stutters and doesn't move up on client. Anyone know how to fix this?

maiden wadi
#

@autumn ploverOnLadder does not look replicated. So initial guess is that your client is changed to a movement mode and your server is not so server is overriding the client. You shouldn't be changing the movement mode every frame either. When you jump on or run into or interact with a ladder, however your game does it, it should run an event that sets MovementMode You could do this via local prediction, but it's safer just to set a bool on the server and let it replicate.

OnRep, set movement mode. If OnLadder == true then movementmode = Flying. Else is OnGround MovementMode = Walking, Else movementMode = falling.

Then in your move forward, you can manipulate your WorldDirection parameter based on your current movement mode and if you're on a ladder, etc.

hexed saffron
#

Is it possible to change the base color material from the blueprint, without "CreateDynamicMaterialInstance", so the color would change for all objects sharing the material instead of targeting them?

gentle urchin
#

Not sure if the per instance random works for that^

trim matrix
#

Hi is there something included in-engine so actors can't stack on top of eachother, i saw bCanCharacterStepUpOn but it does not seems to work

timber knoll
#

You would have to just use collision with flocking behaviours afaik

trim matrix
#

So i'm doing a bunch of calculations which i then hook up into add force at location. It takes velocity into account. Not the get velocity. But i'm calculating the velocity myself. (Current Velocity - Previous Velocity) I know that the add force at location takes delta time into account. Does this mean i can ignore adding the delta time into the velocity calculation or do i still need to use delta time into account for the velocity calculation?

tidal loom
#

Hello guys, Any perfect fix to these camera problems in first person perspective in ALSV4?

fleet cedar
#

Is it possible to do things like this cool scattering plugin with blueprint/editor blueprints or only with cpp?

stable fjord
#

What values are behind Min and Max Brightness when I set them to the same values in Exposure of PostProcessBoundsVolume

vernal tendon
#

Hey I'm trying to get gyro data from phone. Weirdly I'm getting only zeroes. I'm using UE4.27. Am I doing something wrong or did they just broke Android Input in 4.27??

In the following image, this node setup is done in Player Pawn.

#

I've tried this also

fleet cedar
#

Or setting manual compensation to 10 seems about right too

stable fjord
#

@fleet cedar so when I set it to 1, then exposure == 1?

#

@fleet cedar so when disabled, it does not calculate it ever frame yes?

fleet cedar
#

I would assume it doesn't if you set it to manual exposure, but not positive.

worthy frost
#

@runic plinth yes. BeginPlays will all run again when a level is restarted.

true valve
#

Any idea why categories and sub categories appear separate if you use struct ?

lime dragon
#

So this is probably an easy issue but set actor rotation isn’t actually rotating the actor

neon jay
#

Hello! I'm trying to get my bullet to have an arc towards a set location but it doesn't seem to work properly, I don't know if my code looks correct. Thanks!

maiden wadi
#

@lime dragon What kind of actor? Pawn/Character or normal Actor?

runic plinth
#

Folks, is the Game default map the level that loads first when you package your project? In other words you should place the main n menu here right?

rain egret
#

How can I damage attached actors?

chrome rock
#

I'm trying to set a landscape material at begin play
There is a node called set landscape material, but it doesn't seem to do anything at all

#

This is the setup

#

This seems like it must be a user error, but I cannot find anything written about this anywhere

lime dragon
silk hinge
#

did you try to get the skeletal mesh rotation and change it ?

lime dragon
#

How would I do that?

#

I’m incredibly new to the engine

silk hinge
#

into you char blueprint, just drag and drop your "skeletal mesh" of the char, top left corner of the screen the
And use node "Get Rotation" "Then split the pin with right clic" and change the value to see if it fixes the rotation

lime dragon
#

Yea I’ll give that a shot sometime tonight

silk hinge
#

Any one knows about daaam structures ? xD

#

there is something i dont get

maiden wadi
#

@lime dragon No. The reason I was asking is because Pawns and Characters who have Use Control Rotations settings on will ignore SetActorRotations, or rotations set on their root component. You need to use SetControlRotation, or remove the settings for them to use control rotation.

faint pasture
silk hinge
#

okay let me find my screen ^^

lime dragon
silk hinge
#

So question is simple, if you set thoses values, arent they supposed to be holded by the struct no matter what ? or do you need to do extra thing to specify witch data belong to witch item ?

silk hinge
#

oh shit I need to remake the structure again after that,right ? xD

hard charm
#

Guys, how could I detect if I have a site without soil in an efficient way?

#

I would have to do it by collision box to detect if there is a mesh or something