#blueprint
402296 messages · Page 719 of 403
Or left/right if you have body rotation
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
guys the Was ActorRecentlyRendered not working that i can do
When I get behind an object that completely covers the target, it still follows that I am rendering it, why is that?
if*k man cant get it to work
@charred grove https://youtu.be/uZBYB3K0OX8
This should be what you're looking for. His cursor controls projectiles as well as look direction.
Using the Animation starter pack, we create an aiming system that puts a projectile down the x axis of the screen while animating our character to point in the desired direction.
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
and there im stuck
cant get the set pitch so thats it
like theres literally no set pitch node from it
third project im about to leave because of getting stuck with abigasss headache
@charred grove Might be worth looking at this https://answers.unrealengine.com/questions/188349/making-the-characters-head-follow-the-cursor-in-a.html as well. This is a far easier way than in that guy's 1 hour tutorial.
I'll try to see if I can find anything else. Im sorry this project has been a headache
It do be like that sometimes
when i set a get mouse position base by dpi, mine doestn have an x and y axis to connect in the left side
like in the guy`s screenshot does
nvm made a mistake
imma keep looking into it
yea i know i been since last night just googling and asking but nothing i could find
Are you in 5 or 4?
ue4
check this wait
where do it get the blueprint update???
also the set look at 3d position
omg i lost all my energy i been trying since 10 am
i cant even wrap my head around simple blueprints
So in your animbp, you will cast to the character and have it set that value within the animbp.
ohhh ikey
So you have a variable in your character and a variable in your animbp
ok ok now i get it
and the animbp eventgraph is just updating it constantly
nice thanks a lot man imma keep trying


for looking up or down
Dont worry
i just want the player to face mouse
Yeah that's fine.
okay nice
lol xd
hello,
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
Do Once node
hey how do i get the look at 3d position
that yellow set node
the problem is the animation node (play animation multicast) doesnt have a duration to set it
That's just a variable
oh, what type of variable?
vector?
yep vector its is thanks
im so bad at this
okay i finally got somewhere
yas
my head is bashed in, but it moves when i move mouse
so i got close its a win for me
@charred grove Hey just got back to my PC. Sorry. It works now? At least a point of progress?
progress yes
i managed to make player react at mouse movement
but i cant make him turn around complete
he just looks forward and moves right and left
its got something to do with the Z angle in the vector variable
Ima have to break open an old project and add this in and get up and trouble shoot with you.
you`d do that?
im in a side scroller
didnt do much
just followed thid
well
my pc just turned off cause i moved a cable
and didnt save
but doest matter lol

i followed that link
in case you are such a good person to trouble shoot with me lol
I sent that link
I gotchu. I need to make dinner so ima be awol for a bit. But I'll get back to you, promise.
but is the biggest progress i made since i started so its awesome
sure dont worry
can we add friends in discord?
what is meant by "other actor"?
i know that this is getting the player character and checking for an overlap of the sphere
it's whatever actor you collided with
so basically if the player character is the same as the thing colliding with the sphere
gotcha
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
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
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.
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
try having outer just be self, rather than the pawnref from the function? (atleast, i think thats pawnref in that function its not very readable)
yea done that
hi everyone need some help im running this bp
But im getting that result, its not aiming to the center of the screen
i have no idea why it isnt
are you sure that it uses the correct camera reference?
Hi there
I have a full screen UI Widget that plays an animation. It's ZOrder is 1 and my Inventory menu is ZOrder0
is there a way to have the UI Widget not block my inputs for the Inventory menu?
use remove from parent when u are using ineventory widget
is there another way by chance?
I know how to get post process materials to enable on an object. I'm using this:
But how can I get a SPECIFIC post process material to enable? since it seems to enable them all at once
any help appreciated
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
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.
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
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
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.
Usually you want to add the interaction range to the start location to get the end.
ie. change this to a vector + vector node.
@winged thicket if you can't find anything for BP specifically, look up how to make it in another language and translate it to BP, e.g. https://adrianb.io/2014/08/09/perlinnoise.html
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?
hey i wanted to add a flashlight to my gun how to do it
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?
can someon help
me
i am stuck with an error
my actor wont respawn
and this code error appear
Blueprint Runtime Error: "Accessed None trying to read property GameMode". Blueprint: BP_Hero Function: Execute Ubergraph BP Hero Graph: EventGraph Node: Respawn Player
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
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
^ not sure what you mean by this
In multiplayer (not splitscreen), each client has a local array of player controller/characters
first use open then enter
there is a guy called beard game use his vedio he have perfect type of death and respawn system
should the BP of the gate looks like this or how?
so u wanted that when u press e your functioun should execute
yea,but it wont happen nothing
bcz it is wrong
what do you mean to add sequence in e
u are using same function only there is no need for using gate and sequence so add function after e then print string
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
and print string
did u get it or should i explain u more about that
not rlly ,im confused right now : D
okay dm me i will explain u better
@candid nestthank you so much
my pleasure
Hi guys, noob question: is there a way to watch blueprint values when execution is not paused?
I'd say best bet would be to just print the values when you change them
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
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
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
thanks im gonna try that
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?
Has anyone made a blueprint for freeze breath or something similar?
freeze breath?
Like Superman
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
Thanks
hello guys
im trying to make my side scroller player walk backwards
the player faces and follows the mouse
so if mouse its at right side of player, i i press A then i will still face right and walk left
but when i do that the walk forward animations triggers
not the backward animation that i already added in the 1d blendspace
1d blendspace probably relies on negative walkspeed?
so you'd need to compare look direction vs input direction to figure out which walkspeed to use
I'd think
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 ?
corresponding exactly to this actor. eh what actor?
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
can anyone explain to me how does this make any sense?
How does the widget exist inside the actor? with a component?
Is this working in game or not ?
No i figured its because state machine doesnt support animation montages
if i have the same action event
on two different blueprint
it only runs one
is there anyway to run both
are you debugging the correct object? @pale orbit
i fixed that one @rustic flame
anim montages dont work on anim graph
select them both, look in details, turn off consume input
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
but sweep doesn't return any hits
this (and more) is covered in the docs on the input system. Google ue4 bp input
thank you
triple check all your collision profiles
i did
it can be subtle
I'm not going to run through all the permutations.... so... what are your settings and what does the code look like
it doesnt seem to work with a static mesh
what are the default settings of the mesh, say, and the component? And the related actors? etc
sweeping a shape works
so this is an actor, the only component that is there
is the static mesh component
(which is also the root component)
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?
I can't think of any AAA games which are done entirely though visual script
even projects that heavily use visual script will still have code that is useful to the script - eg, spatial partitioning of game actors
I am browsing through a very small project made in blueprints exclusively, and even though its small i still feel mega lost
most established studios employ a mixture of BP/C++
Using only one or the other is silly, as a point, is silly
I think this is also the correct way.
C++ and leave level designers to have Blueprints adjusted to their needs
Nah, let programmers get a bit noodly
I am still a beginner tho, picked up UE4 as a hobby, I am backend engineer in my day to day job
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
@sand shore one of those falses should have changed to true when the door came in contact with the pawn
these are the collision settings on the door
I was going to say...
Now the other thing? Collision settings are a two-party-consent system
both objects have to be configured to actually interact
just hang around here, #cpp , #ue4-general and #lounge
The actor of the magazin so same actor but different stats dunno how to handle that
I'd love to have a coach since some times learning UE4 could be very discouraging.
all i do movement wise is just this
although in the video it was this
the sweep hit result was broken off and I printed the value of blocking hit
what about that mesh component's collision
Id expect it to be the same, but you never know
its fairly straightforward
Use Complex Collision as Simple?
yeah
Use CCD?
Well modern science cant explain this one I guess
everything is set so everything mutually blocks everything
you marked it sweep
I have similar problem with a rotating door, if the pawn stays still, the door passes through it.
Doors are stupid hard
yep
If i stay on the absolute closing point of the door, it passes thru me like im nothing
However if i try to move against the closing door, it pushes me
Can we just have doorless games?
Debugging UE4 is so damn hard sometimes, and i thought debugging services at my job is hard sometimes TT
try multiplayer, it gets even worse 😄
i already work with multiplayer for work 😂
I mean how do you even learn all those stuff without mega UE bible book?
decided to stick with singleplayer for a personal project
I can't find proper materials to be able to learn
Well after some point it comes down to trial and error
also here is a good place to learn stuff
you already have most of the stuff in pocket
I have like 6+ years of professional programming and I still find some things not so intuitive 😄
i started out my professional gamedev career with ue4, learned on the job basically, haha
its funny how i started not knowing anything about ue4
I am pretty sure gamedev is a lot more intriguing and challenging than writing web services.
IDK to be honest
it was pain
sure
Is there a way to replace Actor's DefaultSceneRoot using blueprints? Basically to construct the entire actor via the construction script?
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
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.
You have to do this, then cast the return value to your widget class.
That worked thanks!
Or manually create the widget as per usual, and set it to the components widget
imo feels better that way ^^
and just consider the widget component a "widget container"
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).
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...
The actor is not the input actor
So it wont get the keypress
You could enable input on it and put it on the stack
I'd do theninteraction calling from the playerbp instead but thats just my preference
Giving the player a "interactable" reference,
And on 'E' pressed, call the interaction event on said reference
Its not part of the input stack by default
You need to put it there,and remove it afterwards
Using the enable and disable input nodes
The sphere thingy
In what blueprinr
Right,
basically i have a sphere around a character
ya
if i put the print statement after the condition it does detect a collision i.e. return true
omg lol
A sphere attatched to rhe player would only (unless woodoo is applied) overlap (and stay overlapped) once afaik
that's a good point
lol
i was worried about something else overlapping i guess
and then triggering the interact
Ah
hi everyone I got a little question here
But dont you want to interact/overlap with other actors,?
I could not find Jump, Stop Jumping and isFalling node in bluepirnt
The idea is just to have the main character interact with this other character
Oh
and when the main character is next to it press e to talk
Here is the snip of tutorial
Casting might be better then
Id still consider an interaction component but its a tad extra to setup ^^
does anybody know what is the reason?
but you are saying it doesn't see the input because it is on the wrong actor
Probably wrong parent class @fluid nest
That was my immediate thought atleaat
ok
But if its the player char... then it should get the input
just to be clear the blueprint is on another character
but i need the main character to interact w it
Then its the input issue i think
ok
There's 100 ways to rome in this case :p
Youd need to set it up manually
By your own 'design ' i guess
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
ok
Alot of info compressed 😅
ah ok very helpful
oh my! thank you!
The logic in a generic "master interaction" actor
and what it looks like in the NPC
And in the player char ;
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
this is great
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
Could somebody tell me why this doesn't move my player?
I'm trying to make a conveyor belt, it's not working at all.
any simple input buffer solutions around?
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
combine input vectors etc
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
nevermind i solved it
triangle index a bitch
For a conveyor system i would think to use a timeline updating character position, but im not really an expert.
i have never tried this but you could try moving something on a spline for the conveyer
I'll try those both, thank you!
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
does anyone know how do i set up collateral damage with line trace?
you can do a sphere overlap check where your linetrace hits to determine what actor's should be affected
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?
just put the check on the other actor then
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?
I should note that I know landscape splines exist, but I need a blueprint because this spline has functionality beyond just being a mesh
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!!
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
and i'm restricted to control rig methods 😛
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
this is the bug
hi, does anyome know why this is red and not following the gun?
this is a physics part u can ask there #legacy-physics
my bad thank you
it's the root location of your item
hmm okay ive been have an issue with my inventory when i pickup the item and it wont bind to my player state, someone told me to check its physics asset and that may be it
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
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
Can anyone help me with any source how to create a mvp screen after the game ends
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
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?
Hello, does anyone have an idea why the Cast Interrupt does not trigger the End Cooldown event?
@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.
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?
Thank you. I will look into that more 😊
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?
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 🥳
@void needle
But i have another problem, i dont know how to use flipbook animations in widgets, is that even possible?
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?
yes it should be possible by applying a material to the widget. Better to ask in #umg
ok, ty
@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.
So my code is simply that on tick : get world rotation then you add 10 to x
@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
What blueprint do I use
anyone know why my rotation variables are doing some weird things when trying to rotate a plane in my actor blueprint
@atomic salmon what do I do for fixing the collisions now? I fixed the propeller thing with local rotation
@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 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.
First tell me how it breaks, then I can tell you how to fix.
You may need to re-adapt your code to the new hierarchy of your pawn.
How are you moving it? SetActorWorldLocation?
@jade nova it should work regardless, assuming you are moving the whole actor or the root component
can you show your code?
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
@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.
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
link for the widget switcher tutorial
https://www.youtube.com/watch?v=Qs1hGYHEZnc
For some odd reason it still doesn't work, even if I completely remove the branch and connect it straight to Add Impulse or Spawn
So eventually I figured it out on my own. The Level Streaming Volumes only reacts to the camera's collision and NOT the player pawn, which imo is super strange. I have created an example here
if I mark a node as meta = (DevelopmentOnly) what happens to it in shipping builds? Do they get removed?
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
@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.
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
the BP now looks like this and it works exactly the same as it did with the branch, as for my collision settings, I see that world static is checked, so it should've taken place for the walls and floor as well
@lapis flower how are the collisions set for the wall and the floor?
why i cant unpause my game?
if you click on the 'M' input node there should be an option to execute when paused, is that enabled?
I gave it a try but am not sure what I'm doing wrong. It still works for the InputAxis but not for the InputAction.
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
link for the widget switcher tutorial
https://www.youtube.com/watch?v=Qs1hGYHEZnc
to be frank I have no idea, I just blocked all and figured it should block static objects as well,
can't remeber what I've changed to make it work the first time
@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.
Ahh that would explain it
a bit of a silly question but can i move a procedual mesh with the add movement input node?
@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.
Hey everyone is there a tutorial on how to make a widget values roll like that when value is changed?
@rain egret this said there are other ways to move a procedural mesh (e.g. set world location etc.)
but its a pawn with a floating pawn movement 🤔
ty
@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?
my root component is the procedual mesh
ok and what happens when you Add Movement?
the actor does not move
is the UpdatedComponent the root?
yes
Can you check what IsMoveInputIgnored() returns?
i am getting false
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
the issue was that i did not posses the pawn, hence the inputs didnt work
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?
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.
@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.
how can i make different text depending on score?
y i actually did it doesnt print. but i dont understand why. the Blueprint that spawns the enemy is part of the interface
like
if score =1 - kill skeletons
if score =2 - kill meteors
if score =3 destroy bases
something like that
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.
Use a select node.
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*
rn i have it like this
hey can some one help me with my health auto regen
well the issue is that it spawn in from the correct barrel of each player, but doesnt end up at the center of eaches screen which im guessing is because of this error
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
ty, ill try this one
and i believe get player camera manager is the culprit because its not replicated
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
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?
drop
This way I cant access the param though.
@lost sierra So "Event Spawn Function" is called but your AI character is just not spawned?
pickup
i did it like this, but my text just doesnt appear
no if the function would be called it would print "Hello". i already checked the trigger with print string. so the trigger works but the function doesnt do anything
If you hit compile, do you get an error or warning on the custom event?
@meager vessel That is correct. ToggleConstructingButtons will be called when the delegate is invoked. Not sure why it does not have a parameter though.
ughh
right now it looks like this
anyone?
@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.
- Verify your casts aren't failing (put something on the cast failed path like a print string or a return node indicating an error)
- 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.
- 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.
ty, i will try
i made the custom event (spawn enemy) but how do i cast it ? i have to cast to my character cause he is the one that has to overlap with the trigger right ? what do i now put into object for the cast to the spawner ? self doesnt work
did all of this except for the last one, still doesnt work
it works perfectly, but text just doesnt show up
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 😄
your goal is to spawn the enemy on your char ?
no the character should spawn out of a collision box. i have a blueprint for the spawner and one for the trigger. if the character walks into the trigger the enemy should spawn out of the box
dats my original solution
the trigger works but it just doesnt call the function
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
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 ?
Hm not sure why but a refresh fixed it and it actually shows the param now
anyone?
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.
you should probably just trigger an even everytime the player overlap with the box to start the spawn
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.
but the spawner bp is added to the interface
Interface functions still needs to be called on something though.
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
the spawner and trigger dont overlap
if the character moves in the trigger some meters away the enemy should spawn out of the spawner
the spawner is another box
hi guys can i get help with something? 😄
@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.
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 🙂
but it is specifyed! the first picture is inside the spawner bp. teh defenition what the interface function should do is inside the spawner bp
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"
@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.
😄 common its not specify your "object" ping is not even plugged
i tlak about dat picture
dats inside the spawner bp
@lost sierra On this screenshot:
Target is set to ThirdPersonCharacter.
It should be set to the Spawner.
yep
cause the character has to overlap the trigger
to trigger it
and than he calls the function out of the spawner bp
your 3rd person char is not a compatible target
do u guys even know wehat a bp interface is ???????????
the interface is the refference
have you set you char to have the required interface ?
did you try to use node "does implement interface" ?
@lost sierra And that is the end of me trying to help man. I won't let you talk to me like that.

I'm trying to reconstruct the item in deed I havent find a node to "update" data
💩
you can ask I havent saw your post
Community
@silk hinge Sorry I am not sure about that one.
this is my problem
in case a good samaritan wants and tries to help me
@charred grove Do you want to move the player character?
i can move it
I mean camera?
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
Sidescroller?
oh probably wrongly plugged somewhere let me check again
yes
sorry didnt specify that
so that backward and forward changes depending on the mouse position
@charred grove So you want to change what the right and left buttons do, depending on where the mouse is?
Aha.
yes
at first i couldnt even make it trigger the backward anim
but i manged by doing this.. just a sec
try to help ? xD
tlaking about shit u have no clue about doesnt help anyone
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 ?
@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.
i did do that check this
wait a sec
my ue4 its stuck
oh shoot, something just messed up my whole proj D
D:
also I'm using a node that is firing again the "construct" item it shouldnt use the specify "current ammo I setted" ?
Please! Anyone??
guys why dont you help other people too, subtoapsa also asked and noone answered
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
I just dont even understand his code ^^
I have a drop item code if it can help but only with skeletal mesh
well someones mad for even getting help... in comparison to me..
uknow what i mean?
ye
how do we report?
bro he didnt helped. he doesnt even know what hes talking about. so why does he talk i dont get it
...
if he didnt know what he was talking about
@willow breach I am trying to find your question again to try to understand what you need help with. One moment please.
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?
but he did and what he says is sooo obv wrong
did u even try lmao
@lost sierra thats how I get my interface from the player
@willow breach So you pick up and drop items, and you want to change the camera position when that happens, is that correct?
your no where near reaching interface either from what I saw
everyone is trying to get help, and you are getting help back to back and even get mad?
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
no, the rotation of the object im holding to the cameras rotation
Oh so you want to rotate the object, based on the camera's rotation? Like when you are holding the object? To inspect it?
and on the location val i just set it to the relative location of the object
Might check to see if you're consuming input from your input events. It looks like Move_Forward is being used twice?
yes
It is being used twice. Is it not possible to do that?
the trigger and spawner are 2 different blueprints. if the character walks into the trigger he casts the interface function wich is defined right inside the spawner bp
so if im looking -90Degrees the block would rotate to -90degrees
Should be ok, just click on the node and make sure Consume Input isn't checked
(just an example)
Wouldnt it be easier if they were the same ? Then you dont have to setup communication between two stationary actors. You could ofcourse hardreference them if you really want them separated
Sorta makes the interfaces unecessary tho
but the enemy shoudnt spawn on the trigger it are 2 different locations. the character moves into the trigger and in a different location the enemy should spawn
@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.
I get that part, but its not an issue to have a component far from the "main" actor ^^
But hard referencing sounds like the easier solution for you really
have you even tryed any ideas everyone gave you ? I leterally just gave you a working code to reach the interface ?
my whole project just got messed up dude
interface on your character
i uploade a mesh
my "IsEquipped" bool is the "Aw", idc about names
let me guess skeleton update ?
damm this shit happend to me too
"on interacted" is the interface function ?
just because of a fcking mesh
let me check
is there any fix?
not that i'm aware I had to find the same skeleton and replace references
oh yeah its leading to my "interaction interface"
y u just call it..... like i do
how do i check if there is a mouse x/y move
I'd have an Input Event for that. Event Mouse X and Event Mouse Y. On these events, if IsPickedUp = false, do nothing. If IsPickedUp = true, rotate around local axis based on mouse delta.
On interacted also tryger an event on the Item I want to pick up, so maybe you could link an even to the spawner ?
the event is inside the spawner
thats isnside the spawner bp
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
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
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
Interfaces doesnt throw errors , does it
no
i'm not sure but "does implement interface" node exist so may have a reason ?
Could be handy in some cases i suppose
dunno tbh I just assume they created it to avoid something or maybe just save resources ?
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.
yeah so optimisation purpuse
Not really optimization - just logically, why execute something on another actor when you just need to know they can do it?
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
I usually just save it by struct
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 ?
Things with durability dont stack, (usually), so one per slot. From there its just saving the class and whatever data is 'floating'
but structure is keeping track on each item ? its not gonna make all pickaxes having the same dura ?
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
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 ?
You'd need a custom struct for it.
Then on pickup read out and save the info you need in said struct
cause the items will be created ingame with crafting system so structure and data need to creat them self automaticly with blueprints
I see no reason why it cant
on "Begin play" something like "Get item class" " creat Row into structure" "save row attributed to this item"
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
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
When you "spawn" the item, have the durability variable editable so it can be read directly from the inventory struct
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
Since dynamic spawning doesnt give you exposed variables, it must be set after spawning it
i will post my problem again gimme one sec
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
I hope thats a bullet function ^ :p
And not the gun being respawned 1s after each shot
yeah its for keeping track on bullet ammount into each mag
nah i'm getting data back from the mag
weapon dosent count bullets
I guess there's a thousand ways to do this
So I dont delete the item, I call the construct back with "CurrentAmmo" but its allways comming to default value
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
I tryed to put it on the "set data" but giving me error since data is set from the return value
But like.... doesnt it make sense for the inventory struct to handle the ammo stuff ?`
I need it to have specific ammo amount per each mag
You could do that in the inventory aswell
with something like the mentioned struct
so if players reloads and drop the mag, looting back the mag wont give you ammo
add in a "custom data info" which holds string + integer f.ex
I have a truct and data table, but its never getting edited too, value is allways comming back to default value aswell
datatable is read only
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?
Something like this could work
right clic on the function and "view references" ? its gonna show you where you use the function
Oh fack I see just lack of knowledge about data struct i guess xD
thats only one layer deep, I meant in a more visual manner and kinda generating a function flow chart for me, sorry wasnt clear
and the struct directly is editable right ?
yes
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
also could make me abble to handle ammo type,ammount etc.. like Tarkov style
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
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
Also speaking of MMORPG, "Mortal Online 2" is in free stress test on steam if you guys wanna check an upcomming Hard mmorpg
thats a map with a string and integer right ?
Yupp
handling data and amount, also saving class of item, damm could ne really usefull ty
just as an example ofc. Add whatever you feel is needed^^
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
i see thanks a lot gotta go and lurn how to use all of data handler, see ya 😄
So for the ammo, it would be something like this
the return from the last get would be the actual ammo amount
Be aware, maps do not replicate, even within a struct.
ho, so mmo purpuse = dead ? xD
^ Important point
damm gotta find something to dodge maps, maybe array ? :? donna shit about thoses nodes
But the map itself wouldnt need to replicate would it
If it's custom data, yes.
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)
and not the map itself..
would that cause other players to see a guy shooting even if he got no ammo ?
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.
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 ?
So it would be some extra steps for the inventory part then
Probably easier to use something else than map then
okay okay thanks for all those precious infos, finding any tutos about how to use arrays, maps, structure and shit is barly possible
Not really that versed with multiplayer/replication so not very aware of the limits of sets/maps etc
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
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.
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
i dont rly understand what u mean. what is the difference between "other actor" and "Actor" ? why does one refference it and the other not ?
am i right that the input "Actor" is the problem ?
"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:
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
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.
Anyone know how to check if the character is right about to land (hit the ground) after jumping?
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?
Linetrace
sphere collider then
below ur character's feet
Not sure if its better, but there's a switch on string
thanks
it is way better yes
Why doesnt it work ?
it changes when i'm on different z axies
But the linetrace would be static relative to the pawn?
at a fixed distance, defining "about to land"
btw this is how i did it
like 20uu below the feet f.ex
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
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
Seems fine if it works
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
on tick , find mouse , orient accordingly
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
i dont have much knowledge on that
You could simply compare mouse location with player location
apologize me for my ignorance, but i dont know how to
If mouse location in Y < pawn location Y then negate input axis
assuming y is traversal direction
Pfft z for travel or bust XD.
i dont know how to do that
xD
:/
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
so you're already turning the char
all you need to do is use the same logical events and reverse the input
Use the forward vector of the pawn
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
yes the problem is that left is always forward and right always backward, doesnt matter where char is facing
Try using char forward vector instead
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
I think its between those, but cant test it atm
I think construct -> initialize variables with inputs -> beginplay... but would need to verify
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"
@burnt citrus
Pretty sure it's
"Initialize Exposed Variables" -> Construction -> Begin Play
Okay I see!
Thank you!
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?
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
That makes sense. Would it be like each row square is an array item?
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
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?
i would store that data the same way and have the puzzles or levels load it the same
And how do I get the object's 3D placement converted into that variable procedurally?
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
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?
You could move your sequence rather than looping through the same thing over and over again.
Loop > Sequence
Branch > Levelsnew1
Branch > Levelsnew2
etc.
oh yea but it will be the same amount of "triggers"
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
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?
Most likely the code that handles enabling collisions simply triggers an overlap check immediately, which in turn triggers the event. Since the code runs in the gamethread, it must run that bit before the BP graph can continue as it's also in the gamethread
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.
what these orange dots appearing next to some object mean?
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
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
Does Event Begin Play trigger again after level restart?
Basically executed right after an object has successfully created/constructed.
That's the question, does level restart (re)creates/(re)constructs objects?
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?
@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.
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?
Not sure if the per instance random works for that^
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
You would have to just use collision with flocking behaviours afaik
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?
Hello guys, Any perfect fix to these camera problems in first person perspective in ALSV4?
Is it possible to do things like this cool scattering plugin with blueprint/editor blueprints or only with cpp?
What values are behind Min and Max Brightness when I set them to the same values in Exposure of PostProcessBoundsVolume
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
I think if you set min and max to 1 it basically disables it
Or setting manual compensation to 10 seems about right too
@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?
I would assume it doesn't if you set it to manual exposure, but not positive.
@runic plinth yes. BeginPlays will all run again when a level is restarted.
Thank you for confirming.
Any idea why categories and sub categories appear separate if you use struct ?
So this is probably an easy issue but set actor rotation isn’t actually rotating the actor
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!
@lime dragon What kind of actor? Pawn/Character or normal Actor?
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?
How can I damage attached actors?
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
I’m trying to make a fighting game so I need 2 playable actors facing each other. Right now both face right no matter what I try to do
did you try to get the skeletal mesh rotation and change it ?
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
Yea I’ll give that a shot sometime tonight
@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.
Everyone knows about structures, just ask your question
okay let me find my screen ^^
Ok… thanks for the info! I’ll try that out
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 ?
oh shit I need to remake the structure again after that,right ? xD