#blueprint

402296 messages · Page 721 of 403

tight copper
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I have crashed UE twice while trying to get a weapon to fire automatic. Anyway, can anyone tell me what I'm doing wrong in making it fire as long as the trigger is pulled?

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Bottom is the working semi auto version

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Three times now*

last abyss
tight copper
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I made this and gave it a condition but it says it's an infinite loop when I run it

last abyss
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while loop is not what you want to use

tight copper
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oh ok

last abyss
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I would recommend using a set timer by event node

last abyss
tight copper
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Nice, thanks!

twin oyster
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Hi guys, can anyone say how to solve the malformed tag issue?

worn glacier
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are you allowed to destory a characters capsule

zealous moth
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@worn glacier yes through destroy component. You can only destroy if you are the direct owner though. So the character can but not the player controller.
I wouldnt recommend destruction though. Use activate or deactivate component instead.

worn glacier
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@zealous moth thanjks

trim matrix
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Could someone help with Asset Manager code? Using the Action RPG from unreal and they have a Get Slotted Items Function. I think its pretty generic code. /** Returns all slotted items of a given type. If none is passed as type it will return all */ I'm trying to replicate the weapon item type and make a range weapon item type. But my Get slotted items function is pulling in nothing from range item type and asset folder. I also have a bug that could be related, every time I restart. A variable from Range Actor fails to load which is tied to some stuff and I have to recompile. I'm also not sure if its the function or something I did with actor/data setup. I have debug to this point, where the function does not find any Range slotted items. I also coded in the header file for the range items and some code in RPGAssetManager.cpp. Any help would be greatly appreciated.

tight copper
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Is there a way to use the same variable on 2 different blueprints?

rare gale
tight copper
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I have the variable on the player character so it should always be accessible

rare gale
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You should be able to cast to your player character and get or set it then.

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You can "Get Player Character" then "Cast to <your player character>" and get the variable you want

elfin fable
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Can someone help me? I'm stuck trying to use the enum EMouseCursor in a blueprint interface. I tried "ShowEngineContent" in the content browser but it doesn't change anything. I want this enum so my actor component can tell my player controller through an interface what hover effect, tooltip and cursor to use when the mouse is over the actor.

tight copper
elfin fable
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My player controller looks like and so far it's all working, but i want the mouse cursor enum to come from the interface call

rare gale
# tight copper oh that worked, thank you so much.

This is a useful function (could be Macro) to have in any BP that regularly needs access to those globally accessible areas. I always create these and it's the first thing that runs off of my BeingPlay node

strong sluice
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hello i watched youtube tutorials on how to make a camera shake but the other details of the camera shake base doesnt show.

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it should look something like this

dark crow
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It should be Matinee Camera Shake, it changed

unreal token
spark steppe
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yes and no

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you can make something that looks like minecraft

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the question is how performance will scale, and how many features you are able to add before you loose your mind

fading raptor
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Im trying to make it so when my combat type switches, my player overlay state changes. But for some reason I keep getting this error: Blueprint Runtime Error: "Accessed None trying to read property ALS_Base_Ch_Ref". Blueprint: BP_CombatCharacter Function: Get Montages Graph: GetMontages Node: On Overlay State Changed

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I made a simpler version of it and it works perfectly fine

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So i'm not sure what would cause that error

strong sluice
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Hello did they remove the camera shake in 4.27? because i change the ue4 version of my project from 4.26 to 4.27 then the camera shake bluprints says tis error when i open it

dawn gazelle
fading raptor
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This is how i called the variable

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It worked perfectly fine in ALS_BASE_CharacterBP

dawn gazelle
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When you do it inside of ALS_Base_CharacterBP your "Target" is self, so of course it will work.

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Your set you have there is setting the value to nothing.

fading raptor
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This test was done inside ALS_Base_CharacterBP and it worked fine

dawn gazelle
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Exactly... If you are within the ALS_Base_Character_BP the node is looking for a Target of ALS_Base_Character_BP and Target is set to Self, so of course it would work.

spark steppe
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i wonder why you set it to null in the first place

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all you (probably) want to do is change the enum on the ALS BaseCharacterBP

fading raptor
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I have confusing code, im using half ALS and half dynamic combat system, so I have to interchange between the two. what i want to do is change the overlay when i switch to unarmed combat

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I found an inefficient fix which was to create a boolean called "Unarmed?" and set it to true when unarmed runs, then called it in ALS_Base_Character_BP as a branch connected to an event tick

dawn gazelle
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And you're close - if this bit is within the ALS_Base_Character_BP then just remove the variables you have plugged into the Overlay State Changed node.

fading raptor
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This bit is not within als, thats why i need the variables

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I setup an is valid? node connected to each "On overlay state change" and they all came back invalid

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not sure what it means

dawn gazelle
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Where are you running this? What blueprint?

fading raptor
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Im running this in the Dynamic combat system BP

dawn gazelle
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Ok. So in your Dynamic Combat System BP, you have a variable named "ALS Base Ch Ref" as well, yes?

fading raptor
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Yes

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just call it DCS to save typing time

dawn gazelle
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Ok, in your cast above, what you've done is you're referencing a variable within the ALS_Base_Character_BP named "ALS Base Ch Ref", not the variable within the DCS BP. At your cast above in the DCS BP, drag your "ALS_Base_Ch Ref" variable beside it and do a "set" of the variable. The node should look slightly different than the one you already have plugged into your cast.

fading raptor
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Do you mean promote it to a variable?

dawn gazelle
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No unless you want to rework your existing variables.

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You should already have a variable named "ALS_Base_Ch Ref" in your DCS BP, no?

fading raptor
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Yeah

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Sorry im exhausted its why im so slow rn

dawn gazelle
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Click and drag it into where that cast is and select "set"

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You should see that it doesn't have a "Target" pin.

fading raptor
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Can we get into a quick call?

dawn gazelle
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Sorry, I don't provide support over chat. Only through here.

fading raptor
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ok

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I just dont want to take up too much time because i feel like im missing such a simple thing

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can you visually show me what to do? like paint over it

dawn gazelle
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On your left hand details window, you have your list of variables right?

fading raptor
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Yeah

dawn gazelle
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In your DCS BP

fading raptor
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yep

dawn gazelle
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You have one listed there that says "ALS_Base_Ch Ref"

fading raptor
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correct

dawn gazelle
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Ok, click and drag it on to the blueprint just underneath this set. When you release your left click, you should get prompted with either "get" or "set" - select set.

spark steppe
fading raptor
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oh thats it

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oh my god i over complicated it

spark steppe
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the real question is what he is trying to do there

fading raptor
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got the set 😅

dawn gazelle
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So now take your return value from your cast and plug it into that new set and it should work - get rid of the other set you originally had there.

spark steppe
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i still think that he doesn't even want to set it

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it's probably set to the correct value already, and he nulls it

fading raptor
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Done

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what do you mean by nulls it?

spark steppe
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by setting it to nothing

dawn gazelle
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He just needs a reference to his character. Issue is he has another variable within the ALS Base Character BP with the same name.

fading raptor
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ayyy it works

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Thats so weird, i originally promoted it to a variable, but i guess that was wrong

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You have no idea how much this means to me i've been trying to figure it out for days

spark steppe
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please show how the code looks like now as im curious

fading raptor
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alright give me a sec

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This is the section that switches the overlay state based on combat state

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this is the before of the casting & variable

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this is the after

dawn gazelle
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So the lesson here is, when you see a node like the one below, the top pin on the left is an "input" value, the "Target" is a reference to an object that holds that particular variable.

fading raptor
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I never knew that, i guess you learn something new everyday

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Honestly thank you so much for enduring my dumb questions

dawn gazelle
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"Target" is always a reference to something where that thing exists. So same thing with your custom function where it has a target of "Self" - it is going to try and execute that function on it's own instance of the object.

fading raptor
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I see what you mean

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Now i know what to do for all the other overlay states!

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Now when I switch from Armed to unarmed, it changes my stance

faint pasture
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Whats the solution to architecting a base item actor where the subclasses might have a static mesh or a skeletal mesh?

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First thought was to have BaseItem have a static mesh component but then what to do when the subclass wants a skeletal mesh

spark steppe
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i have both in my base class and remove the component in the childs if it's not used

dusk flame
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Hi guys. What is the normal way to create actors per-player? I want some actor that has a non-replicated copy for each player.

dusk flame
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Ok, another slant at this: I have a non-replicated component added to my actor. From my understanding, this means that every client will get their own copy, but that variables/status won't be synced up between them.

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If I wanted to change some data on the component based on each client, how do I get access to the client?

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For example changing the position, based on the position of each client. Each client has their own position, but since its not replicated, it should sort itself out.

trim matrix
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Hello !
Is there any way to do something (event) when the game is open, i dont mean begin play on first level but event that fires before menu begin play ?

timber knoll
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an event before your game is actually running?

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you would have to make a scene before your menu then

maiden wadi
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@dusk flame The only reliable way to differentiate clients is via their Controller.

manic wigeon
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hi guys. im having an issue with the render target for my 3d widget. when im in the viewport the render target looks fine with translucense background. but when i press play the render target loads an hdri in the background for some reason. has it happened to any of you guys please maybe you can help?

it should be looking like this

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but it looks like this when i press play

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it for some reason activates all of them together

dusk flame
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Does a non replicated component "see" other clients?

rapid robin
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Hey folks, I have a fun little challenge for you:

  • I wanna spawn a a beam particle a bit in front of the weapon.
  • I have the muzzle's location.
  • I have the impact location.

How do I move the spawn point forward [x] units in front of the muzzle's location?

dusk flame
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Or am I being thick, and I need to dynamically spawn one component/actor per player?

maiden wadi
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I was answering the point of how to differentiate between each client. I'm not quite sure what the component is or the end goal with it.

dusk flame
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I have an actor, with a billboard component. I want to move this bilboard component per-client. So every client gets their own position.

maiden wadi
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Like a "Face this towards the local camera" thing?

dusk flame
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No, more like changing position completely. It was just an example.

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I want every client to see a unique position for the non replicating component.

maiden wadi
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Does the server set the position of these?

dusk flame
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But like I said, maybe I'm stupid, and I need to spawn a unique component for every client, instead of using a single one.

dusk flame
maiden wadi
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And Client 2 does not see client 3's?

dusk flame
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Its a UI element, which sits in world space. I need a single UI element per-player, and it needs to be translated sensibly for every player.

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My first idea was to spawn a UI element per-player, but the more I thought about how replication worked, the more I considered that a single non-replicated component could work.

maiden wadi
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Sounds like something you'd just spawn or create behind a LocalController check, or even just on HUD's beginplay since HUD is local only.

dusk flame
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Its world-spaced.

maiden wadi
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What is the component on?

manic wigeon
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hi guys. im having an issue with the render target for my 3d widget. when im in the viewport the render target looks fine with translucense background. but when i press play the render target loads an hdri in the background for some reason. has it happened to any of you guys please maybe you can help?

it should be looking like this

maiden wadi
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@rapid robin (MuzzleForwardDirection * DistanceInFrontOfItYouWant) + MuzzleLocation

manic wigeon
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but it looks like that

dusk flame
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So its per player visibility/location wise.

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But I don't want to put it on the pawn/hud, because its "owned" by the TV so to speak.

maiden wadi
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Ah. I see. And the TV in this case is in the same spot for everyone?

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Just the controls display needs to be per client.

dusk flame
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I talked a bit with somebody, and it seemed the suggestion is:

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  • Create a new actor (better than component) per client, when they get close.
  • Don't spawn on server at all
maiden wadi
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If your TV is an actor, all you need is a default component on the TV actor. And update the default component's location on tick. Tick runs locally and can get the local player controller which allows access to the local camera manager.

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The TV can be replicated if you want, so that it's location can be easily placed or updated for everyone, but then the non replicated default component can be affected locally

dusk flame
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Its a good idea.

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But I think in the end, the suggestion is to spawn an actor per-client.

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So no menu on the server at all.

manic wigeon
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can someone help me please

fair sun
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How do development only nodes work? Do they get removed in shipping builds? Is making a custom development only node affecting performance in shipping build if it's heavy?

burnt nest
manic wigeon
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chill dude wtf i just asked a questions jeezes

atomic salmon
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@fair sun in a shipping build the compilation of those nodes is completely skipped so no VM opcodes are produced for them. They are like disabled nodes.

light token
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Hello people. I've got a problem and whatevery I try I can't fix it so I need help. I have a custom event named Save Game. I uploaded the blueprint here https://blueprintue.com/blueprint/0dzxuk9g/ . The error I get is:

    Demonstration_C /Game/Maps/CoinPusherPro.CoinPusherPro:PersistentLevel.Demonstration_C_5
    Function /Game/Maps/CoinPusherPro.Demonstration_C:ExecuteUbergraph_CoinPusherPro:03DA

I already added a isValid function but this isn't solving my problem. I'm totally stuck now.

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It would be very awesome if somebody could take a look at my blueprint and help me find out what the problem is.

maiden wadi
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@light tokenThe issue is that you have a cast that is sometimes not being used. You're switching on the interface before that, which is then NOT casting, but you're still using the return value of the cast.

light token
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Ah now I see!

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Thanks a lot. I think I know what to do now.

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I think I fixed it.

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Thanks again.

crystal pulsar
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is there a way to change the player character mid game?

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i have three very complex player characters and instead of combining them into one thing I would prefer to have an input trigger to switch them

maiden wadi
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@crystal pulsarYou can switch control to any pawn/character you want by getting the player controller and calling possess with the desired character.

crystal pulsar
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does that require the other characters to be in the game already?

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i wish to despawn and spawn in a new character basically

maiden wadi
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Not necessarily. You could spawn them and then call possess directly after.

crystal pulsar
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im pretty new to the engine. is there a video showing this?

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input trigger, spawn pawn, switch control, then destroy pawn thats left over?

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something like that?

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ill give it a try, although my vocab in blueprint is beginner level

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So if i have three characters i want to switch between is this the correct way to start off?

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Tab is the event trigger, then the flip flops trigger a sequence, the three pieces to the sequence is spawn in, switch control, then destroy last actor?

dreamy basin
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can anyone help me i need to make a trajectory which should be in a straight line i dont knw how to do it

manic wigeon
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hey guys, do you know why the target render in my 3d widget keeps outputting background hdri of my objects and also combining all the render targets i have together when i press play. but in the view port they look good. any one knows whats happening?

maiden wadi
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@crystal pulsarIt's worth asking. Do you need states to be saved between these characters? Like health and whatnot?

surreal peak
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@manic wigeon You just posted this. Why reposting a screenshot of this?

atomic salmon
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@dreamy basin a trajectory for what?

manic wigeon
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because maybe someone who knows what issue could be might see it.

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i took a screenshot to not spam as much

surreal peak
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But it's literally above your image with one other reply between

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This is literally spam :D

manic wigeon
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its 2 messages

maiden wadi
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@manic wigeonYou're talking about the render seeing the background?

rapid robin
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Hello o/

In a multiplayer game, what's the best way for me to only run certain logic on the actor's owner's client? (then I want to run some other logic on all clients, that don't own this actor).

This setup works for me in editor, but I vaguely remember from a previous project that it might mess up in a build?

manic wigeon
maiden wadi
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@rapid robin There is an IsLocallyControlled check you can use for Pawns, gets the pawn's controller and if it's valid, checks if it's a local controller, so it works on listenmachines as well.

manic wigeon
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if i hover over the render camera it comes back to normal

rapid robin
manic wigeon
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but if play it errors again and displays the empty space with hdri

manic wigeon
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not sure if you might know what could be causing it

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maybe a setting to turn off the game trying to force to fill the space in the world when game starts

surreal peak
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Can you also show the Material you are using to display this, just in case?

manic wigeon
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kk

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it shows normal when i load them in viewport

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but when i start it currupts again

surreal peak
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Do you have the same issue if you play in standalone?

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Or even packaged

maiden wadi
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I find most of my SceneCapture issues like that are the show flags.

crystal pulsar
manic wigeon
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yep does it in standalone

surreal peak
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Hm, this is a 3D Widget, right?

manic wigeon
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this is what it should look like

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because its good in viewport

surreal peak
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Hm

manic wigeon
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but not when i start game

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yes

surreal peak
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The material on the 3D Widget (not in the widget, but on the component) is translucent too?

manic wigeon
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im following this tutorial and he did mention this glitch but for him it didnt re curropt when he plays it. https://www.youtube.com/watch?v=1rfHC3Xz6OM&t=342s

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
crystal pulsar
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@maiden wadi this was my attempt, failed miserably

surreal peak
manic wigeon
surreal peak
manic wigeon
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this one you mean?

surreal peak
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But I guess the Widget itself is not translucent so hm

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Yeah that

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On the top right you have a material

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There are different ones you can select from

manic wigeon
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the issue is with the widget of the mesh

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because the way its set up is i dragged a widget into a widget

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and that widget was then added as a widget

surreal peak
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Yeah I guess then it doesn't matter

crystal pulsar
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F9 doesnt work in blueprint editor only viewport

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Tf

manic wigeon
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it also kinda renders all widget switcher targets and tries to blend them into one. not sure if that issue maybe is the same or might be something you might understand how to fix exi

manic wigeon
surreal peak
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@manic wigeon The Primitives that you wish to render are part of the actor right?

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If so, could you change the PrimitiveRenderMode to Use ShowOnly List and then fill that list in the construction script?

manic wigeon
surreal peak
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Did you add them to the list?

crystal pulsar
manic wigeon
crystal pulsar
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dude, screenshots are shit

surreal peak
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ShowOnlyComponent for example

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There should be more

crystal pulsar
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im trying to spawn a blueprint character at the character to spawn it, switch control to it, then destroy the actor that was possesed when spawning the new character

surreal peak
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The LevelBlueprint is a shitty idea

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Next time you switch levels you whole logic is "gone"

manic wigeon
# surreal peak

still shows up black in the preview. listen before the preview was fine but when i pressed play it tried to merge all render targets

surreal peak
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I'm aware

crystal pulsar
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true. so this has to be pasted in all three characters?

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assuming i can find a way to make it happen

surreal peak
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PlayerController

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Not PlayerCharacter

crystal pulsar
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im new to ue4

manic wigeon
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this is normal how it was. everything renders fine even in the widget bp.

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the issue is when game starts

surreal peak
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I know

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I read your stuff

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Yet the ShowOnly stuff should also work and potentially solve your issue

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Also what if you change from legacy version to then normal one

crystal pulsar
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idk what the player controller means

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or where to find that

surreal peak
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It's another class

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You'll have to learn about the GameFramework of UE4

crystal pulsar
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so i make a new one?

manic wigeon
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still brings up the hdri in the background and merges all render targets

surreal peak
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You make your own,y es

crystal pulsar
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one of the three characters im trying to switch between has one

surreal peak
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You only have one at a time

manic wigeon
surreal peak
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idk, try to not use it?

crystal pulsar
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how does the player controller make this easy, id rather get the system working in the level first before changing controller stuff

magic summit
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hi guys, Im least experiences in ui-programming, what is the best way to make option sliders/setting? something like this:

surreal peak
manic wigeon
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just use slider option from the palette in the widget bp

magic summit
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more sepeifically where to set what settings is being changed, so its most modular

crystal pulsar
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so i have my first character, the shooter, he has a controller. are you saying his controller will auto control the other two characters

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once the switch takes place

surreal peak
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Then you can place those into a list in yet another userwidget

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That userwidget would be for example your graphic settings

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Those graphic settings can react to the slider being changed and adjust the setting you need

magic summit
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by list you mean array?

surreal peak
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No, I mean VerticalBox for example

magic summit
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and would I add them manually or some procedural way?

surreal peak
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Usually manually

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Cause somewhere you'll have to enter the data anyway

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There is no automatic way to contruct this

magic summit
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yeah that sort of thing that I would have to do manually or not

crystal pulsar
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is there by any chance a video on the character switching through player controller

magic summit
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so far did it this way

surreal peak
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The PlayerController can possess and thus control ONE Character at a time

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You can unpossess one charactera nd possess another one

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But the PlayerController stays the same

crystal pulsar
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ok got it

surreal peak
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The PlayerController accepts input, so you can listen to your keypress and unpossess the current pawn, and possess a new one

crystal pulsar
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i need to know how to spawn the new one at the location of the current one

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and destroy the old one after possesion

surreal peak
surreal peak
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Get its transform and use that on the SpawnActor node of the new one

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Destroy the old one, possess the new one

crystal pulsar
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and this should NOT be done in a level blueprint?

magic summit
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@surreal peak I intentionally started to do it in empty project so its as simple as possible, later I will have tons of settings

surreal peak
# magic summit so far did it this way

Again, you build yourself modular Widgets for each option type.
E.g. a Slider Widget. That can look like you wish. It would expose for example a varaible for the name, so you can change that to GAMMA or FIELD OF VIEW.
It would also expose the callback from the actualy slider, so you add a EventDispatcher into your Widget that is called when the Slider callback for value change calls.

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Then you have a Widget calle,d e.g. "GraphicSettings"

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There you MANUALLY add your custom widget as often as you need

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E.g. 2 times into a Vertical Box

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You change the name of one to GAMMA and the other to FIELD OF VIEW

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And you implement the callbacks you added

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And then in teh eventgraph you change your setting based on the callback

magic summit
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thx this is sort of informantion I was after

surreal peak
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But 99% of this is done by drag and dropping the widget into the other widget

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No need to spawn anything despite the outer most Menu widget

magic summit
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oh I thought its all done procedurally

surreal peak
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No

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You have no way of doing this procedurally

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Unless you, somewhere else, enter all the data by hand into some other place

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And then somehow construct it from that data

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Which still doesn't make it procedural

magic summit
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yeah thats true

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aslo Im not familier with "callback" thing what is that?

surreal peak
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Delegate (C++) or EventDispatcher (BPs)

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Look it up

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If you add one to your UserWidget and you add that Widget, by hand, into another UserWidget, you can find a green button in the details panel which, when clicked, creates an event

dreamy basin
dreamy basin
crystal pulsar
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yea, this is not an easy thing

manic wigeon
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anyone who understands in target renders please?

indigo bough
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Hey, just reiterating on my question from yesterday... What is the best method for complex blueprint actors? I have a ship which is made up of hundreds of nanite meshes, as well as child actors for interactive objects. During runtime everything seems fine, but of course at construction time the blueprint editor is very slow, or there are hitches when spawning this actor at runtime.

magic summit
manic wigeon
#

hi, can anyone help me with this. for some reason cinematic camera is not connecting to self target. to start the scenematic when level starts. anyone has any ideas? im doing this https://www.youtube.com/watch?v=QHIxHBLmp7w&t=20s

In this video I go over how to make intro cutscene in Unreal Engine 4

Check Out My Website For a FREE 3D Model and more of my content : https://www.uisco.dev/

Join the discord : https://discord.gg/WybzV92BKJ

▶ Play video
surreal peak
atomic salmon
#

@dreamy basin you can use the Projectile Movement Component for that, or move them linearly along a given direction

manic wigeon
surreal peak
#

Yeah, so why are you trying to connect the cinematic camera to it

manic wigeon
#

its the cutscene but named differnetly

surreal peak
#

It's not

#

The icon is different too

#

That's a camera icon

manic wigeon
#

he selected the timeline inside of it and the name is like that

surreal peak
#

That's a cutscene icon

#

You are trying to connect the camera to it

manic wigeon
crystal pulsar
#

I need someone to show me either the blueprint or a video of this change character system

manic wigeon
#

thats his

magic summit
#

@surreal peak thanks your advice helped me a lot, especially I didn't know I could expose those variables and place them that way, its way more comfortable and I didnt know I just can create event dispatcher and it will add those green buttons to main widget, that is useful and probably sorted out my main problem

manic wigeon
crystal pulsar
#

The best i got was having a character spawn in, but waaaaaay off the map, then the last character didnt get destroyed

surreal peak
#

And then clicks on the cutscene and uses that to add it to the level blueprint graph

#

Your image of the sequencer doesn't have hte cutscene

#

You might have skipped a step.. or two.

#

Rewatch the video and do it like they did

manic wigeon
#

i did do the cutscene

#

i just dont know were to find it to refer to it cause i cant see it in the outliner

hardy mauve
#

So question. Are ints not something that can be used with progress bars for defining health. Because when the timer starts on say hydration, instead of ticking down, it just goes to 0 on the bar.

wind sequoia
#

As if you are handling numbers where there is a max and current value you can convert them to a float and then divide the current value by the max

#

Should give you a percentage to put in the progress bar

hardy mauve
#

Yeah I figured I'd have too. ngl I was hoping there was some setting I didn't tick, but that'll work too.

small venture
#

Hi everyone. Does anyone know how to get DebugFloat3Values values into Blueprints?

surreal peak
#

What are DebugFloat3Values

surreal peak
small venture
#

Or any other way that I can get a RGB values

surreal peak
#

Uh, reading data out of a Material wasn't straight forward or possible I think, but I'm the wrong person to answer that

small venture
#

Thanks

manic wigeon
#

hi guys. if i want something from a debug standpoint is there a way to keep it for the export? cause in my case i have a 3d widget and im using debug with an orange icon as the cursor. but when i export it is not showing any cursor. and instead of adding nodes to add a cursor would it be possible if i just somehow apply debug into the export? or you think it wont be good?

rancid ridge
lofty scarab
#

Hello friends,
What's a good way to go about spawning an invisible wall using blueprints

atomic salmon
#

@rancid ridge how does your object (actor) move? If it moves kinematically, you can use the random float in range function to generate a displacement, then apply it to it.

#

If it is simulating physics you can do the same by applying a random impulse to it.

#

If it is UMG you use the first technique as well.

rancid ridge
#

It does not move right now and I want it to move randomly in a noisy pattern at its current position

atomic salmon
#

@lofty scarab you can create a BP Actor containing just a collision box and then spawn it where you need it with Spawn Actor from Class.

#

@rancid ridge what is the actor (object) you want to randomly move?

#

A Blueprint? A Widget? Something else?

rancid ridge
#

A Blueprint

#

I'm looking for something like a camera shake but just on an object (geometry)

atomic salmon
#

Ok got it. You can do this. On Event Tick, generate a random float in range say from -10 to 10 (corresponding to 10 cm of movement in either direction), then take the output and feed it into something like Add Actor World Offset for the actor. You can feed it into one axis (say the X) or multiple axis. You can also generate different offsets for different axis for a nicer effect.

rancid ridge
#

but wouldn't this make the object jump around?

atomic salmon
#

@rancid ridge yes it would. Do you need it to move randomly but always stay centered around a given position?

rancid ridge
#

But I guess setting the new offset (random float) every two seconds or so and lerping between current pos and the new should work

#

yeah

#

I will try your idea

#

original pos += random float should work to keep it centered

#

thanks!

atomic salmon
#

If so, get its initial position On Begin Play and store it in a variable, then use a timer to generate a displacement vector every two seconds, then On Tick, use Vinterp to go from the starting location to the new location and back. Then repeat.

#

Something like that, exactly.

#

The next location will be each time starting location + random offset.

rancid ridge
#

But is random float in range working the same as noise patterns? Because I often get "bad looking" random values like the same value multiple times in a row or something like this

atomic salmon
#

It is supposedly a uniform distribution.

rancid ridge
#

hmm

atomic salmon
#

So there is an equal probability to get each value within the range.

rancid ridge
#

are there any noise functions in bp?

atomic salmon
#

In materials for sure

#

It depends on which kind of "noise" you need

#

Wait, there is a Perlin Noise 1D function

#

Maybe that is closer to what you are looking for

rancid ridge
#

yeah, I found some transform function

#

I will try to find out what they do but sounds promising 😄

atomic salmon
#

Noise it is a generic term, what they do is to produce pseudo-random values from an underlying distribution (e.g. gaussian, uniform, etc.)

runic parrot
#

Hi! does anyone know why i'm getting a mouse position greater than viewport size?

dreamy basin
vestal plank
#

hi is there a way to change material over time (like through timeline) in blueprint? I want to make let say a cube change from one material to "clear/invisible" material if i hold a button

atomic salmon
#

@dreamy basin look at the shooting portion of the First Person Template which ships with the engine. It uses the Projectile Movement Component. You can learn from it and reuse it in your code.

crystal pulsar
# surreal peak Destroy the old one, possess the new one

my destroy actor node isnt destroying actor but i got the new character to spawn. also the inputs aren't triggering for my shooter, is there something else I need to trigger to get the character fully functioning, i already triggered the animation BP

runic parrot
crystal pulsar
#

GOT IT, damn that took too long. BUT, the guns are still there after I destroy the shooter actor

high ocean
#

How would you approach an item+skill unified system based on mods (like in Diablo 2 and/or Path of Exile) in blueprints? These mods can be applied to nearly anything from characters to loot, items, some skills etc.

candid nest
#

hey did anyobody ever played mini militia

rain egret
#

why is it that my character keeps sliding if being attached to a moving pawn?

winged sentinel
#

does anyone know why this would be invalid? trying to get my player in a widget

#

tried this in my char bp and it worked

#

i guess just select type of var isnt enough

#

thank you

chrome rock
#

Is it me, or does the merge tool just not work?

#

If feels unfinished, but maybe there's some way to use it that eludes me. But there seems to be no documentation either.

mild seal
#

'Bp Player State' does not inherit from 'Player Controller' ( Cast To Bp_PlayerState would always fail).

What am I missing here?

gentle urchin
#

Get player state

#

in between

#

from controller

wise raven
#

I have a trace running on tick, but what i want is if the first hit is done, i dont want any more executions to be done. how can i do that

mild seal
gentle urchin
#

Well , a playercontroller != playerstate

#

but playercontroller has a built in reference to its state 🙂

sand bloom
#

I have a possible weird question, is there something like the multigate node but that doesn't keep going

#

Like it only executes the current integer value

#

so each execution it stays the same integer

#

or do I have to make my own workaround for this

gentle urchin
#

switch on int should get you part of the way

sand bloom
#

ooo

#

this seems interesting

rain egret
#

i have a shipyard pawn that i want to be able to possess if my character walks up to it and is in range of a box. i use enable input at begin play to so the player event "interact" is fired. but this doesnt seem to work on pawns

sand bloom
mild seal
gentle urchin
#

casting is just a method to see if the incoming actor is of a certain class, and if so, treat it as such (access its variables, events and whatever else you've stored or made in that class) @mild seal

#

as we can see in the inheritance tree (or all classes tree or whatever you'd call it)
playerstate and playercontroller are two separate entities

mild seal
#

It strange but super cool at the same time.

gentle urchin
#

which can be done by these nodes ;

vapid ibex
#

Any idea on how to use analog stick controls in combos? It's simple with the regular buttons, you just write them in button buffer, but sticks?

rain egret
#

i know possess would do the trick, but i have a interact input action that should fire in the pawn/ actor.
instead of having a giant useless bunch of code in my character BP that checks for interactable things

#

like i have a actor called Helm that is attached to the ship Frame, and if i interact with it i possess the ship

gentle urchin
vapid ibex
gentle urchin
#

Sure, ran on tick and all that. But you can branch that out

#

Add a branch for filtering, compare the newly accepted input to the old one, and if different, update it

#

Atleast... thats what i'd think would have to be done, from the top of my head

gentle urchin
rain egret
#

ah yea

#

i just dont like that i have to make every ship component a pawn

gentle urchin
#

You dont

rain egret
#

yea how else am i supposed to do it then?

#

the helm is a ship component

gentle urchin
#

Well, the ones that shall be possessed for sure.
One could do view target instead but thats also alot of extra

#

Remapping inputs etc

vapid ibex
gentle urchin
#

Yeah, exactly. I got interctable component, using dispatchers to the "owners". Works great

rain egret
#

interface? do you mean some linetrace?

#

i really dont get what you mean

vapid ibex
gentle urchin
#

Yeah linetrace could be one method of acheiving focus

#

Or collision volumes

vapid ibex
# rain egret interface? do you mean some linetrace?

create an interface and assign it to your interactible objects, then when you press "use" or whatever, you linetrace and try to call that interface on whatever your trace hits. The beauty is that you don't need to know anything about the object you sent the interface call to, if it diesn't have the interace it'll just ignore it.

#

And you can send variables in that interface call, such as a ref to your player pawn, for instance.

rain egret
#

that sounds actually pretty good

#

so instead of "go check if its a pawn and look if you can interact with it" it just does "do you have interface yes or no?"

vapid ibex
rain egret
#

nice

vapid ibex
#

But it also might respond on that interface call too

#

If it's supposed to send back some variables as well

gentle urchin
#

Or you can do dispatchers! A dispatcher i the char that says "interacted"
Then when the player overlaps with an interactable object, it subscribes to the dispatcher then if the player during this time calls the "interacted" dispatcher, whatevers still subscribed to it will get it 😄

#

Then the object handles whatever happens next

rain egret
#

thanks you two, this might do it, i will test out the interface method first. i made one, how exactly do i attach in to a thing now?

vapid ibex
#

It's in the class options, I think?

gentle urchin
#

Y

vapid ibex
#

Interfaces that are not sending back any infro are treated as Events, interfaces that do are treated as functions being called.

rain egret
#

thank you 😄

prisma geyser
#

Hey, I'm trying to create a blueprint that just teleports the player character the same place they are just -100Z down, same rotation and all.

Ngl, kinda learning unreal as I go here and its not been going well for me by any chance does anyone have any tips to point me in the right direction?

gentle urchin
#

A new actor with atleast a collision volume,

#

On 8verlap cast incoming actor to playerbp

#

And if success, move him down said amount

prisma geyser
#

That would allow the actor to move the same distance as the player character?

gentle urchin
#

Wait, im not sure i read it correctly

#

You wanna tp the player down 100, right?

prisma geyser
#

I wanna have the player TP down 100 from wherever they are and whenever they press the correct input

#

Ideally I want it to also go back up but that's a later date

gentle urchin
#

Sounds like some teleport pad

prisma geyser
#

That's what I've been getting tonnes of

#

But I didn't want it in some specified area

gentle urchin
#

Is it a player skill?

prisma geyser
#

Eh, kinda
Trying to make a mechanic to allow the player to travel in the exact same place they are but be able to go from the present and past timelines.

In order to do this I thought how can I time travel, maybe if I just put the scene under the character and do some frilly animation or something idk

#

If you have any better ideas I'd love for some input

gentle urchin
#

Ah

#

2d or 3d?

prisma geyser
#

3rd

gentle urchin
#

I think tping is the best option

#

Assuming its a new set of assets

prisma geyser
#

Alright that's good news, I'm glad I haven't been going down the wrong route then 🤣

#

So far ive managed to get the player to TP to a set location from a specific input

#

Now I just need that destination to not be so specific and just be a blank -100Z

gentle urchin
#

I've never done anything like this before so im mostly guessing

#

But doing identical layout above or below should work

#

Then on skillpress, just tp the player down like 1000uu ,

#

Thats all

prisma geyser
#

Awesome, thanks for the feedback 😁 I'm glad that I'm on the right track

#

Skillpress?

#

I'll look onto this tyty

gentle urchin
#

Whatever event triggers the tp :)

prisma geyser
#

I'm sure once I find out the proper solution ill kick myself for how simple it is

gentle urchin
#

Its mostly the same principle tho 😄

#

But yeah

gentle urchin
#

Huh

tacit bramble
#

Is there a way to blend the cubemaps in an sphere reflection capture component set to specified cubemap? I just found something for the sky component.

#

in Sky component you could just use cubemap blend

faint pasture
#

Of course in actual usage you would check for collisions and make sure you didn't go under map and whatever but if all you want is a -100z teleport that'll do it.

prisma geyser
#

Okay that changes everything
I've been using
Input > Pressed > Teleport
With the destination being an actor for now

gentle urchin
#

Custom event -> Set actor location (location being get actor location + vector (0,0,-100))

#

Sounds about right yes

prisma geyser
#

Okay, which essentially tells Unreal when X is pressed set characters location to X

#

Alright I dig that thank you so much

#

I'll let you know how to goes when I get the chance

faint pasture
#

Teleport can work. Teleport does some other stuff like checking collision etc

#

The main point is your teleport destination is your current location + (0,0,-100)

#

So I mighta missed something, are GameplayTags a base feature of the engine now and not tied to GAS?

paper galleon
#

Basically, yeah. They have their separate module I think? Independent of GAS

prisma geyser
#

I won't need to worry too much about collision, as the scenes will be the exact same layout ideally

hard charm
#

guys you can play an animation in a certain frame of it

#

for example I want it to start at frame 30 of the animation

spark steppe
#

set the starttime to (1/animationFrameRate)*30

lofty quartz
placid viper
#

If I wanted to control displacement of every mesh in a scene, is that something that could be done in blueprints (like displace every vertex X amount in Y direction) or does displacement always need to be setup through materials?

wet patrol
#

How do I make the "cracks" or "ripples" go away?

faint pasture
supple dome
fluid nest
#

I followed the tutorial but it didn't work as it showed

tropic pecan
#

Would anybody be willing to help me with a pause/un-pause set up. I've been following tutorials but they are hardly anywhere where I'm trying to be. The menu opens by the key assigned to like Esc for example while exit/cancel the menu back to the gameplay with a different key while your in the pause menu. I do intend to use the "Set Game Paused" blueprints in this. My blueprints controller and widget are rigged to each other while my main menu serves as a child blueprint while its parent blueprints are the input actions. I managed to make it pause the way I've been trying to do it but it won't un-pause. I've already tried the Execute when Paused but I don't exactly have that option in widget blueprints. I'm getting lost in my options so please can someone help me? I'll show images if required.

daring vapor
civic briar
#

Is there a way to store a class reference into a variable ?

tropic pecan
civic briar
runic parrot
#

Hi! does anyone know of a way to spawn actor from class using a string for the class reference?

hardy fable
#

i dont believe you can convert a string to soft ref in pure blueprints, so you would have to make a c++ function that converts a string to a soft path, then to a soft ref, then resolved to your class.

civic briar
runic parrot
#

I'm saving the the actors class as a string on a database and using it to spawn the actors later.
So far i can only think of make a dictionary of string -> Actor Class
@faint pasture

hardy fable
#

converting a string to object or class is rather trivial in c++. this is the code from my project:

TSoftObjectPtr<> StringToSoftObject(const FString Object)
{
    FSoftObjectPath Path;
    Path.SetPath(Object);
    if (Path.IsValid())
    {
        return TSoftObjectPtr<>(Path);
    }
    return nullptr;
}

TSoftClassPtr<> StringToSoftClass(const FString Class)
{
    FSoftClassPath Path;
    Path.SetPath(Class);
    if (Path.IsValid())
    {
        return TSoftClassPtr<>(Path);
    }
    return nullptr;
}

In blueprints this is not possible, unfortunately. so if you're going BP only, than a lookup table like you mentioned might be the best way

#

i had a similar use case, where i was converting inventory data to a string and back. most data types are possible to convert to string and back purely in BP, but objects/classes arent

narrow kelp
#

It might be useful to put that stuff in a data table.. you can save the row name as a Name, and keep a reference to the class in the table

runic parrot
#

that makes sense, i'll use a reference dic on a library function, thanks!.

#

So there's a "Byte to Float" but no "Float to Byte" why ue4 whyyy?

hardy fable
#

because unreal has an aversion to lossy conversion, idk, you just have to do this

runic parrot
#

yeah, had to do that, thanks!

winged sentinel
#

so ihave the same exact weighted moving average rotator setup in 2 different projects, and for some reason the second project it doesnt work good at all

#

it doesnt go to the same locationn and it snaps really quickly for no reason

#

thats my second project

#

thats my first

#

same exact everything

#

but idk why the second one is broke

burnt citrus
#

Hey I have a question
Can I make sub category of variables?
Showing inherit variables makes me so confused, so I want to organize....

prisma geyser
dawn gazelle
burnt citrus
dawn gazelle
cloud socket
#

can anyone here help me? im trying to do command servertravel to a new map with the clients already in a created session when the map loads the host loads in but the others disconnect from the map?

proper umbra
#

Is it possible to use box collision instead of capsule for my character?

hardy fable
#

assuming you are talking about ACharacter derived classes, no. capsule collision is hard coded.

proper umbra
#

ohh damn okay. I'm guessing there's not a workaround? Haven't been able to find a way to put Character Move Component in an Actor

gentle urchin
#

Its bound to that char class

#

Must make a custom one if you want it on another type of actor

proper umbra
gentle urchin
#

Its quite a big job...

proper umbra
#

Yeahh it looks like it's C++ too

gentle urchin
#

Y

proper umbra
#

I'll just have to deal with it ig :/

#

Thanks for the help i appreciate it

gentle urchin
#

Its your best option really

#

why would you want box collision instead anyways ?

proper umbra
#

It just fits alot better with the mesh I'm using. It's not too big of a deal tho. It's just that my projectiles collide with the capsule component even tho it's not directly hitting the mesh

gentle urchin
#

smaller radius, lower height

#

it rarely fits 100% to a mesh anyways

proper umbra
#

yeah I jsut gotta get the general shape of it, I think atm it's the closest I can get it to.

gentle urchin
#

If you char is squared, the capsule could extend to the edge of the char, (and not the corner), thus cutting the player some slack 😛

proper umbra
#

ohh yeah fs I can see where you're coming from

#

The character's also pretty flat tho so that's where my issue is at rn

gentle urchin
#

I see

proper umbra
#

Honestly it's just a mesh I threw together just for a reference so I'll probably change it to give it some more shape anyway.

flat raft
#

Anyone know how to Get Anim Sequence Currently Playing?

gentle urchin
#

not sure you can get the specific one, only if one is playing

#

whats the use case

flat raft
#

Generating Curve Data. I need the Length (frame count) and Current State ( Current Frame Playing)

gentle urchin
#

Not sure if there are any easy methods for that

#

on a montage one could use notify states to track part of it (atleast lenght)

#

along with

flat raft
#

@gentle urchin yea, thanks. It seems montages, rather than the raw anim sequence is what I need to use.

sturdy herald
#

Hy!
Is there a way to make 3d buttons in a simple Widget? I want to put some buttons with Z scale too, and after pressing this Z scale shrink and a button rotate.
In google i only get the interactive 3D widget which are on the map, but i want this to be there on the screen everytime like a HP line.

#

I want something like this (this is a simple image from blender, but the shrinking is not rly workin (i maked a shrinked version in blender and rendered an image to, but is not that good)

gentle urchin
#

What about using actual meshes ?

#

instead of a widget

jaunty acorn
#

How do I export a character_BP with it's default animation?

gentle urchin
#

Dont think you can

sturdy herald
sturdy herald
jaunty acorn
sturdy herald
jaunty acorn
sturdy herald
#

Not used yet the rigify addon and the send to ue only for blender to ue import, so im not sure if its works well invers, but good luck

manic wigeon
#

hi, can someone help me please? im trying to indicate the player that he must use ui input when he is hovering over a 3d widget. so that he can know that its a 3d widget that he can rotate and inspect around it. here is my code but unfortunately all its doing is removing game input off spawn instead of when i hover over the 3d widget.

faint pasture
high ocean
#

Quick question: Does adding elements to an array within a struct update the struct automatically or do I have to get the array, add to it, then set members in struct and plug in the array?

surreal peak
#

Should theoretically work in its simplest example

high ocean
#

@surreal peak

surreal peak
#

Your issue is the function Param

#

The FromationSlot is copied into the function

#

So you aren't modifying the original struct

#

You can try setting it to be passed by ref

high ocean
#

How would I go about it? I figured there should be better ways then always breaking, promoting to locals and setting members in structs 😐

high ocean
#

I'll try

high ocean
#

@surreal peakOh, it was actually working from the beginning, I'm an idiot. Idk why for two years I just assumed I need to set members and fill in the array separately 😐

surreal peak
#

You can do and kinda don't

#

If you pass a struct or an array into a function/event, it will be copied by default

#

So any change to it will not change the original one

#

That's how c++ works

#

If you want to change the original one, you need to pass it as a ref

stuck folio
#

Hello, I have a third person character from the Third person Sample project in UE4, and I am detecting the collision with the statues on the ground. Everything is fine but for some reason, the overlap Actor event is firing twice.
I have spent half an hour on this and haven't been able to figure out why.

fallen glade
#

is it possible to add component to an actor component blueprint?

earnest tangle
#

....what?

#

:D

fallen glade
#

like subcomponents like this?

earnest tangle
#

oh you mean add a component to an actor component

fallen glade
#

add yeah lol

earnest tangle
#

no, actor components don't have a hierarchy

fallen glade
#

oh ok

#

thanks!

#

I'm trying to think of a better way to do this, is it bad to have a few triggers following your characters? In this case I'm recreating a simple system for sight, hearing and touch but it looks gnarly in editor

spark steppe
#

the engine has perception built in

fallen glade
#

yeah but I found it to not work very well, maybe I should try again it's been a few engine versions last time I tried

spark steppe
#

and there's one deprecated sensing component, so get sure to pick the correct one

atomic salmon
#

@fallen gladeoverlaps using collision primitives (sphere, cube, capsule) are not particularly expensive, but you are definitely "reinventing" the AI perception component.

spark steppe
#

and you run into other issues that are solved within the builtin component

#

e.g.: FOV, detecting objects behind walls (unless you add linetrace onto your overlap checks), and probably many more

stuck folio
fallen glade
#

@spark steppe @atomic salmon alrighty boys I'll give it another go

rare gale
stuck folio
rare gale
#

can you reset the DoOnce on end overlap?

spark steppe
#

you could use a gate node which you reset

rare gale
#

Also, that teleport could be why it triggers twice. If it moves, you might want to ensure it's not active until after it's moved so it can't trigger again if the movement is what's causing another overlap to be called

spark steppe
#

that sounds like the better approach^

stuck folio
#

Hmmm, Makes sense. Let me comment out the teleportation logic and just destroy it once it overlaps to test it.

rare gale
#

how are you teleporting? If it's the teleport node, there's a setting for how it moves. Maybe try changing that so it just teleports and doesn't sweep. Although, you probably already have that set up

#

I believe the tooltip says that sweep will trigger overlap/collision

stuck folio
#

No no. I just said teleportation, I am essentially just setting actor location to a random point on map, that's all

#

I am afk for 15 mins. Let me get back and try troubleshooting using what you told me.

late cave
#

There's a texture panner in the material graph... but can you do the same in regular blueprints?

maiden wadi
#

@late cave That's not quite how that works. Blueprints traditionally run on the GameThread. Materials run on the Renderthread. Your blueprints will set values on the renderthread. Normally this is done via things like SetScalarParameter on a material instance. So instead of using a Panner, you could manually offset the material with scalar or vector parameters, and drive it from blueprints using those parameters in the material.

polar stirrup
#

Hey guys, I have an actor that I'm spawning in via a manager for that actor type. If I drag an instance of the actor I'm wanting to spawn from the content browser into the world, the mesh shows correctly. However, when I spawn it like I do below, the mesh doesn't show. I ejected while playing and looked at the dynamically spawned actor's details, and the mesh is correctly selected and set to 'visible'. The gizmo that's selected in the second picture is the actor I'm spawning in, so I do know it does get spawned and the mesh isn't null as I printed out its location and that was correct (also didn't throw any errors when accessing the mesh instance). Any ideas?

prisma geyser
#

Hey peeps, can someone tell me the name of the math node in the middle of the right side of this image

#

Apparently searching + gives me about 500 different results aha

stuck folio
#

@rare gale @spark steppe Right, so I removed the teleportation and just checked for the event this time and you were right. Only one event. So somehow the SetActorLocation is screwing with the collision. I still have no idea how though.

prisma geyser
#

Thank you!

#

Unfortunately it can't find it. am I missing something here?

limber jacinth
#

just hit +, but that is not a vector, that is a reference to your player character.

prisma geyser
#

I think I've solved that, but I'm still having some trouble here

#

wait

#

ignore me, I'm a fucking dumbass

#

it's right there

#

THANKS GUYS

late cave
stuck folio
#

Here it is, If I Trigger the Init Statue custom event at overlap, it fires twice, if I remove it (as per this screenshot), It fires only once.

manic wigeon
#

guys do you know why this is telling me this?
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue". Blueprint: TableSet3DWidget_2 Function: Execute Ubergraph Table Set 3DWidget 2 Graph: EventGraph Node: SetWorldRotation

rare gale
#

Take the timer nodes out of your initstatue event and run that where you run the function on overlap and see if that works

stuck folio
#

Yes, The statue is supposed to teleport if I collide with it or automatically after a set duration.

rare gale
stuck folio
#

yes it is.

manic wigeon
#

gooner do you know why my issue might be happening ?

stuck folio
#

It is intended to do that. If I just stood there doing nothing then the statues will keep randomly teleporting all around

rare gale
stuck folio
#

the game logic is that I am supposed to collide with them before they teleport again. that way I score a point

manic wigeon
rare gale
rare gale
stuck folio
#

I see how this might have been a bit confusing. Let me rephrase the intended behavior and tell you what's happening.

rare gale
#

That looks right... if you only ever have one player character, you could convert the cast to pure so you don't need the execution node, but don't do that if you aren't sure what that means. 🙂

manic wigeon
#

still not functioning well for some reason. in my first map the code is like this.

#

from that tutorial

#

and it worked. but i copied it to another level with different options

#

and its not letting the character player work off spawn

rare gale
#

what BP is that @manic wigeon ? I can't read what it says

manic wigeon
#

its a 3d widget bp

#

since its not casting to the character properly its justing spawning me in the floor like this ****

rare gale
#

are you using the same player character as the previous level?

manic wigeon
#

how can i check

rare gale
#

Ah, just noticed you're running this on Tick... it's likely that tick starts before anything else has executed. You might want to put a gate after tick and open it after a delay on your beginplay and see if that helps

stuck folio
#

The intended behavior is that there are three statues that I created using a StatueBP. Those three statues should keep teleporting after a period of time, that is 6- difficulty level of the game (1-5), So when game starts, the difficulty level is 1 so the timer should run for 5 seconds. Hence, the statues will keep teleporting every 5 seconds. (Which is happening)
Now if I touch one of those statues, I should score points and my level will increase according to the points I score, where it will eventually increase to 5 which is max. and the statues will teleport fast af so it's hard to catch them before they disappear and teleport to a new location.
If I manage to touch one of those statues. I score a point. They teleport to a new location instantly and the timer for their teleport should be reset.
Meanwhile, the game timer is constantly ticking down and I get a 4 second game timer boost if I score points. Game ends if the game timer reaches zero

rare gale
#

your worldsettings in the map will show the game mode and player character that are set for the level

#

AFK for a meeting a few... I'll check back when I can

stuck folio
# stuck folio The intended behavior is that there are three statues that I created using a Sta...

The issue I am facing is that if I am firing the InitStatue event (That teleports and resets the timer) when the overlap event is fired, then for some reason I am getting double overlap events.
UPDATE- I removed the reset timer from InitStatue (Now, the statues only teleport when I touch them). Still overlap event is firing twice. So that's not the culprit. Only action that's left is the SetActorLocation.

true valve
#

I'm comparing two enums with == and they both have the same type bu == will return false. Anything i need to know anout enum comparison

hard charm
#

guys to move my actor to a new position given in centimeters in the forward direction as it would be

stuck folio
lean thistle
#

Hello all, I’m doing a study for my university on how math (calculus, linear algebra) is present in programming. Would anyone care to share some instances where math concepts (any; for example matrices or vectors…) were involved in your projects?

*if I’m in the wrong channel for this please let me know so I can love it!

Thank you!

stuck folio
lean thistle
#

I’m fully aware, I use them constantly.. the point of the study is to get real world examples from the community other than me to show that it’s not just me.

#

vague but specific instances as simple as unit vectors used for movement direction

stuck folio
#

If not games then, I would say it's used in AR and VR applications. In airplane softwares. Can be used in several places tbh. But yeah, I get your question. I have only used vector mathematics for game development only (ignoring when i had to do it in school and college)

true valve
#

So item variable is set via line trace when I place my cursor on an item.

gusty shuttle
#

Hey guys, when unloading a streamed level, then loading it back in, it seems my actors are doubling up. What gives?

stuck folio
rare gale
#

@stuck folio I don't know why you'd have the issue with double overlap events. I'm honestly not sure how that stuff works at the engine level. I've seen it before, but either it went away or it was something that I could slap a DoOnce on and it fixed it. 🙂

stuck folio
#

damn 😦

rare gale
#

You might try starting your timer on BeginPlay of the Statue BP using a variable for the time and looping. Then, when you overlap and score points, adjust the timer variable in that function so it keeps running, just on the next loop is changing the time to your new amount. Won't fix the double event, but might help with re-triggering the timer

#

You an then just invalidate the timer by its handle when you need to pause/end it

stuck folio
jaunty acorn
#

I've been struggling for a few weeks on this, is there a BP / CMD for me to basically turn my CharacterBP and export it as a .GLB file?

#

I'm not sure what the best way to go about it is

tidal pier
#

Hey all, new here and to Unreal Engine. I'm attempting to make a spike trap from things I learned from a tutorial series on youtube. I managed to get the animation of the spikes coming up using the following. My question would be is there not a cleaner way of doing this? Less repetition

lean thistle
dawn gazelle
rare gale
#

Group them under a scene component and animate the scene component only

dawn gazelle
#

^ even better

tidal pier
#

Ooooh, okay yeah lemme try that. Awesome thank you

#

Beauty

tribal umbra
#

Anyone know where I can access the " Render Movie " node at the end of this blueprint sequence? I can't seem to access it anywhere

#

I'm trying to render out a level sequence from in game via blueprint

muted stump
#

I made a wave spawning system but the problem is that if I dont kill the enemies quickly before another one spawns they spawn infinitely if the enemy counter doesn't go down to 0 before another enemy spawn. I think I need to make a variable to save how many enemies have spawned already but I have no idea how to do that :c
This is my BP

rain egret
#

how can i apply damage to attached actors? the attached actor has a event any damage

fiery swallow
#

is it suppose to play 1 and then 2? with just one click?

#

There's more that needs to be seen that is missing

#

what's being called inside of your montage

#

no open your montage animation

#

for the first attack

#

what's inside of it

#

what anim notify is it calling

#

I believe you're using paragons combo attack setup

#

And I'm pretty sure it used event dispatchers

gentle urchin
#

Animstate is nice for combo

#

Using that to block (or open) the combo gate

#

Figuring out why its called twice needs more code to figure out

#

Same goes for the weapon trace

#

Using animnotifystate could gate a trace on tick :)

#

Instead of spamming the event in each montage

faint pasture
muted stump
#

You mean that right?

#

Or do you mean where does it is casted?

#

It is casted on my thirdperson gamemode

faint pasture
#

That's not what casting means but anyway, there's a ton wrong with this. First off, lose the tick. You don't need it.
2nd, you already have a Spawner actor, have it do the spawning. No need to have logic in level bp.

3rd, if you want spawner to only spawn enemies when previous spawns are dead, the simplest method would be just check once a second or so if all enemies are dead (get actors of class, check array size). In actual production you'd prolly want some sort of delegate approach but that'll be for later.

#

I'd put this logic in either the game mode itself or the spawner actor depending on the design.

vocal kestrel
#

Does anyone know if you can access the new Landscape Layers features in blueprints? For example, you can paint a new mountaiin layer and alter an alpha-slider from 0 to 1 to change how intense the change is. If i could edit this slider via BP at runtime, i could do some fun stuff with altering terrain in realtime for cutscenes. However I don't immediatly see a way to access it.
Anyone know if you can get at the landscape layers alpah sliders in a bp (or in c++) and have it alter itself in runtime?

muted stump
#

Or can I just move it to my GameMode BP?

#

This is what I got in my Game Mode BP. The function for the timer of the play session

#

I just can copy-paste my code on my level bp?

faint pasture
#

Anywhere you put it is going to be better than spreading the wave mechanic logic out over the game mode, level blueprint, and spawneractor, as you have it now. Why not just have the spawner actor do all of it?

muted stump
#

My spawnactor bp

muted stump
#

.<

faint pasture
#

Nah it's more of a mess, is this a tower defense style game or something?

muted stump
#

No a wave survival

#

COD Zombies style

#

Enemies appear- Kill enemies - Repeat with more enemies

faint pasture
#

If spawning is meant to come from multiple places, I would have the wave spawning mechanic live in the game mode, and have actors that you can place down for spawn points. Sort of like how the players start is used as the spawn point for the player character.

#

The spawn point actors would just exist as a way to mark locations on the map. You could maybe give them an array of classes that are possible to spawn if you want different locations to spawn different types of enemies, but otherwise they are just markers for the game mode to know where to spawn the enemies from

muted stump
#

And how will I call my actor class from game mode?

#

Sorry if it's a dumb question

runic parrot
#

Hi! anyone familiar with VaRest plugin? i'm using "Encode json to Single String" to save my data, that works okey, but i'm having troubles making a json out of the string after that.

#

This is what the string looks like

#

{"Id":"1","Class":1,"Location":"X=-719.227 Y=-998.047 Z=20.000","Rotation":"P=0.000000 Y=0.000000 R=0.000000","Scale":"X=1.000 Y=1.000 Z=1.000","Name":"BaseBuilding","OnConstruction":false,"Level":0,"CurrentExp":0,"Placed":false}

#

i think you can do something like that with Gate

#

or maybe a random int in range?

sand bloom
#

Ah yeah something like a gate but I need it to be specific, so it's not random

#

That's why I tried to add 1 to the int each fire to make sure it keeps going trough your options

#

but it doesn't seem to work

runic parrot
#

maybe use a local variable "Index" ?

sand bloom
#

oh boy

#

it works i'm just stupid and didn't connect my variable to my int switch

#

oops

#

thanks tho haha

hallow patrol
#

I'm a bit stuck with array. Getting inf loop. What I need is, for loop to go trough an array, if it finds particular user ID it don't add to list, if it's not there, then adds user ID

runic parrot
#

oh i think i got it wrong

#

you want to add all the users that are not UserId == GetId?

hallow patrol
tight schooner
#

If the Add node connects back to the Loop node exec pin, that would cause an infinite. Otherwise I can't tell how you're getting an infinite by the screen shot.

hallow patrol
runic parrot
#

you are adding a new entry and checking the same, do a reverse for each loop, so you go from index 10 to 0 (so if you add a new entry at index 11, it doesn't matter)

#

maybe that's the reason, not sure.

tight schooner
#

Oh yeah I suppose you are resizing the array while looping through

hallow patrol
#

Will try

#

Can I reverse with break?

runic parrot
#

yeah

hallow patrol
#

im betting only regular one

runic parrot
#

oh my bad, it seems like you can't.

#

what is exactly your goal there?

#

i'm asking because you are adding to the same array

tight schooner
#

You can also try doing this operation inside of a custom function that writes to a local variable (instead of the array you're looping through) and then use the local var to set the regular variable upon loop completed

hallow patrol
# runic parrot oh my bad, it seems like you can't.

basically I'm doing multi people tracking. Tracking runs on tick. I need to make some kind of array list, where I can store information which character is assigne to which person. So basically how it happens, ue4 starts to track first person, it assigns ID 1 to person and assigns charachter nr.1 (I have 6 of them) Then second person comes in it assigns second character to ID 2. Without these array what happens right now is, it detects, that there are 2 trackable people, but it switches charachters between them.

runic parrot
#

i'm so confused

muted stump
#

@faint pasture I managed to solve it making a variable called spawned robot that only increases but not decrease when an enemy is dead. So when this variable reaches the max number of robots of the wave then it sets back to 0 and another wave starts

runic parrot
#

dictionary with Character - Id

#

or on new player join, get array length and add +1 = to get your new id.

muted stump
#

And also made that only less than one of the max robots may spawn to solve another bug.

#

That is my branch that loops the spawn mechanic

faint pasture
muted stump
#

Thank you so much for the help dude

zealous moth
#

how would you go about determining the movement vector in FPS?
I'm trying to implement a dash but I want to use the direction I am moving, not facing

runic parrot
#

put an invisible arrow pointing forward on the character, than get the forward vector of that arrow

gentle urchin
#

Probably null out the z

zealous moth
#

ah that seems like a good idea @gentle urchin , ty

lofty quartz
#

For some reason, my spawn actor node will not replicate

#

Does anyone know why?

#

I spawn the actor here

#

and then assign a mesh to it later

#

Something like this

#

It ends up like this

runic parrot
lofty quartz
#

ok

lofty quartz
lofty quartz
#

Feel free to @ or dm me

clear rock
#

Is it possible to make a script that automatically adds x amount of static mesh components to an array in blueprint? Can it be done in c++? Don't know if I should ask this here or in cpp

#

just don't want to do this manually every time 🙂

clear rock
#

will have to look into that, I've never used c++ before 🙂

#

thx for the tip

gentle urchin
#

Add mesh component, usable in bp

#

Just do for loop based of an integer

#

Save to array

#

@clear rock

clear rock
#

problem is that they are all different static meshes that I want to add.

#

so add mesh component in for loop won't work

pine trellis
#

is it possible to disable movement component and still have good movement?

#

like if someone wrote code?

dawn gazelle
magic summit
#

any idea how to easily tell what is causing blueprint time? When I place character into empty scene, blueprint is 2.5ms, when paused its 0.5ms, I placed most drastic tick actors(player, dynamic lighting) on tick on paused, so thats probably causing those 0.5 ms. how to know where does rest 2 ms come from?

frozen nimbus
#

Hey everyone. Is it possible to change Clothing settings on a mesh using blueprints? I'm wanting to make a cape lighter when the character is moving apposed to when they are standing still.

light token
#

Hello. Is there a way to set only one member of a Struct or is this the only way?

zealous moth
#

@light token set in struct i believe

#

It exists

rain egret
#

How to avoid character sliding off pawn when attached to it? I have seen multiple people online having the same issue and nobody helped them

dawn gazelle
light token
#

Alright awesome! Thanks a lot!

#

I found it. I could remove pins. This helps a lot. Thanks again!

zealous moth
#

@rain egret can you be more specific? Like you spawn a character into a pawn and attach it??

rain egret
# zealous moth <@305108890381451264> can you be more specific? Like you spawn a character into ...

https://youtu.be/42k89IjGl3w if I were to attach my character to the airship she would start sliding off of it.
The airship is a pawn, she is a character

i began working again on a project with which i aimed to remake the airship building system from the game Worlds Adrift. After a couple of sleepless nights i have a working system

▶ Play video
#

I have seen people be like „just set her transform each tick to that of the ship with offset“ but that’s stupid

#

It’s like hardcoding hello world

zealous moth
#

Hm i will reply back once i have access to a computer.
You are right about it being dumb.
Normally you would parent it.

runic parrot
rain egret
runic parrot
#

Can anyone think of a better way to do this?

runic parrot
rain egret
#

Yes, I do all my models myself 🙂

zealous moth
#

@rain egret this is a guess but on your vehicle, add a character variable that is null and then attach your character to it

runic parrot
#

i like that style, can you recommend any guide/tutorial to get something in that direction?

zealous moth
#

@runic parrot why not use a struct and datatable?

runic parrot
zealous moth
#

Not a bone. A socket on the mesh if statoc

rain egret
#

I will try the socket idea tomorrow

#

4 in the Morning

rain egret
#

I wouldn’t know of any that’d help

runic parrot
zealous moth
#

Your best bets are parenting socketing and the likes.

#

Or a physics handle

rain egret
#

Wouldn’t the physics handle require her to simulate physics?

zealous moth
#

@runic parrot well you use a map however it seems overly bothersome. I would use a struct and datatable and go through rows

#

@rain egret true butbi wonder if the capsule is enough

runic parrot
#

i would go with the socket option, since you can just move your "sit" and attaching the character to that socket will handle the position

rain egret
#

That’s a idea yea

zealous moth
#

You could also parent the vwhicle to the character

#

Instead

rain egret
#

Stupid question but how do I parent? I googled it and all I found was the attach to node

zealous moth
#

Uh either use an empty var in char and assign or attach

#

I need to see my computer, off the top of my head is hard

rain egret
#

Yea attach doesn’t work and causes the sliding issue

#

Which makes me doubt using a socket would help, I have tried using a scene component for that and had the same sliding

sour gulch
#

how do i make a static mesh stick and/or follow my mouse
please help or point me in the right direction :)

rain egret
# sour gulch how do i make a static mesh stick and/or follow my mouse please help or point me...

In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to grab and drag objects using the mouse cursor across the screen.
You can check my other grab tutorial for physics objects : https://youtu.be/irk5NAuFPMc

All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-...

▶ Play video
runic parrot
rain egret
#

Structs are amazing, using an array with arrays inside

runic parrot
# sour gulch how do i make a static mesh stick and/or follow my mouse please help or point me...

In this series we will be explaining how to add a building mechanic to your game as seen in such games as Fortnite and Rust. In our series we will be using it to build automation machines and a factory as seen in games such as Satisfactory and Factorio.

In Part 1 we build the functionality to click and add a block to the world, snapping it to a...

▶ Play video
lofty quartz
dawn gazelle
sour gulch
#

or is that a static mesh he is dragging?

runic parrot
#

it's an actor with a mesh

runic parrot
#

this, for example.

#

how do i add amount + current resource based on the "Resource" without making 999 nodes?

light token
#

Is there a way to combine Select nodes? I guess not so my solution would be to make two arrays of class references and combine them. But how do I get those class references in blueprint?

runic parrot
#

don't worry, i'm deleting that horrible monster

#

if you don't mind, what plugin is that one for the connecting line with no rounded corners?

dawn gazelle
spark steppe
runic parrot
#

yeah, just changed it for that version, altought i'm having some troubles with maps and multiplayer, it seems that replication of maps is not implemented.

jaunty acorn
#

How do apply all the armor on my characterBP to the skeletal mesh and update the animation to have the same armor pieces?

runic parrot
#

Me again, there has to be a better way to do this

#

Map is not an option (can't replicate)

strong sluice
#

hello when i upgraded from 4.26 to 4.27 i can't find the matinee camera shake in the blueprint class but when i create a new project it shows.

proper umbra
#

Hey. Is this the right way to go about this? I'm trying to make it to where an entity only takes damage when hit in a certain area. However, it seems that it's not registering it's hits at all when I set it to this. Hit Target is the Hit Component taken from the OnComponentHit event

runic parrot
#

not sure about the setup, but maybe try checking if the collision setup is ok?

proper umbra
#

this is what it looks like before function

runic parrot
#

your actors have a setting that they use to know weather other actors hit / overlap.

#

maybe you are not getting the hit because they are not hitting, which may be caused by the collision settings

proper umbra
#

I can check again. I turned on Simulation Generation Hit. You're probably right tho, since when I used Actor has tag instead of Component has Tag it would work

#

And the projectile used is Blocked in the recieving mesh so I'm not sure if that's the issue

jaunty acorn
#

i got
randomize armor pieces and attach it to my character under the mesh,

but how do i apply it to the skeletal mesh and the idle animation so everytime I randomize my character, it shows the animation do it as well?

#

left is skeletal mesh, right is animation

stuck folio
dawn gazelle
stuck folio
#

All good things are paid, of course :(

spark steppe
#

how can you say that as unreal engine user?

jaunty acorn
#

what's the bp to apply my mesh's from master component to the actual anim/skeletal mesh to apply it as a preview mesh?

#

what would i put after this

atomic salmon
#

Of course the mentioned paid plugin adds some more features to it.

hollow shoal
#

I have an annoying issue where my playerController is not using the camera of the pawn it posses

stuck folio
stuck folio
#

Okay, anyway guys, So the issue that I came up with here, yesterday hasn't been exactly fixed yet.
Just a recap if somebody can help me here.
I have two Actors

  1. Statue- Capsule Collider as root component and a child static mesh component.
    Collision Preset is set to OverlapOnlyPawn
  2. Third person character that comes with the third person project in UE4

Now I just want to walk up to the statue and I want the BeginOverlap event to fire in which I will call the SetActorLocation()(to a random coordinate on the map) on the statue,
And the same should continue.

Problem- The Overlap event is firing twice.
1st- Both Statue and player at the right location as it should. (It calls SetActorLocation() and set it to some random coordinate ) (THIS IS EXPECTED BEHAVIOR)
2nd- Immediately after 1st Overlap event, Statue at the new Location(provided in the last event). My player character is still at the last location which is far from this new position of statue. It then calls SetActorLocation() and set it to some random coordinate again.

Known culplit - SetActorLocation(). This is the only thing that's causing it. If I remove it then the event fires only once. and only fires if I go and touch the statue.

dawn gazelle
dawn gazelle
#

Are you running multiplayer by chance?

stuck folio
#

No. It's a singleplayer

#

I can actually show you in vc if you like

dawn gazelle
stuck folio
#

I already did that and that fixed the problem. I just want to get a cleaner solution and understand the problem at hand.

jaunty acorn
#

im trying to match all the items on my left character, to my right animation of ThirdPersonIdle:

#

I tried copy pasting it under the CharacterMesh to another but they all spawn at the root

#

What would be a good way to attach the armor piece in the right spot without making a BP so I can export it as .glb?

#

Although if I can use the characterBP on the left to update my ThirdPersonIdleAnim Skeletal Mesh. that would be great

gentle urchin
#

Youd let the notifystate adjust variables (activating the trace by some bool, updating which combo integer to use next, enabling combo input for x frames etc)

#

So you'd have one state for comboing, and one state for the attack part of the combo (which frame to start and stop tracing)

full crypt
#

How do i change a boolean from 1 blueprint casting to another, i have done pretty much every single way you could possibly do it. i have been stuck in this chair for 5 hours on a BOOLEAN. please someone help.

blueprint 1 casts to blueprint 2, blueprint 1 casts as blueprint 2 to change the blueprint 2s boolean to true. Is this WRONG?

#

blueprint #1 casting to blueprint #2

#

blueprint 2# trying to send print string based off of a boolean blueprint 1# is casting to.

tight schooner
#

@full crypt Debug it. Set a breakpoint and step through the execution, or use Print nodes

#

Is the "E" event firing? Is the cast succeeding?

full crypt
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cast is always failing.

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e event is firing.

tight schooner
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So the owner's class isn't sophiabp

full crypt
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what?

tight schooner
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A cast takes a generic reference like "actor" and determines if it's of a certain class

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So it's asking, is this actor (via Get Owner) a "sophiabp"? And if it fails, the answer is no

full crypt
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i tried every different type.

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what actor?

tight schooner
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The return value of the "get owner" node in your screenshot

full crypt
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its not