#blueprint

402296 messages Β· Page 723 of 403

atomic salmon
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@main shell what are you trying to achieve with that code?

gentle urchin
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so the lerp is constant instead of reducing to infinity

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I'd never consider such an approach safe tho

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as nothing guarantees you that anything else doesn't use the same variable or function (that has a variable inside) again

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very impractical

main shell
main shell
# gentle urchin very impractical

i thought the same too
too risky but i wanna run it for a while see if it gives me any issues in the long run
and ofc i believe there will be a better way than this but an interesting approach

gentle urchin
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This would mean that whenever you want to use this "temp" variable, you'd have to make sure its not already in use etc

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OR you'd need a new function for every place you'd want a temporary variable

fleet cedar
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Can anyone make any suggestions how to better manage player states? Currently I'm just using this data struct, but I am not sure how this works with things that could perhaps layer together... such as sitting + idle?

gentle urchin
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Which then begs the question... why go through the trouble of a function, when it could just be a "temp variable" in the bp itself

atomic salmon
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@main shell if you want to modify a variable but retain its original value, you just copy it to another variable. You can also use a local variable if it is easier.

manic wigeon
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hi guys

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can i ask an urgent question

fleet cedar
manic wigeon
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can you identify anything wrong here ? in my 3d widget im able to switch between 1st and 3rd option but the second one is not being spawned when clicked for some reason. can someone help me figure it out?

manic wigeon
fleet cedar
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I can't see the issue in the code there, but I feel like there's probably a better way to manage that... Can you triple check all the settings on the widget items themselves?

manic wigeon
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for some reason its buggy to click use to switch to that specific option idk why

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its like i have to clicka round the button for it to be clicked

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and it comes up invisible

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1 and 3 work fine

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the ui is bugging to select the second option

fleet cedar
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I don't think it's a code issue... seems more like maybe the collision is off or something... can you try setting its priority really high and see if it makes any difference?

manic wigeon
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but the widget isnt showing the render target for some reason

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any knows?

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its spawning the mesh but its not showing on the widget

fleet cedar
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why did you invert the alpha

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seems odd

serene galleon
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So I'm doing a sphere overlap actors, I want to filter for 3 separate classes. Is it better to do a single sphere overlap with no class filter, and then cast all of the results to the 3 things i'm looking for? Or 3 separate sphere overlaps, one for each class?

manic wigeon
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because it removes opacity from the background

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it shows here its just not showing in render scene

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not sure if there is a render visibility somewere for the widget but i cant findi t

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maybe something wrong with the button that is suppost to active the widget and turn off the others?

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@fleet cedar

fleet cedar
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Sorry, I can't really understand your setup at the moment. This might be better put into the UMG channel

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Might just be me not knowing enough

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Does the 'Table_set_5_mesh' BP exist anywhere in the scene?

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Or is it just a BP that you used to create the icon but didn't spawn

manic wigeon
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the mesh that needs to be spawned in the scene is scynced with the use button. the issue im having isnt that because its working now. when i choose table set 2 from the 3d widget its not displsayed on the widget which is referenced from the render target

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this renders out a source target which is added in the widget bp

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which is then referenced in here

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it shows fine here

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but its not showing when i start the game and switch to that option

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this is before i start the game

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this is after

fleet cedar
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I'm afraid I don't know. One thing you could consider to simplify it is to just flatten the RT out to an image and use that, might help, but you may not want to do that for obvious reasons.

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Hopefully somebody else can jump in!

manic wigeon
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thanks il use an image for todays presentation then. im not sure if anyone can help the issue?

odd veldt
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Is it possible to apply the camera shake to the childs of the camera? (like a helmet)
(want to add head bobbing but it looks weird because only the camera moves not the attached mesh)

manic wigeon
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is there anyone who can help me with my previous query?

graceful coyote
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How can I get the players animation state machine? I want to disable input while a certain state is active. E.g, disable player input while sitting animation is playing, then enable while sitting idle is playing, so the player can stand back up?

jagged kelp
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Hi all, I have been looking around for a tutorial to help me out but haven't managed to find one yet. Situation: I have a planet orbiting a sun, when a player lands on the planet they currently slip to the trailing edge of the planet in its orbit. Gravity acts as expected otherwise. End state: I would like a players movement to be relative to the planet rather than world so that the player orbits with the planet without any relative movement. Player would also need to be able to move around the planet as normal relative to the planet itself. Currently I am figuring this will require passing the planets vector and adding that information to the players movement calc each tick, if there is a better and/or less computationally expensive method please let me know, the solution will need to be compatible with multiplayer replication. If anyone can suggest tutorials that show how to achieve this or can tell me how this can be achieved it would be massively appreciated, please feel free to tag me in replies.

manic wigeon
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hi guys. does anyone know how i can show my debug mouse also in rendered export

dawn gazelle
manic wigeon
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can anyone tell me if i can use my mouse debug and make it so i can use it in the export as well. thanks

jagged kelp
manic wigeon
jagged kelp
manic wigeon
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anyone?

atomic salmon
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@jagged kelp the relative movement can be achieved by applying to the pawn the same displacement as the planet. As long as the pawn is standing on the planet and inside its atmosphere, it will be carried along by it.

jagged kelp
atomic salmon
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@jagged kelp that's how I would do it. On Tick the planet updates its position. That results in an offset respect to the previous position. Take that offset and, On Tick, apply it to your pawn.

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If you are using the Character Movement Component, it is designed to take into account the movements of the so called "base". If the base it is standing on is the planet, it will move along with it.

jagged kelp
jagged kelp
atomic salmon
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@manic wigeonI never tried that but, from what I am reading online, widgets appear to be static inside a Sequencer recording. It may be a bug or a non-feature.

last pond
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Does anyone know how i can find out what number is sent from the random integer? i'm trying to get a boolean to switch on depending on what number comes out

civic briar
dawn gazelle
last pond
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Ahhh that worked! thanks you two πŸ™‚

spark steppe
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but i would rather store the result of the array get operation

last pond
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i'm still very new to blueprints so i appreciate the help on this. Would this setup work to set what comes out of the array for later use or would it be better to just use that variable elsewhere when i get to making what each of these parts do?

dawn gazelle
pastel rivet
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Is it possible to attach an actor from persistent level to an actor in another level while level streaming?

last pond
earnest tangle
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(since otherwise the attach target might not really exist and thus you wouldn't be able to attach to it)

heady burrow
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When you do a Sphere Overlap Actors, is it possible to make your own Enum instead of the default one and hook it up there? (in Object Types)

dawn gazelle
heady burrow
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I saw this "channel" term before

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it seems like it means something like group of things

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blablabla by channel, etc

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I will take a look

last pond
dawn gazelle
last pond
magic jackal
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Is there any Widget that would be equal in functionality to a HTML5 Canvas element or a Java Graphics2D interface?

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Or at least similar.
Handle 2d-draw calls instead of displaying a static structure.

void needle
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what object should i use to cast to widgets?

opaque blade
opaque blade
# magic jackal Hm?

Use a Image Widget with a Material instead of texture and you can use a rendertarget to draw onto it

lean whale
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hey guys im developing some rock of ages clone in UE4 for myself, and im confused, how to make the sphere moves with the camera rotation when pressing W even if you watching from the top of the screen? like in Rock of Ages games. For example this is my blueprint for the moving the sphere, im also trying "get control rotation" still the same result, when im watching from the top to the ground, sphere not moving. What method used in Rock of Ages maybe someone knows?
edit: fixed this

magic jackal
opaque blade
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Might look into some rendertarget stuff first

turbid saddle
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Hello all i was wondering how i would make my food regen my health when the food is full thanks

earnest tangle
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check on tick if food is full, if it is, increase health

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doesn't have to be any more complicated than that :)

turbid saddle
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ok im not 100% sure on what that means but ill figure it out πŸ˜†

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yeah i dont know what to do

hushed pewter
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My movement isnt relative again, It feels asif it came about randomly

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This happend a bit ago and I cant remember what caused it

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I was just working on my niagara particles and there overlapping

worn glacier
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I made a progress bar and the bar was binded to a function how do i access the function again

midnight kiln
magic jackal
hushed pewter
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@worn glacier In the same place panel where the variables are you can drop down functions too find it

minor merlin
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Hello, do anyone know why I see that my mesh is hit, but my hit return false?

civic briar
minor merlin
minor merlin
civic briar
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What actor is it returning ?

minor merlin
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Sometimes the good one, others none

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(when at the same time you can see the hit getting registered

civic briar
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Are you trying to line trace through the panel and hit an object ?

minor merlin
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Nop

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I just try to hit him

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Oh wait

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I missed something

civic briar
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Sorry I'm just not understanding the picture.

The blocking hit doesn't return just true if it hits. It's referring to if the hit was a blocking hit or not. That's different

minor merlin
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That's it

minor merlin
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It was just coming from my method for getting the range of my bullet

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(because I'm shooting with a gun)

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And I was using the wrong hit for this

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Ty for your time !

civic briar
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https://www.unrealengine.com/en-US/blog/collision-filtering

Oh okay lol anyways here's a good thing to read up on as well

Unreal Engine

Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the differe...

minor merlin
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Yeah I already saw it in the past for building this system

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(but it was just related to a basic mistake, nothing relatable to this)

red grail
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Can someone please tell me what I need to add/change to make this actor move based on the forward vector? I genuinely cannot figure this out...

last abyss
tight schooner
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@silk folio You could. Especially if there are visual and physical components to the checkpoint, making a checkpoint actor is intuitive to me.

glad jay
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Hello, i've made a destructible mesh and i'm breaking it using a hit from the player. It is working fine but i want to send a impact from the opposite direction of the hit location, to look more real, but i just cant get that direction

maiden wadi
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@glad jay To reverse a direction, just multiply it by -1

glad jay
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but i dont have the direction, just the normal and the location

maiden wadi
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Actually if I'm understanding you correctly, you should be able to just add the normal to the hit location. Maybe after multiplying the normal just a bit. Uncertain.

silk folio
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@tight schooner would u know by any chance how to assign a checkpoint to one player only ? All would be the same distance away but each player would have their own

glad jay
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because the normal is most zeros

maiden wadi
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The normal will always be a pointing vector of 1 length. So in this case if you hit something, and add the hit normal to the hit location, you'll end up with a vector that is 1cm away from the hit location in the direction away from the hit object.

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If you multiply the normal by 25 first, then add it to the hit location. you'll end up with a point that is 25cm away from the hit point away from the hit object.

glad jay
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hmmm

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gonna make some tests, ty man

tight schooner
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@silk folio not offhand...I'm not well versed in #multiplayer but it would involve doing stuff on the client level rather than the server level potentially. Or the server needs to differentiate players and give them different checkpoint locations. Idk.

silk folio
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Okay I appreciate it @tight schooner

earnest flax
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hey guys

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I need help with 1 thing

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I have a widget and when I enter box collision it shows another widget and I wonder how to hide both of them using 'E' key

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thanks for help

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one of the widgets since the start of the game

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and one only on collision with box collision in blueprint

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and I want on collision and 'E' key to hide both widgets

runic parrot
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Hi, any idea on why "Move To location" may not be working?

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i created a basic ai controller, a basic character that inherites from "character" and i'm calling a function within the character to "simple move to location"

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the function gets called, but the character does not move at all

scenic kindle
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how do i make my character play an anim montage?

vernal mountain
jagged tapir
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Hey, quick question here:

For a shooting system for my project, which is better, using projectiles or line tracing?

My project is a singleplayer VR game targeting Oculus Quest, so performance is a high priority, and the gun designs will be bolt-action/semi-automatic guns, and shotguns

earnest tangle
jagged tapir
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But projectiles are heavier to use(performance-wise) compared to line traces, right?

earnest tangle
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Slightly, but I don't know if it's really enough to be a concern. Games like PUBG Mobile and Fortnite both use projectile based weapons

true valve
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Anyway to place struct and regular variables under the same category? So I have struct and non-struct variable with AI category name. They appear under AI name but in diff places.

wind sequoia
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and grenade launcher

earnest tangle
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@wind sequoia Ah yeah less familiar with that, PUBG definitely uses them for all :)

earnest tangle
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regardless of their type

earnest tangle
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πŸ€”

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Are you sure you don't have any extra spaces or anything in the category names

true valve
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The first ones using regular variables and second one using a struct.

jagged tapir
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I see, then I think I might go for projectiles if even the Oculus Quest doesn't take a noticeable hit in performance by it

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Thanks for the input!

earnest tangle
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Easiest way to find out is to just do a quick prototype implementation of the shooting and see how much you can spam it :)

scenic kindle
true valve
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Is there a way to put the regular ones before struct? if It follows order of placement...

earnest tangle
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It should go in the order you have the variables in, so if you reorder the variables in your BP they should go into a different order in the panel too

true valve
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My structs are always appearing before the regular ones. I placed the struct ones at the bottom.

earnest tangle
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Weird, they really shouldn't be special in any way, it's just another datatype. Have you tried restarting the editor? It's possible it might not be reordering them for some reason until a restart

stark crown
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Hello guy,am new to ue4, and I am trying to make a 3rd person movement system where the player is only allowed to move in a circle with a centre point and radius which can be change in real time.I got this Blueprint script online but it doesn't work right. The centre point must be static and the radius is not editable.can anyone help me with this. Thanks

upper stone
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Hello guys,

I have problem with my loop, i dont know why but, when I plug the Β«inventory, number of slot and - Β» Unreal spawn error, I don't understand why this part have an error.
So if you have little time, youre help will be appreciated !

faint pasture
worn glacier
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would event tick based sprinting would allow users to sprint for different durations based on game fps?

faint pasture
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If you're doing a sprint and are using the CMC and not doing sprint in the "correct" CMC way then it'll be all sorts of screwed up. Won't really allow cheating tho. What do you mean by tick based sprinting? That doesn't make any sense.

worn glacier
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if u decrement your stamaina with event ticks

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its ok tho im using a timer by function

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that seems to work well

forest sable
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Hello, I have a blueprint that whenever i open crashes the entire engine and won't open again, at the time of first this happening was changing a variable from one type into another type when it crashed.. can anyone please help with this I've been looking everywhere

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is there a section for crashes only ?

spark steppe
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there's an autosave directory in your project, maybe you can grab an working version of the blueprint from there

forest sable
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i found a working version but it's too old

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thank you though ❀️

true valve
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How can I do a line trace from muzzle to center of the screen?

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I can do that using two line traces but not using only one.

faint pasture
true valve
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that' two line traces right

faint pasture
true valve
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right

faint pasture
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You can just do a baked in offset, depending. How drastic is the angle difference? Show a screenshot of your view

true valve
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Beside that, So I'm trying to create auto AR47 using line trace. So I have a timer that keeps looping. But it's not smooth.

faint pasture
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I mean show an actual screenshot

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It'll all depend on how far the camera is from the gun direction

true valve
faint pasture
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Gameplay

true valve
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Is there anyway to convert weapon data from wikipedia into UE4 spec such as range, speed, etc?

brazen pike
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I think you'd have to do projectiles rather than a line trace for that

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since a line trace will be instant

true valve
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So you can create delay or curve the line using line trace.

faint pasture
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@true valve ya you'll need the 2 traces. Welcome to 3rd person shooting

true valve
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Using line trace you can penetrate walls that one benefit.

true valve
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I guess I've to use projectile then

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So many ppl use line traces. What about AAA games?

spark steppe
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depends on the game i guess

faint pasture
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There's really no difference. The default projectile component uses shape sweeping but it's all the same. I use line traces to do a ballistic path so at fast enough bullet velocities it effectively becomes a single line trace.

spark steppe
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projectiles have issues too from what i know

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e.g. they can be so fast that they just go through stuff without colliding

faint pasture
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Ya I much prefer my method. Basically doing a trace per frame instead of a sweep/shape collision test per frame.

spark steppe
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could also do a sphere trace to see if anything would move into the path of the bullet

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but meh, just do line trace and call it a day

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no one will notice the difference πŸ˜„

faint pasture
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Ya fr I've never used a game where I worried about the thickness of the bullet

true valve
faint pasture
true valve
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I got that working using two line traces. But discussing diff topic.

trim matrix
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anyway to make UE detect any gamepad input without needing a thirdparty like DS4? (ex. DualSense)

signal warren
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hi
what is the best way to lock character rotation/forward vector into something?

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im currently have a lock on system, i have done making the controller rotation looking at an locked on enemy

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now i want the character rotation also look at that so it will work with my diagonal blendspace

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i tried SetActorRotation during tick event but i feel this might be a bad implementation

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any idea guys?

gentle urchin
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why does that feel bad

maiden wadi
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@signal warren If your concern is about using Tick, then you need to get rid of that ideology. Tick is not bad. If you need something to happen constantly or smoothly over time, it has to be done per frame. Build your game. If it works, go with it. If you run into performance problems, solve them then. This is both productive, and good for learning.

gentle urchin
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^Yeah it definitely has it's uses. Locking sounds reasonable to do on tick (as its movement related so it needs to be as smooth as possible)

keen basalt
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The "Deactivate Reverb Effect" node doesn't seem to work at all. Anyone got any clue as to why?

surreal peak
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@scenic belfry Use the Job Board for this please. Unpaid can be posted there too.

manic wigeon
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can anyone explain why my scenematic isnt playing exactly when the level starts even though its set first priority in begin play

safe iron
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Hey guys, sorry to bother you, I need help for a bit of code

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So I am making an arena shooter in UE5 and got to work on a simple door that opens by rotating 90Β° when a player enters the box collision, stays open for 5 seconds and then closes by rotating 90Β° in the opposite direction

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I wrote the code myself (took me 2 hours) and I used two timelines for the opening and closing sequence, and here's the fact, the timelines seem to act in a pretty randomic way, I set the angle to 90 degrees but each time they rotate the angle is either slightly greater or smaller, and this happens in a randomic way, so slight mathematical adjustments in the blueprints section won't work well

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I tried looking at a simple door tutorial made by Epic Games in their documentation, followed the steps and the result was all but decent (lol)

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I'll send you a photo of the code and of the door when it's shut, when it's open and then closed (in 2 different simulations) to let you see

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Here's how the door should be when it closes

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Here's when it's open (not perfect 90 degrees)

gentle urchin
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How come two timelines

safe iron
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Open in the second simulation (even more imprecise)

safe iron
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And here's when it closes

gentle urchin
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..

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In the timeline, make a graph for alpha

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0 to 1 over time period

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Then that alpha (float) will be an output on the timeline

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Which you then use to lerp between tart and end position of the door(s)

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Updating (tick) with an arbitrary 27 degrees seem weird not knowing how many ticks that could be (frames)

safe iron
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It's a division, in the first simulation I set the angle to 10 degrees and it opened by 270 degrees

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Thanks a lot, I'll try and tell you

gentle urchin
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Guess i read it to fast, my mistake

safe iron
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Don't worry, I writa a lot

gentle urchin
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Another thing is that the updating (tick) from one door triggers (and re-triggers) the start of the second door

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Probably not wanted

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If you want the doors to open 'differently' -> asymetric you add two float graphs , alpha door 1 and alpha door 2 :)

scenic kindle
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Anyone know why play anim montage doesn’t work?

prime bone
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I have it so when the player colides with this collision object, the level variable sets to 2. it does this fine but when I go to my widget object I am setting the variable to what I think is 2 on an event tick but it seems to stay at 1.

gentle urchin
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Ur setting it to its own value.. meaning, not doing anything.

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Also, doing it on tick is not what you should do :p

fallen glade
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does anyone know why the overlapping node only returns an array of generic actors? Can it be changed or do I have to create an array myself by casting every array element to a new one after the fact?

vocal cave
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Hello i am having an issue where my ComboBox's OnSelectionChanged even its working

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I open the drop down for the combobox then select an option receiving no print msg, anyone thing that they are able to help me out? Im new to unreal, using only unity until now. this is UE4

earnest tangle
zealous moth
clear solar
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hey guys. I'm coming from unity and I wonder what's the equivalent of Coroutines in unreal?

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something like a delay

zealous moth
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Delay

clear solar
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oh ok

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thanks

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can I add sound effects from blueprints as well?

zealous moth
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the selection has to be different

zealous moth
clear solar
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yeah you're right sorry. I'm just afraid because I just switched.

burnt dew
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Hello, I'm new to unreal. I'm trying to do a trace from my character straight forward for some length. I get in to a problem where the trace goes in different directions depending on where the character is positioned. I tried reading up on it in the forums, I must miss something because i don't get it to work.

clear solar
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ok I have another question that I can't find an answer. Let's say I have a game object on my scene(I think in unreal you call that a pawn or an actor?) how can I disable it or enable it via blueprint?

zealous moth
burnt dew
zealous moth
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@burnt dew try this

clear solar
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I have a room with a desk. The first time you enter it there's nothing inside but when you go outside and trigger something then when you enter the room again the furniture appears.

zealous moth
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you are multiplying vectors, not adding them

clear solar
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which are?

zealous moth
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in game design, scale objects to 0 when not needed and scale them to 1 when needed

burnt dew
clear solar
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sorry for my silly question but do you know anything about unity?

zealous moth
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yeah, i worked on it for 2 years until i hated it

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lol

clear solar
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there's a tick box on the inspector that let's you enable/disable a game object

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is the scale 0 to 1 thing the same?

earnest tangle
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No. Unity actually disables the whole thing from any processing

zealous moth
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not quite and this is more a design method

earnest tangle
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Scaling just changes the scale of the object for rendering and collisions and such

clear solar
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how can I do it?

earnest tangle
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Depends on what kind of processing you're doing

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And which of it you want to turn off

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If you're ticking, you can turn off ticking to stop that, but other functionality depends entirely on how it's implemented

clear solar
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I'm not really following

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I want to completely disable the game object

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and then enable it

earnest tangle
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Yeah so like I said it depends on what it does

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If it collides and you don't want it to collide, turn off collisions

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If it moves and you don't want it to move, add some flag to it that stops it from moving and turn it on

safe iron
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Guys, sorry to bother you again, but this timeline stuff is really driving me crazy and nothing I tried solved it

earnest tangle
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If you don't want it to be visible, make it hidden

clear solar
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Hmm yeah I think I got it

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but can't I turn off everything at once?

earnest tangle
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Unfortunately no

clear solar
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oh ok

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thanks you really helped me

earnest tangle
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np

safe iron
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I set up a simpla timeline for the door rotation, so it opens a bit, stays open, and then comes back by the exact same value, but the timeline apparently likes to make the door rotate slightly more or less (randomly) than required everytime it opens and closes, I tired many things, even tried an Epic Games tutorial and got advice from this group, but the problem stood the same

earnest tangle
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Show the BP you got, I have a hunch what the problem might be

safe iron
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This is the timeline, how do I make it move EXACTLY of the value I want?

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Here's the blueprints

earnest tangle
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Yeah so as I thought, the problem's in the add rotation part

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because it's adding rotation based on where it's in the timeline, it adds different amounts of rotation

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so the total rotation it adds can be inconsistent between movements

safe iron
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Oh

earnest tangle
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the way to make it work is to not use add rotation, but just set the rotation to a specific value based on the lerp

#

so you set A to be your closed rotation, and B to be your max open rotation

safe iron
#

Set rotation, I'll try it

earnest tangle
#

then your timeline moves the alpha value between those two, and you just set the rotation to that exact value that comes out of the lerp node

safe iron
#

Ok, thanks a lot, I'll try

#

What node should I use? Set actor rotation, local or world rotation?

earnest tangle
#

try whichever one works best for your needs

safe iron
#

Ok, thanks

gentle urchin
#

Local would allow it to work unrelated to its world rotation i think

manic wigeon
#

hey guys can you help me ? i for somereason cant render sequence from my cinematics done in unreal engine. it is instantly telling me exported without rendering the scene. when i open the rendered sequence it is just saying 0 seconds and stops

blazing parrot
#

so im wondering why when i try to select a reference in blueprint it goes back to none?

lean epoch
#

@blazing parrot check the folder of the asset you want to reference. If the name it's too large or has spaces or strange characters you can't reference it.

gentle urchin
#

Do youhave a task that resets it maybe? Or is this while not playtesting ?

blazing parrot
#

You see the reference from the level? When i select it, the refernece still says "none"

#

As far as im know, it looks like a blueprint/behavior tree bug

#

i even have the appropriate specifiers on my uproperty

spark steppe
#

because you cant set runtime references in the editor

#

you have to set them on runtime

trim matrix
#

Hi all I working on this function is posible making somthing like this only use BP

blazing parrot
# spark steppe you have to set them on runtime

yup, ive seen that with a blueprint actor referencing something from within the level. i kind of had that figured out lol. so is there a alternative. i have no clue how to hard referecnce lol

spark steppe
#

the alternative is to set them on runtime

#

...

blazing parrot
spark steppe
#

the problem is that the reference to an actor on the map changes each time you start the game, so there's no way to set them in editor, so you have to figure out a way to do it on runtime

#

one way is to get all actors of class, and pick the one you want and store it within the variable (however, if multiple actors of the same class exist, this won't be predictable unless you implement further checks)

blazing parrot
#

yeah thats a good idea. thanks bruh

gentle urchin
spark steppe
#

wasn't aware of that

prime stump
#

Hey, in terms of performance does it matter if i put a call to GetPlayerCharacter multiple times for each input instead of just having it once and then connecting it to all target pins?

sand shore
#

if you aren't saving it as a variable, but are instead using reroute nodes: those are the same code (these days, reroute nodes used to cost perf)

prime stump
#

What i wanted was to call the GetPlayerCharacter node multiple times to each input like this so i dont have to use reroute nodes purely because of how messy it looks if they all connect into one lol but if this costs me performance rather than just having it a bit messy ill i'd rather not trade performance

faint pasture
prime stump
faint pasture
faint pasture
#

You can cast the PossessedPawn to YourCustomCharacter and save it on possess, so you can just do

Get MyCustomCharacter -> DoCharacterStuff
dusky olive
#

Can anyone here teach me how to make a 2D automatic turret like the ones from Bloons Tower Defense series?

prime stump
faint pasture
#

You'll have a better time putting it in your pawns

#

I usually just put input that needs to NOT depend on the pawn in the PlayerController. Typically, just the pause button

faint pasture
#

Can also formulate it in terms of direction, depends on what you want to do

dusky olive
#

So how would I be able to reference a target in the blueprint (so the turret knows what it is aiming at) and what blueprint component could do that?

I tried following this one guide but it is several years old and it mentions "set multi comp rotation", which I tried finding it but it doesn't exist any more (maybe because its deprecated?)

faint pasture
#

Screw guides, just start simple and build it up. Start with getting a yaw from 2 points (turret location, target location)

#

Rotation from XVector is your key

#

X is considered "Forward"

prime stump
dusky olive
prime stump
#

Okay that makes sense, so general movement and stuff should be handled by the character as well as interaction with objects and thing like that too? Is the Player Controller where i should handle widgets as well because isn't everything thats called in the Character class called on the server?

faint pasture
#

Set TargetActor however you want, probably by OnOverlap of a trigger volume, or a more sophisticated selection function

faint pasture
#

you could also say that the CHARACTER is jumping and shooting the gun, but the PLAYER is pausing and opening menus and chatting to their friends.

dawn gazelle
gentle urchin
#

did you check out notifystates?

prime stump
#

@trim matrix @faint pasture @dawn gazelle Thanks, thats making much more sense to me now, appreciate the help

gentle urchin
#

Well you'd have a window for the input buffering (combo activation), and a cleaner transition into the combo (if input was found), so the attack can start as soon as you want it to i suppose

#

The combo is refered to as "jump section" in the ActionRPG sample project made by epic,

#

i'd suggest checking that out for inspiration really

#

yeah

#

It can be a bit twisted to wrap your head around it at first glance,

#

but the more i've looked at it, the better it feels

#

atleast thats how I see it πŸ˜›

#

starting on the anim states next week or so

#

Not that hard really , I think you'll be fine !

#

So currently i'm using states for dodgerolls, and weapon attacks

#

Yes exactly,

#

it gives you a "start", "during", and "end"

#

So the weapon attack just uses the "Start" and "end" part

#

Current iteration looks like this

#

This is an attack, in a combo system

#

i haven't set up the combo system completely yet, because i've had some design changes after i started on it (or atleast the idea of changes to be made)

#

the "combo" part looks mostly like this tho

#

So during combo period, a NotifyState is set in the player pawn
Then if the correct combo is entered, it can translate to the next jump section (an array of jump sections is inside this notify state)

#

It will play next during "combo End", which will check if there's a valid jump section (combo)

#

Again, current iteration

#

so JumpSection is when the player can input a combo move

#

NS_Weapon_attack is when the weapon actually checks for collision (activates a linetrace for now, might change it later)

#

ComboEnd is the event which will trigger the next combo, if valid

#

Exactly

#

i havnt done this part yet, but something along these lines

#

misleading name for the event btw

#

but thats the idea atleast

#

Sure, that could be done

#

but state + tick feels like a smoother solution

#

altho it is still subject to change. I'll have to playtest it once it reaches a testing stage to see what feels right, and if there's really any difference etc etc

#

^ true, it has a tiny cost,

#

but linetraces (atleast regular ones) are very cheap

#

plus it's one of the important things, which may be worth the extra cost

#

making sure the player hits the right stuff at the right time

#

That's just my 2 cents tho ^^

dusky olive
#

does anyone know what kind of variable is this?

#

im trying to add but "list" or "array" doesn't seem to hit anything, am just throwing words out here

zealous moth
#

clearly a static mesh array

#

anyone who disagrees is just plain ignorant

dusky olive
#

they don't have the same icon? I see only circles

dawn gazelle
# dusky olive

They wouldn't. You first select the variable type, then you can change it to an array, map or set by clicking on the little dash beside the variable type.

dusky olive
#

oh okay thank you so much.

gentle urchin
#

Not sure its an SM array tho, but reference array ?

dusky olive
#

maybe, i wanted to it connect to this

#

but i dont know what this is called either

#

i just right click , type "add" and hope for the best

#

doesn't look quite right does it

dawn gazelle
zealous moth
#

that;s a map

dawn gazelle
#

Ignoring the color here... These symbols represent variable storage types in descending order:
Single Standard Variable
Array
Set
Map

dusky olive
#

thank you. it looks like the tutorial im following now. (so bad, it doesn't explain these things for me as im a literal beginner at UE)

gentle urchin
#

If you have the thing you want to add, you can reverse create the variable

#

Disconnect the array from the add node ,

#

Connect the inpit reference

#

Right click the grey array symbol, and promote to variable

#

Something along those lines

dusky olive
#

why does it say that?

#

New Item and As object refers to those two

gentle urchin
#

Listviewobject?

dusky olive
#

yes? i dont know

gentle urchin
#

Seems like ur trying to save a listviewobject as an object in an array..

worthy tendon
# dusky olive

Maybe you have lost some asset. Cast To Object node was probably cast to something else, but that asset is lost or failed to load so it turned in to Cast To Object

dusky olive
#

but i never lost any in the first place because i am trying to follow a tutorial bit by bit

#

and it doesn't explain to me this bit, while the screen just shows the completed results

worthy tendon
#

was this bit working before?

dusky olive
#

No, and im not even sure if im doing things in the right order

#

this is the link that i am trying to follow https://www.youtube.com/watch?v=kw5ak4iOGFQ

FIrst read the comments, because there's a very important message for everyone.
If you liked this tutorial hit the thumbs up button and subscribe if you want to see more of my vids. If you have any questions tell me in the comments.

Facebook page: https://www.facebook.com/AlenLoeb/?ref=aymt_homepage_panel

Music:
-------------------------------...

β–Ά Play video
worthy tendon
#

Oh ok

dusky olive
#

FIrst read the comments, because there's a very important message for everyone.
If you liked this tutorial hit the thumbs up button and subscribe if you want to see more of my vids. If you have any questions tell me in the comments.

Facebook page: https://www.facebook.com/AlenLoeb/?ref=aymt_homepage_panel

Music:
-------------------------------...

β–Ά Play video
gentle urchin
#

List of enemy?

#

Its hard to help when we dont see the incoming object

dusky olive
#

thats the solution that the guy on YT did. And im having a hard time how to adapt it to what i got

#

because i have a point on the map where the enemy constantly spawns

#

and i dont know how to reference this in the tower's AI blueprint

#

then have it track and point and fire at the enemy

#

its just a ball

orchid osprey
#

I was wondering what would be the best approach if you want your player to get demage if he is in dark place/shadow who is more than 90% darkness ? I was thinking demage volumes, but is there a better approach maybe ?

gentle urchin
#

Sweet. How about triggering next section/montage earlier? With event notify i suppose

runic parrot
#

Hi! is there any way to check if "ActorOnClicked" is Left or Right mouse click?

cold cobalt
#

Alright so I'm having a sort of odd behavior here with UE4's drag and drop functionality. I am able to drag and drop the widgets, and "swap" them... However once I do the swap OnMouseButtonDown is no longer triggered ever again.

#

Anyone got any sort of idea why this event refuses to trigger again after OnDrop finishes?

vapid peak
#

Which actors are persistent across map changes? Is there a list of this somewhere? The ones I'm wondering about are: PlayerController, PlayerState, GameInstance, GameMode, GameState, PlayerPawn

earnest tangle
#

Nothing except GameInstance persists

vapid peak
#

PlayerController and PlayerState get trashed too?

earnest tangle
#

Yes

vapid peak
#

OK

#

Is there anything like PlayerInstance that would persist?

earnest tangle
#

Nope

vapid peak
#

So I would just need to handle that kind of logic via GameInstance

earnest tangle
#

Yeah, if it's singleplayer it should be pretty straightforward, for MP a bit more involved but still not too bad

vapid peak
#

Yep, this is multiplayer

#

I suppose even still, if I've got a big persistent world with sublevel streaming all these other things would stay active too

#

(If I want to support no-load-screen loads)

#

This has been helpful, thank you @earnest tangle !

earnest tangle
#

np

hybrid rapids
#

I need some help.... I have 2 vector3s. I have a vector A, I tracing a line out from my player, and the hit location is my vector B. I am then tracing a line between vector A and B, but I want that line to move out PAST point B in the direction the line is headed. what is the math required to get a point say, 10 units further in that direction?

#

hit point:

#

But I need it to go farther out

dawn gazelle
#

Get the forward vector again of the vector A * 10, and add that to your hit point.

#

I think that would do it.

hybrid rapids
dawn gazelle
#

The way I interpreted your drawing was that you're doing a line trace from Vector A, no?

dawn gazelle
# hybrid rapids

If this is your vector A graph, then you can calculate the forward vector:

normal kraken
#

Hi guys, im learning blueprints to do some vr experiences (not thinking about being a professional, mostly for fun and maybe to do some simple interactions for a future project). I have a question that should be easy i believe for more experienced users: I made a small very simple bowling game. It works great. I added a button on the oculus touch so that after launching the ball , the player can just reset the ball position to try again or throw another pin to the ground. My problem is: When i launch the ball, it she is still moving when i press the reset button, the ball appears as expected at the beginning place, but still moving. I want to stop the ball every time the reset button is pressed. It should be easy, but cant get it and found no help in google. πŸ™‚ πŸ™‚ Any help? Thanks.

hybrid rapids
dawn gazelle
normal kraken
#

yes

dawn gazelle
#

Very basic, but before resetting, disable physics simulation. After it's reset, enable it again. Might even be better to disable it until you need it to move - if it's in your hand for example, you may want to disable it until you throw it.

normal kraken
#

Perfect. Works great!!!! πŸ˜‰ Just tried it.

prime bone
#

I have it so when the player colides with this collision object, the level variable sets to 2. it does this fine but when I go to my widget object I am setting the variable to what I think is 2 on an event tick but it seems to stay at 1.

faint pasture
#

@hybrid rapids
Normalize b- a, that is your direction. If you want to hit a point 100 beyond b, just go to the point B plus 100 times Direction

winged sentinel
#

does anyone know why my set relative location is still occuring even when its not executed

#

its when i run my game my weapon drops to its lowest point

dawn gazelle
winged sentinel
#

it shouldnt even move at all

dawn gazelle
winged sentinel
#

i dont get how connecting that branch affects the location at all especially because either way its not executing

prime bone
dawn gazelle
runic parrot
#

Hi! i'm trying to do a X-Y coordinates.
The idea is to spawn a building, check the bounds and update those value on 2 maps (FLOAT(X):BOOLEAN(TAKEN)) (FLOAT(Y):BOOLEAN(TAKEN))

#

does anyone have a more eficient way of doing it? the idea is to get a list of positions "taken" that i can move to a string

faint pasture
#

@runic parrot 2D integer vector to Boolean

#

You need to round your position, have the concept of a grid. Otherwise you'll end up with someone placing a building at 0.99999 when there is already a building at 1.0

#

In fact I would just do 2D vector to building struck or building actor. So you know if the space is occupied and what is there

#

Man this voice to text really doesn't know anything about programming LOL

runic parrot
#

yeah, i'm snapping the placement position to a grid, i'm gonna check with 2d int vector to bool, thanks

#

i'm kinda struggling on knowing how much the building is "taking" when placed

zealous moth
#

This sounds kinda dumb imo
Do a box trace of equal dimension to buildinf bounds and check if it hits

runic parrot
#

i already have something like that checking on overlapping actors, but i need something that can be translated to text

zealous moth
#

Ok how abour this.
Make an array of 2d coordinates and when you place do a foreach and check if it is there. If true return whatever

#

Way easier to manage

runic parrot
#

yeah, that part is okey i think.
I'm trying to figurate out the best way to know wich coordinates is going to ocupy a building, since the dimension may change (on a snapped size of course)

zealous moth
#

For the building? Are they meshes or actors?

runic parrot
#

actor with static mesh

#

maybe take all the corners of the building (3, 4, 5, or whatever) and do some math to check if point is within the extension of those coordinates

prime bone
echo wren
#

I am trying to make main player boat. i have the controls working how i want using physics, but now i cannot figure out how to prevent the camera on a spring arm to not rotate with the boat in a specific axis. if i have a scene node as the root, then the AddForce just moved the boat geo and not the scene so things dont work right. any suggestions?

dusky olive
#

Im trying to make a turret track a single class of enemies. Anyone know why this happens?

native pelican
#

probably because get all actors of class isnt connected in your chain

dusky olive
#

Right (I wouldn't know honestly, my first time doing this ever) so am I using something wrong when im supposed to be using something else or what

native pelican
#

i mean you need to connect it like this as a simple example

#

the node that gets all actors of class isnt working because its not being run in your bp

#

the error is because its getting a null array

dusky olive
#

Like this?

#

Im not sure if this solution works, because this is what the guide is showing me.

#

Get location of both sphere item and actors

native pelican
#

what guide are you using?

dusky olive
#

timestamped

echo wren
#

anyone know how to prevent spring arm from rotating as i move the character?

native pelican
#

@dusky olive so then you would connect the out of the get all actors to set world rotation or whatever the next node is. though using on begin play it will only do it once you may want to use tick like the guide and not begin play like my example of how to get the node to work.

dusky olive
#

like this?

sage pecan
#

@echo wren

#

I have my setting like this for 3rd person, not sure if it is good tho since I'm also new

echo wren
# sage pecan <@!536384311851745290>

hey, thanks for the reply. i am not using a movement component, so i dont have those options to help my solution. otherwise you are correct :).

dusky olive
#

In my firing solution this occurs. What am i missing / doing wrong?

#

I need to make a socket as well but i dont see it anywhere in the windows tab

surreal peak
# dusky olive

The SpawnTransform pin on the SpawnActor node is required

#

You can't leave it empty/disconnected

surreal peak
dusky olive
#

So this is what i have

#

I just made a socket as well, someone shown me

#

It compiles with no errors but this also happens

surreal peak
#

Is "Sphere" your weapon mesh?

dusky olive
#

Yes. I have a socket just above the "Sphere", where the projectiles would spawn (its also a sphere)

surreal peak
#

Okay

#

The error us unrelated to that. You are trying to access a pointer that is invalid

#

The error points you to where that is happening

dusky olive
#

But what I got so far for the firing logic is correct?

spark steppe
#

yes if the socket exists

dusky olive
#

It doesn't fire, nor does it track properly

#

It does rotate, but it doesn't update itself

spark steppe
#

well, we only see half of the code

#

begin play does nothing btw

dusky olive
#

you fr πŸ—Ώ

#

ill get the full bp up

#

Thats the tower

#

And what do you mean by "begin play" doing nothing

spark steppe
#

well that explains why you are getting those errors

#

you have to call getAllActorsOfClass from the updateRotation event

#

otherwise the get after it will throw errors, like it does for you

dusky olive
#

Like this?

#

That one at the top was meant for firing the weapon after interval / update

spark steppe
#

no

spark steppe
#

ok, i think that wasn't a good solution, thought i could edit that BP online

#

anyways, delete the beginplay node, and remove the connection from update rotation to get all actors

#

then connect the RED event UpdateRotation to the get all actors

#

and the execution output of get all actors to set world rotation

#

that should at least fix the error spamming and the rotation

dusky olive
spark steppe
#

you use the existing one

dusky olive
#

Error is still called, but the turret did track the enemy...initially

#

I will do another run to confirm

spark steppe
#

you should also add a check if there are any enemies found by the getallactorsofclass node

#

e.g. check if the length of the array is > 0 after the node

dusky olive
#

Ok so before that, the enemy spawning AI was set at an interval of 0.5 seconds so it was spawning very fast

#

the turret was being jiggy with it when tracking

#

I set the interval to 10 seconds so there are less enemy spawned over time. The turret does track properly and resets when the enemy despawns (get to the other side of map)

#

But errors still pops up as above

spark steppe
#

is there an enemy on the map when the error pops up?

dusky olive
#

yea

#

the enemy spawns constantly and the turret constantly tracks

spark steppe
#

well whatever, the reference is invalid

dusky olive
#

but uh i tried doing what you said

dusky olive
#

Branch node - true is connected to SetWorldRotation

#

There are no errors this time

spark steppe
#

and the error points to that specific GET node?

#

ah

dusky olive
#

Before it didn't work - then it did work but errors occurred

#

now it works and no errors

#

Well on to firing logic. Is there anything i should be doing to the projectiles before i try adding the logic for it

spark steppe
#

set the collision handling to ignore collision and always spawn

#

maybe it's colliding with your actor and wont spawn

#

in the spawn actor node

surreal peak
#

One big thing, idk if that was said, is to NOT use GetAllActorsOfClass if possible

#

You are currently using it on Tick

#

Which is basically the worst you can do

#

There are multiple ways to gather Actors without doing this

#
  1. Your Turret, if it has a maximum range, could have an OverlapSphere, which on BeginOverlap adds to an Array, and on EndOverlap removes from an array. Like this you could keep track of the enemies that are in range. Then you'd have an array that only changes when there is really someone in range.

  2. If you really need all enemies, then you could make a Component with such an array and add that to your GameState. Enemies could then, in BeginPlay, add themselves to that array by getting the GameState and the component from it.
    Then your turret can get the array the same way and you don't need to constantly call GetAllActorsOfClass.

prime bone
#

I have it so when the player colides with this collision object, the level variable sets to 2. it does this fine but when I go to my widget object I am setting the variable to what I think is 2 on an event tick but it seems to stay at 1.

zealous moth
#

anyone got a tip on how to add an item to an array that is part of a struct in a map?
I'm trying to add transforms into an array

surreal peak
#

Problem you are facing is that the find node returns a copy in BPs

#

So you are adding transforms to an array of a copy of the struct

#

Cache the result of the find node

#

Add to that one and then use Add on the Map again with the same key. That will override the entry

#

@zealous moth

zealous moth
#

wrapping my head around it, ty

surreal peak
#

I'm not sure if the array in the break node is also a copy, which might make this even more ugly

#

Cpp is a LOT nicer in that specific scenario

zealous moth
#

the issue is that I have is that i need to add a transform every frame to that array, so I need to build them in parallel for as many keys as needed in the ma

#

map*

#

i thought about caching it but then I'd need to make a cache for each key which is not feasible (afaik)

prime bone
zealous moth
#

@surreal peak I think this will work in the end, thanks for the tip! πŸ™‚

#

I was going to make it a cpp thing but I like to test in BP first

surreal peak
#

hm

#

Not sure honestly, the find still returns a copy

zealous moth
#

nice catch

#

@surreal peak tada~

opaque blade
#

I really dislike this kinda stuff in bp πŸ˜„

zealous moth
#

add at the end and replace πŸ˜‰

surreal peak
prime bone
#

but the level variable is on the character blueprint not the collision one

surreal peak
#

Then what is the Collision one you are setting?

prime bone
#

That is one i forgot about before

#

i am so dumb

zealous moth
prime bone
#

i think i figured it out

opaque blade
surreal peak
#
if (S_DiceProperties* props = DiceStructMap.Find(MyDice))
{
  props->TransformSequence.Add(MyDice->GetActorTransform());
}
zealous moth
#

hah true true

surreal peak
#

I like C++ more there :D

zealous moth
#

touchΓ©

surreal peak
#

Also, the naming of your variables is worth a paddlin

#

The f is Dice:: StructMap

zealous moth
#

hahahaha I know i know. I'm not a programmer and I try my best to name them right in cpp

#

Each die has a property struct. So if I have 10 dice, I want to keep track of all of them and their series of properties. So I made a map for each. @surreal peak

#

I am not sure if there is an easier way to do this

prime bone
zealous moth
#

I was going to refactor near the end

prime bone
#

this is the widget blueprint, on level 1 the level variable is 1 but on level 2 after i have collided with the object it is still 1 when it should be set to 2

zealous moth
#

It is set to Construct, which is the equivalent of "begin play"

#

so there is no update

prime bone
#

yes but the widget is constructed multiple times

#

so it should update every time the widget opens

#

would an event tick be better?

surreal peak
zealous moth
#

What you should do is this:
Construct -> get player character -> cast -> set up a variable reference to the widget
And when you need to update it, make a custom event in your widget that increments and changes text and call it every time you collide

zealous moth
#

static meshes

#

comp*

surreal peak
#

o.o

zealous moth
#

the only class is the player controller

#

it makes dice as SM components (thinking of doing HISM but too many dice variations from D4 to D20)

prime bone
zealous moth
#

and then I probe the dice

surreal peak
#

Hm, well you could make your struct in C++

dark crow
surreal peak
#

And save the Comp ref in it

#

And override the == operator to compare the comp pointer

zealous moth
#

in your player character, make a variable of type similar to your widget bp

surreal peak
#

Then you can use it in an array

prime bone
dark crow
#

Ok but why you setting it back in itself

surreal peak
#

This is redundant

prime bone
#

im just trying to get it so i can reference it later

surreal peak
#

It's utter nonesense

prime bone
#

i have no idea what to do instead

#

im new and dumb

zealous moth
surreal peak
#

Is this some school assignment?

prime bone
#

kinda

#

we were meant to be using game maker but i decided to use this

surreal peak
#

Stuff like this escapes me

#

If we ignore the fact that you are basically learning UE4 for an assignment that wasn't meant to use UE4, you still seem to be lacking fundamental programming knowledge. Didn't they teach that before the assignment?

#

You are setting the Level, in that red circle, of the Character, to the level, of the Character

zealous moth
#

@surreal peak πŸ˜‰

surreal peak
#

You are setting the value with the value itself

#

Nothing will change by doing this

#

This whole thing can be divided into multiple problems

#

The first one is updating the Level in the Character

#

Which I guess you figured out by now?

#

The second problem is making sure that this value is updated in the Widget

#

There are multiple ways:

  1. Worst way is to query the value on Tick in your Widget.
  2. Second worst way is to use a Binding, which is basically ticking, to query the value.
  3. Better way is to save the reference if your widget where you are calling "CreateWidget", and using that whenever the Level variable changes to tell the Widget to update.
  4. Probably the best way would be having an EventDispatcher in the Character, that calls when the LevelVariable changes, and binding to that in your Widget, but this is the most advanced way.
#

If your teacher or whatever doesn't care about performance, just query it on tick

#

But man, i don't see how this is even remotely a good exercise for anyone

prime bone
blazing flare
#

Eeeeey, I too have been using Unreal for months and haven't learned anything πŸ˜†

prime bone
#

yeah pretty much why im in here all the time aha

blazing flare
#

I knew it was going to suck when I started I'm very much not a programmer. I just want to make a thing that makes pretty colors when I play music

prime bone
prime bone
blazing flare
#

I might get around to that eventually

surreal peak
prime bone
#

thank you

sage pecan
#

Hi I'm new to UE4 with no programming background, I'm making 1-2 combo attack, it seem to be working fine but I feel like this is not how it suppose to work. Can someone tell me if I need to change anything? πŸ˜“

prime bone
surreal peak
prime bone
#

thats it

#

i colide with the object

#

it changes it to 2

#

then after i colide it also changes the level changes to another level. the widget is when you die. the button 'retry' is retrying level 1

surreal peak
#

When we talk about "Level"

#

Do you mean just the Variable called "Level" or do you actively mean another Map you open?

prime bone
#

Level2 and Level1 are the maps, Level is the variable that I use for the widget to tell what level the player is on. The default value for the variable is 1 because the player starts on level 1

sage pecan
#

Is this the Select Node you are mentioning? If so, what is the Input (Option 1/2, Index) and Output (Return Value)?

wise gulch
#

question:
if create an event by drag and drop delegate - and select the "event"
https://i.imgur.com/fylcKuu.png
the created event should bind to the delegate automatically?
Or does it just create an event with an unbound delegate signature? (this is what the check shows)
What should be the default behavior by design?
what's the point of just creating an event without auto-binding?
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/EventDispatcher/CreatingEvents/

Creating events that can be bound and added to the Event Dispatcher's events list.

surreal peak
#

Because UE4 destroys and respawns your Character when the Level changes, which would reset whatever you set on the Character.

#

If you need that to persist, then put the Level Variable into the GameInstance.

surreal peak
#

Make your own GameInstance class, set it in the Project Settings, make a Level Variable in that and then set/get that one.

prime bone
#

Yeah I am confused lol

surreal peak
#

You'll figure it out (:

prime bone
# surreal peak You'll figure it out (:

Really sorry for wasting your time you must hate me now. But I figured it out. On the level2 blueprint I just simply set the level variable to 2 on begin play.

fallen glade
#

What do you guys think it's the best way to collect the empty space between 2 points? Is there a trace that also gives an exit point?

gentle urchin
#

Cant eqs be helpfull for this to some accuracy?

#

multilinetrace is also an option

#

But doesnt ai sense hearing take into account obstructions and whatnot?

spark steppe
fallen glade
#

hey it's coming along, sight and damage are done πŸ˜›

spark steppe
#

never said that you wont be able to do it

#

it's just a waste of time imho

gentle urchin
#

Ahh πŸ˜… i agree, requirement is uncertain :p

spark steppe
#

but still interesting

fallen glade
#

I just want really simple senses that are easy to debug, I prefer mine to what the engine gives you

spark steppe
#

spidey senses

fallen glade
#

so there isn't a trace that gives you every hit right? I guess I could run them on a loop and compare them on the way backwards

spark steppe
#

he just told you that multi line trace gives you every hit

fallen glade
#

oh I thought every overlaps? I'm trying to debug and getting only the first hit, probably doing something wrong

spark steppe
#

a hit is a overlap, isn't it?

fallen glade
#

I think they are separate, might be wrong, I usually am πŸ˜„

light token
#

Hello people. I have a problem with a Structure which is stored in a SaveGame. From my HUD blueprint it reads the right value. But from another Blueprint it just defaults to the initial setting. I had this earlier and it was fixed by renaming the Structure. But this time it isn't working. I tried everything. I renamed it 3 times and deleted the save game to have a new one. The problem still persists. Can anybody help me?

fallen glade
light token
#

@fallen glade I don't know what to delete to not destroy my project. Could you give me a little advise?

fallen glade
#

these are usually safe to delete but make a copy beforehand, I would suggest taking the time and implementing something like P4V so you don't have to worry about this stuff

light token
#

Thanks a lot. I'll go try that right away. I'll dive into to the P4V. I don't know what it is yet.

fallen glade
#

it's just a software that stores your files in a secure way in case of deletion etc, nothing gets deleted and everything can be brought back

light token
#

I use git for that.

#

is P4V better?

fallen glade
fallen glade
# light token is P4V better?
Perforce Software

Git and Perforce both provide version control solutions. Git has been widely adopted for smaller code-only projects. And Perforce version control software (Helix Core) is known for enterprise-grade performance. Compare Git vs. Perforce.

light token
#

Thanks a lot going to read the article!

fallen glade
#

Have you looked into quaternions? Also where are the points you're examining in the videos? Hard to tell what's going on, I assume they are just actor locations?

gentle urchin
outer coral
light token
#

@fallen glade Unfortunately that didn't work 😦

#

The problem still persists

fallen glade
candid nest
#

hey i have bots i wanted that player can choose it how many bots he wanted in game so how can i do that

fallen glade
outer coral
#

i am not familiar with quanterions myself, so i simply copy-pasta, the only difference i made in code was this:
FRotator UCriminalsLibrary::MyLookRotation(AActor *pawn, FVector lookAt, FVector upDirection)
{
FVector forward = lookAt - pawn->GetActorLocation();
FVector up = upDirection;

fallen glade
devout bane
#

Hi. I can't find a way to get this data in blueprints from static mesh.

fallen glade
fallen glade
devout bane
#

Yha. I was using each shape hopefully as a hitbox but I guess no luck.

light token
fallen glade
devout bane
#

Specify hit boxes in static mesh in those primitive arrays.

devout bane
#

Perhaps I could inherit static mesh and specify data there and write functions to get that data?

fallen glade
devout bane
#

I have hit boxes done mostly I just wanted a nice place to put the data that is universal.

fallen glade
devout bane
#

This is how I am doing it right now and I do not like that the data of hitboxes are from components.

fallen glade
devout bane
outer coral
fallen glade
# devout bane

oh so you want the ability to add multiple ones in case you need them?

fallen glade
devout bane
#

Yes and not have data from components. I think I am just being picky. I'll figure something out. I remember when I modded Fallout 3 that hitboxes were on the mesh files and wanted something similar. Thanks.

ivory shadow
#

Hey, what's the best way to organize blueprints when there is a branch, after branch, after branch. Is there a better way of doing this?

fallen glade
#

yes you can use boolean logic in engine, and, or , xor etc

light token
#

@fallen glade I found the problem. I added a delay to the timer blueprint node and now it works.

outer coral
outer coral
light token
#

Yeah but it doesn't feel right

#

to add a delay

#

I think it has to wait till the savegame is fully loaded

#

This should be by event

fallen glade
#

just create a custom event "Activate" or something like that and replace the bigin play

light token
#

Will do, thanks a lot!

fallen glade
#

np, good luck

gentle urchin
fallen glade
#

πŸ™‚

#

well, entry points and then I do a trace on the other way and get the rest

gentle urchin
faint pasture
ivory shadow
gentle urchin
#

There's switches aswell which can be usefull in some cases

#

I dont often find myself needing to serialize a bunch of conditions like that

serene fulcrum
#

Do you see anything wrong with this? I'm trying to calculate the direction of movement (-180 to 180) for feeding it into a blendspace.

#

The problem is that I get quite weird behavior around (what should be) 0 and -180 and 180 degrees

#

I also tried using Get actor rotation instead of get control rotation, but while I didn't have any issues like that above, the direction was off by a few degrees for the left/right strafe as well as diagonal walks, so instead of being exactly 45 for diagonal right, for instance, it was about 43, and instead of being 90 for right it would be about 86.

#

Which is weird since when using GenControlRotation it's those that are calculated perfectly but it struggles (as seen in the video above) around the forward and backward direction

faint pasture
#

@serene fulcrum show your blend space

serene fulcrum
#

@faint pasture

#

Those animations at the bottom are all idle anims and are not really necessary...

prime bone
#

Is there a way to get the updated variable? The default value is 1 but it is changing in others BPs. It doesnt change in here and its pissing me off

civic briar
prime bone
#

in other blueprints

#

this is the first time i change it

faint pasture
prime bone
faint pasture
#

@ivory shadow If you really must have 4 branches in your code path then you gotta nest like that, but if you're just trying to catch a specific case than you can just do like

If(A&B&C&D) DoThing
sage pecan
#

Sorry for the late reply, was busy
Is this what you are saying? How do I set the Attk Count for it?

civic briar
prime bone
#

yes basically

civic briar
prime bone
#

which one sorry?

#

oh

#

this is the loading screen level

#

im trying to get it to decide what level to 'load into'

gentle urchin
civic briar
#

I was going to say that it may be because of variables not being persistent between levels but you are manually setting it so idk.

Is it always returning true for (1) ?

serene fulcrum
#

@gentle urchin what do you mean by filter?

prime bone
#

i think its always referring to its default value which is 1

gentle urchin
prime bone
#

can you cast to a level blueprint?

gentle urchin
#

Im thinking having some deadspace could help

prime bone
serene fulcrum
#

Ah, I see what you mean but there are 2 issues with that: First the "dead zone" would have to be quite big as it goes to about -+150 degrees when going backwardsand -+30 when forwards. And second, this seems like a band-aid fix, I'd like to understand what's causing the underlying problem in the first place.

gentle urchin
civic briar
prime bone
#

i have no idea what that means 🀣

serene fulcrum
#

In my case it's very important to get as exact as possible values for the direction in order for the blendspace to not really have to blend between anims but rather just select one (i still need the blending for transitions tho). The reason for that is because most animations don't blend well together and the feet of the character are clipping trough the ground.

faint pasture
#

They should all be same length and have same rhythm, that is, left foot right foot etc.

serene fulcrum
#

@faint pasture they blend well in transitions that should happen. However if the direction values are wrong (like in my case) they look and feel wrong because this is a position it never should be in.

#

But this isn't really about animation, otherwise I should've posted in the animation channel I guess, I'm just trying to understand why the way I calculate direction is wrong.

gentle urchin
#

I also suppose rounding isnt accurate enough ?

sage pecan
#

Nice, it is working now, appreciate your help
May I know what is the advantage of using math rather than hardcoding it? As right now I only have 2 attack sequence

gentle urchin
#

velocity is unstable, making any product of it unstable

serene fulcrum
#

@gentle urchin I thought so too at first, but that still doesn't explain the difference in behavior between get control rotation and get actor rotation. Also the differences are huge imho.

trim matrix
#

can i have some help with my animation blueprint?

#

i have set up rolling and attacking in my player blueprint but when i roll i cant attack anymore

faint pasture
#

@serene fulcrum I'm not sure the calculation is wrong, it's just that if the velocity is slightly left or right of forward, the resulting animation looks like ass

#

You will never get a velocity exactly at 0 angle unless you're rounding.

serene fulcrum
#

@faint pasture if that's the case, why does it behave differently depending on the way i get the character rotation?

trim matrix
#

Is poible making this use only BP

faint pasture
#

@serene fulcrum I've only seen the one way that you are calculating yaw and it doesn't seem to be too obviously incorrect, assuming control rotation is what's driving the rotation of your character

gentle urchin
#

Even when rounding its possible to catch rounding errors with floats aswell

serene fulcrum
#

My bad, I didn't link them both here. Here's the other way I tried:

#

This is what I get for direction when moving directly left / right:

gentle urchin
#

Actor rotation based on root bone rotation?

serene fulcrum
#

No, this is the default character from the epic third person animation pack, i only changed the anim bp but left the initial movement logic intact.

#

from the character bp that is

gentle urchin
#

Dont you want direction to be based of control rotation tho , assuming its third person ?

#

Not that it fixes anything, as you've pointed out

#

But i'd think that would be the preferred method, and what should be solved properly

#

i could be wrong tho

serene fulcrum
gentle urchin
#

Not follow, but move relative to (and use the appropriate animation ) control rotation (movement relative to camera looking direction)

serene fulcrum
gentle urchin
#

Well yes, but that's only walking forward ^^

#

Walking "to the right" would then give you a +90 degree in direction

#

Apparently i suck at explaining, sorry for that πŸ˜›

serene fulcrum
#

ah, so you mean the controller should always be facing in the direction of movement?

serene fulcrum
gentle urchin
#

I'm clearly mixing things aswell

#

In which scenario does this happen, just for curiosity ?

#

it flickering like that

serene fulcrum
#

Ah, I think I found the culprit. The default movement logic used the control rotation to determine the right and forward vectors, but the character was already setup to both use the control rotation as it's own (that "Use controller rotation yaw" boolean) but also it's movement component was set to "use controller desired rotation". In the documentation it even says that if the movement component uses that setting the character setting should be disabled.

gentle urchin
#

So they kept fighting for control, or what? πŸ˜› Glad you found it tho

serene fulcrum
#

I'm not sure what was happening 😝

#

It still flickers when going backwards tho, but that's just because of rounding errors and going between -179 ant 179 really fast, but that's easily fixable using the "band-aid fix" you mentioned πŸ˜„ Thanks for the help!

gentle urchin
#

rounding / filtering for delta should help you out

#

so delta must be atleast .2 before you'd care for it f.ex

trim matrix
#

can i have some help with my animation blueprint?
i have set up rolling and attacking in my player blueprint but when i roll i cant attack anymore

gentle urchin
#

forgetting to reset some blocking bool ?

slender hawk
#

When working with Spline Mesh Components...
Is it possible to remove the shading caused by the in/out tangents on the spline point (even when it's set to linear)?

spark steppe
fallen glade
#

look ok to me but the sword is parented incorrectly? it's going really fast to see

spark steppe
#

why are you going twice through the blendslot?

gentle urchin
#

But i suppose you got the solution verified with the debug data?

#

Nvm, I see what you did now πŸ˜›

#

forward and backward trace

#

I tried only forward, but initial overlap causes some hickups

#

It worked, but ended with alot of traces

dull meteor
#

Does anyone recommend any simple linear quest tutorials? I've been looking around but for the most part have only found tutorials explaining how to create an rpg style quest system (i.e. pick up quest from npc, complete objectives, return question to npc, rinse and repeat). I am looking for something simple where the player is given a quest objective, he/she completes it, and a new one appears to progress the story. Very linear. Any recommendations would be greatly appreciated. Thanks

slender hawk
#

@fallen glade
RE spline materials.
I've barely touched materials, can you point me in a direction to look into?

fallen glade
# gentle urchin

to be honest I don't know which one would be cheaper, lots of calculations on 2 traces or lots of little traces?

fallen glade
# slender hawk <@!458765232911810570> RE spline materials. I've barely touched materials, can y...
fallen glade
sage pecan
#

Does anyone know why it Cast Failed?
This is from another Blueprint

fallen glade
sage pecan
gentle urchin
#

The weird thing is that multilinetrace already contains the information we were trying to create

sage pecan
gentle urchin
#

so by diving into its functionality one could probalby extract or expose that exact info

void needle
#

how can i spawn same actor and then choose 3 of them to stay alive and other 5 get destroyed? without creating 20 different actors?