#blueprint

402296 messages Β· Page 724 of 403

fallen glade
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God didn't make me smart enough for C++ so that's a hard pass haha

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print this

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if they are characters with AI etc you can't if they're just meshes you can spawn them and remove them from within a single blueprint

sage pecan
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I tried in Enemy Blueprint as well, it print the Main Character Blueprint as well

gentle urchin
sage pecan
pliant violet
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Hi there - cautious question: I have some aiming logic for a top down twin stick shooter, and so I set two axis for "forward" and "right", but it seems to be working fine looking all around by just plugging in the aim forward event. Does anyone see something wrong with this?

atomic salmon
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@pliant violet your code is driven by the AimForward axis event but it doesn't use the Axis Value from the event, it retrieves the values directly for both axis and combines them with an Atan2 function.

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In that sense you are using your AimForward axis event a bit like an On Tick event, taking advantage of the fact that, as an axis event, it fires continuously

pliant violet
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Okay, so either Input event (any movement of the analog on the gamepad) will trigger the values to the SetRelativeFunction node?

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I was surprised it works if I move the analog stick to the right, for example. I was trying to avoid tick for times when the stick isn't moved.

atomic salmon
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InputAxis events fire continuously, even when the the controls are in the center

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If you debug your BP you will see it

atomic salmon
trim matrix
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Guys i need help. I am quite nrw to unreal engine and trying to make my first game. I have a fps widget and i want to hide/show it by pressing a button in my pause menu. I've got it working by pressing a keyboard button but not a button in another widget. Please help

pliant violet
atomic salmon
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@pliant violet logically it is a bit weird because you are using an axis event to trigger an action which requires the value of another axis, but it is not the worst piece of BP code I have seen. And since it works it is ok for prototyping.

pliant violet
atomic salmon
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#ue4 #beginner #blueprint #widget #communication
How to call a function in one widget from a second widget. This can be used to modify any number of things within your widgets, here I demonstrate how to control a health bar widget on an actor from inside a widget that has been added to the viewport. Any variable or function housed within a widge...

β–Ά Play video
manic wigeon
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hi guys, i have an issue atm that the widget is not being removed when the player leaves collision box. i have put in the code but not sure if something is missing.

dawn gazelle
# sage pecan

Are you just trying to detect when a player enters the attack range collider of the enemy?

serene fulcrum
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This is all I use to move my character, I disabled all use controller rotation options on the character and the use controller desired rotation on the character movement component. Moving forwards and left/right handles about how I'd expect, but for some reason going back will allways end up with the character being aligned with the world forward vector (walking backwards alongside it that is). Any idea what may be causing this?

civic briar
# sage pecan

Are you also trying to print out the enemies name ?

atomic salmon
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@manic wigeon you need to learn to debug your BP's by using Print Strings in combination with the visual debugger and breakpoints. The first question is: is the trigger event firing when you leave the box? If yes, is the code to remove the widget being called?

atomic salmon
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@manic wigeon Add some Print String at each stage so you know that part of the code is actually being called. Eventually you are going to find where the problem is.

dawn gazelle
# sage pecan Yupp

So the overlap event you've shown is within your enemy blueprint right?

chilly lodge
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How would I add a neav mesh to a bp, for instance passengers, AI Boarding a train ?

civic briar
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It's printing the main character because that's where it looks like your overlapp is setup. @sage pecan

dull meteor
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Thank you. I may just have to gather some knowledge on these systems from what is currently available and build around that.

serene fulcrum
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Using GetActorRightVector / GetActorForwardVector has the same issue

civic briar
sage pecan
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This is the tutorial I'm following but is unable to make it work

serene fulcrum
dawn gazelle
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On the player, all you should need to do is connect "Other Actor" from the event into your cast and it'll probably work for you.

sage pecan
dawn gazelle
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On the enemy, you should be able to do a compare between "Other Actor" and "Get Player Pawn" or "Get Player Character" and if true, then you know the actor that's overlapping is indeed the player. But if you want to do something to the player on the enemy blueprint, then you may want to just cast the "other actor" to "Juggernaut"

lofty hound
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Can anyone tell me when using Maps in blueprints, when i get the keys and values and output them to separate arrays, do they maintain the same index as they were in the Map?

tight pumice
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hey, whenever i use get all actors of all on edit/standalone i get the same order, but when i get all actors on build, the order is different, but every build kinda the same, whats the order, pls help

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i men whats the algorithm order for this specific function

zealous moth
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@tight pumice iirc as they get instanced they are cached in that order.
If you want a specific order then make a map and create them in the desired order

runic parrot
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Hi! is there an already made way to serialize a struct into a string and than back from string into struct?

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i can make my own function, but if there's something already made i would like to make use of it.

red grail
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How can I add a timeframe to this condition? I want the transition to only happen if the movement speed is below 10 for 0.2 sec for example.

worthy tendon
red grail
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in here?

worthy tendon
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yes

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something like this

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I would collapse these nodes to make it look cleaner

red grail
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I'm playing around with it, need some time to wrap my head around this lmao

red grail
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This kinda works I think, but I feel like it might be stupid to do it like this. Thoughts?

lyric holly
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I cannot figure out where the circled Target/Root Component is coming from in the blueprint. Isn't root component the scene root? When I drag that out I don't get something that says "Target" on the left

faint pasture
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Is there a dirt easy way to debug print a struct or do i gotta break this thing and concantenate a string together?

worthy tendon
tropic pecan
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Hey there. Once, again, does anyone have an idea on creating a "Set Game Paused" blueprint to pause and un-pause with different keys such as like "P" for pause while having "b" for un-pause while requiring to be back at the main pause menu before closing to the game play? I've search for tutorials from YouTube and Unreal Engine learning but they are all the same. They all keep setting it up to the same key which is not what I'm looking for. Please does anybody have at least an idea of that case?

drowsy ridge
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Hi all,
I'm dealing with this very weird bug!
I'm currently working on a small hack and slash game. For the hit detection, I created a blueprint anim notify state which is fired in the animation montage, within that state I tell UE4 to fire a spheretrace. For some reason it's not appearing in the anim montage, but it is in the actual game. It used to show in the montage, but somehow it isn't right now!
Here's how it's set up in the anim notify state:
https://blueprintue.com/blueprint/zl3q_oe7/

gentle urchin
red grail
tropic pecan
# faint pasture

I thank you for the advice but I'm afraid it's more complicated than that. I have structured my open pause menu in this structure for separating game mode and pause mode. I am trying to create a related JRPG Function.

faint pasture
tropic pecan
faint pasture
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Use an Enum for your states. In my case, it's the HUDUI state

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so when you press a button, you pick a new state based on current state then update stuff

tropic pecan
# faint pasture

I need to take time analyzing this then, thank you very much for some advice. Could I text later about all this or should I not?

tropic pecan
faint pasture
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Are you guys getting a 2s delay on PIE?

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It's like theres a 2s wait before game starts up, never noticed that before

lusty wave
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Is there a reliable way of telling in a construction script whether the game is running or whether it was called because of a change in the editor? In other words I want to separate [PIE, Standalone Play, packaged game] from spawning or editing an actor in the editor.

faint pasture
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Figured it out, this project used to have some garbage code plugin and its GameInstance was still being used and had a 2s load time lmao.

gentle urchin
lusty wave
gentle urchin
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Got an example of what?

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Usually thats what i use on construct for

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Or you can make a custom event and make it callable from the editor (button shows up)

lusty wave
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@gentle urchin In my construction script, I'm moving an object to a specific position. The inputs I need to compute that position are available in the editor, but not at runtime. If I understand correctly, I should just be able to set the position in the editor and that will be saved in the map and I shouldn't need to set it again at runtime.

gentle urchin
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The actor will keep whatever position you gave it when placed in the map, yes?

lusty wave
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I may have figured out a straightforward way: Make a C++ function that checks EWorldType on the world instance and makes sure it isn't EWorldType::Game. I don't see an existing blueprint function for this but it's easy enough to add one.

gentle urchin
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Damn, well played. πŸ˜… Alot of functionality is not exposed to blueprints sadly

lusty wave
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@gentle urchin Actually it doesn't work, but I think this is because I misunderstood something more fundamental. I thought the changes from the construction script were persistent, but that doesn't seem to be the case. The position I set in editor doesn't get loaded at runtime the way I thought.

gentle urchin
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What? How so? They're changed as if in editor, so why wouldnt they persist

lusty wave
gentle urchin
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That sounds very odd

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Pretty sure i've successfully used construction script in editor, and it persisted in packaged game. (Swapping meshes etc)

lusty wave
lyric holly
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the construction script is like a constructor in c++?

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is that the idea

dire frost
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yep pretty much

lyric holly
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can you do all of that in the event graph?

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just curious

hybrid ether
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Why these settings are not saving?

dire frost
dire frost
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or just dont apply the settings when you construct the options menu

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but it's the best to assign the post processing quality to an int and save that into a game save slot

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just a quality of life thing. so the players wont need to reset the setting everytime they boot up your game

hybrid ether
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I thought Apply settings saves those to config:0 but okay I will try that! @dire frost

dire frost
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yeah that's true but you need to load those settings using "Load setting" node

hybrid ether
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Thank you!

lusty wave
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@gentle urchin Finally found something that seems to work. I was trying to set the Transform on a light, but it didn't seem to get saved at all. Instead I made a new instance editable variable on my blueprint actor and wrote the transform there. When the construction script ran at play/runtime, I applied that saved transform to the light via SetWorldTransform. Still feels like I'm missing something or have failed to understand how the construction script is supposed to work

bleak merlin
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Is there a way to do a hitscan/raycast to a umg widget? Trying to find a way to create a reticle and have it be accurate for a third person game.
Think I found solution working on it now.
Nice works great!

hushed pewter
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The forward vector works correctly

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But I really aint sure why this shit

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Is keeping me stuck

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I can only move regular forwards and backwards, and its not getting modified based on the camera

bleak merlin
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what are you trying to do?

hushed pewter
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Just move based on cameras position

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Just getting the forward vector, then moving in that direction

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I was origionally using get forward vector from rotation

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BUt I went too the premade first person blueprint

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And copied it point for point

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And it still dosent work

faint pasture
hushed pewter
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Just move in direction the camera is facing

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Regular first person movement

faint pasture
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Show your blueprint nodes between the input and when you add movement input to the character movement component

hushed pewter
faint pasture
# hushed pewter

That will break down when you're looking up or down. Think about it, you're telling the character movement component that you want to move in the cameras forward direction. Will that forward direction is pointed down, you will get less relative movement.

hushed pewter
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Even so

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I tried braeking it apart

faint pasture
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Assuming your capsule is inheriting control rotation, try using the Ford and right direction vectors of your capsule

hushed pewter
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THe issue is im stuck moving in +X -X +Y and -Y with no effect from the forward vector

faint pasture
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Print the output of the get forward vector on camera, does it change when you turn?

hushed pewter
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Only camera rotates

faint pasture
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Whoa, what is going on there. What are you trying to do with all that?

hushed pewter
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Y just lets me look up and down at restricted angles

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X is just standard

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Same as in first person template

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This was all working fine before

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But after adding my particles it suddenly stopped

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So idk if I accidently disconnected something

hushed pewter
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Alright, it was updating too fast

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So I just seperated the values

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Thank fucking christ

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STupid engine

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Haha

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YEEEEEES

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Taken a few days

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BUt blar blar

jade nova
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Ok

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So

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How can I make something like arcade driving physics

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I searched all YouTube and can’t find any stuff

pliant violet
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Hi there, my spring arm goes haywire when I enable collision on my player pawn. I made sure to set the Spring arm to have Absolute rotation, but once this "ball" hits the ground, the camera rolls forward and to the side.

Am I missing something?

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Right before contact

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right after

prisma path
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How do I generate a list of random actors? It's like a shopping list, each actor/item has an item type in enum variables and each element of the list would be from different item types.
Would I have to create an array variable for each item type and then get one element from it with a random int? The problem with this is I might have hundreds of items

fierce birch
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anyone know how to reference a material instance parameter through bp?

pliant violet
# fierce birch anyone know how to reference a material instance parameter through bp?
fierce birch
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@pliant violet any way to do it form an actor?

pliant violet
fierce birch
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basically i want to pick up a coin and it will materialize over time and disappear

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i have the instance applied and just want to change a value on the instance over time

pliant violet
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@fierce birch

fierce birch
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ok. because i have parameters in the material instance that i want to access. but i appreciate you taking time to try to help me

prime bone
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I have a minimap widget that I wish to disapear when I am moving left (pressing a). is there anyway I can do this?

fierce birch
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@pliant violet got it

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set the scalar parameter value

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is the function

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@prime bone set the visibility

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to hidden

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or remove from parent

prime bone
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how do i set the visibility?

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thats what ive been trying to do

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oh its jsut a node

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omg

last pond
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hey all. I keep getting this error when my Line trace doesn't register that it hit anything. is this something i should worry about or is it just telling me it hit nothing?

forest sable
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Hello guys, I have been trying to store a widget withing a save game then recall it a gain but that seems to not work does anyone know where i can find the type of vars I'm able to store is a save game and what i can not, thanks ❀️

last abyss
analog maple
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Hi, has anyone else had any issues with binding a progress bar to health? I've tried doing so, but it seems like it stops querying at some point.

fierce birch
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@prime bone yes

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its a node

tight schooner
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@forest sable I think a widget is a spawned thing and it's pointless to save a reference to something spawned within a save game because it's necessarily destroyed between sessions. You have to save the data that the widget uses

forest sable
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that's what i did i had to save the vars within the widget and then reconstruct it upon launch with that data

dawn gazelle
# forest sable Anyone ?!

You can't save object references in a save game at all.
If you show a bit of your saving / loading code then we all might be able to advise a bit more beyond this.

jagged kelp
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Hi all, is it possible to get the forward vector of a non-character bp?

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I have a moving ball set as a physics actor but can only get it to return 1,0,0 as its forward vector in a print while traveling in a loop

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all the tutorials I have found for it have used characters so I figured it was time to ask the question

gentle urchin
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Cant you add an arrow component for that?

jagged kelp
spark steppe
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arrow components dont exist on packed game

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you may want to get the velocity and normalize it

gentle urchin
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^ Didn't know this part

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Not sure if velocity is correct either, since you can have velocity in a not-forward direction

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I'd think blending by slot is easier

jagged kelp
gentle urchin
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Yes exactly

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..by bone* is the node

unreal plaza
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What (S) mean?

spark steppe
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scalar

unreal plaza
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Thank you

mint acorn
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Hey All

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Why is my mouse not showing in my level??

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The widget gets created but I have no mouse to interact with it??

spark steppe
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you may have to set a mouse cursor

mint acorn
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Hey Ben

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I do Set Show Mouse Cursor ??

spark steppe
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yea, but you probably don't have any cursor style assigned

mint acorn
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ok i'll look into that - thanks

gentle urchin
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If we'd only have the left part, then it would additively blend pose and blend pose 0. Blend pose 0 would only have something to blend if you were playing a montage. The setting on the blend per bone would specify which bone to start from, and how "deep" it should go

hoary orchid
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How to cast to BlueprintUtilityWidget?

gentle urchin
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I would think so yes (been a while since i played with anims)

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Hmm ...

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root motions aren't ment to be blended, are they

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So root motion must be part of a full body blend

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weight of 1 would mean full override (no blending)

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per bone yes

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With the blend pose 0 being a root motion montage, set to full body ?

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I'd imagine something like this

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currently in the ALS project, so i havnt come around to add new slots or my own overlays etc yet, so ignore the naming

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but i'd think the root motion montage would be part of the "BaseLayer" slot here

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It's been a while tho, so i could definitely be wrong

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did the anim state stuff work out btw?

forest sable
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Hello guys, I've been trying to rotate an object in screen space and i have had no luck with that, been looking on the internet for a while but i couldn't find what i needed

gentle urchin
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Maybe more luck asking in #animation , probably someone with a bit more control than me πŸ˜›

forest sable
gentle urchin
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example?

forest sable
gentle urchin
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During runtime?

forest sable
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yes

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just like graphics program do

gentle urchin
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with a sphere for axis selection ?

forest sable
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no the selecetion would be direct on the object

gentle urchin
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Most of it can probably be achieved with a widget, reacting to mouse enter, button down and sending translation to the object in focus

forest sable
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but the rotaion would have the same behavior yes

midnight kiln
forest sable
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in game

forest sable
gentle urchin
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while mousebutton down -> add mouse XY axis to rotation of the actor

forest sable
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well that is what i have now but that rotates the object in world rotation

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so it doesn't behave as if it was following the mouse

gentle urchin
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it should

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probably at some weird rate , but it still should

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keep in mind mouse movement is only 2 axis, so you might need some magic to make it work nicely in 3d space

clear solar
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Hey guys. So I just started using unreal and I wanted to recreate a game I made in unity. Basically the game has only two rooms and by entering one and for example inside a trigger if you press a button there are changes on the other room. New paintings on the walls or even new object like a radio that when you enter the trigger it starts to play music. The way I did it was bu enabling or disabling the game objects. What should I do to recreate this in unreal?

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I obviously don't want the full answer step by step

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Just need something to point me to the right direction

eternal reef
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Starting off simple you could just play a trigger box in the world and on overlap fire the event where you set the objects either hidden in game, change visibility (dont forget to remove collision) or you could also just move them by hitting that event
All of this stuff could be done in the level blueprint, but you could also create a blueprint actor for the objects and prepare the logic in there which gets fired by the level trigger box to go more for a "modular" way

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If they all are the same class you could use the "get all actors of class" and manipulate them within a loop without having to specify each single one

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But Id place both of them in the room and depending on the choice either one becomes visible, so you dont have to worry about the placement of the objects with vectors if you have to move them back in

odd veldt
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What is a better way to optimize a NPC Character.
Changing Tick Speed, using a Timer or using a other way?
I already using the "Was Recently Rendered" but I need a running event to update the NPCs. if they are visible.

spark steppe
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that depends on what you want to update and how frequent it should happen

dire frost
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yeah it really depends on how accurate or in other words how fast you want your npc to react to new information

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and also you make a global information pool. so instead of every npc the player's location for example, it's an actor or whatever you want that has that info and every npc access it when needed

clear solar
unreal plaza
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How to limit first person camera Yaw roatation base on level?

surreal peak
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There is a Make Rot From X or so node

worthy tendon
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vectors don't have roll. so RotationFromXVector always gives 0 roll.
Make Rotation from Axes might have roll which can be defined by right or up vector. I don't know why there are 3 inputs. with 2 vectors perpendecular to each other you can determine Pitch Roll and Yaw.

honest wolf
atomic salmon
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@swift pewter the names of those functions are a bit misleading imho, but you should read X, Y, Z as Forward, Right and Up. MakeRotFromX assumes you are using a forward vector. MakeRotFromXY uses a Forward and a Right vector, the Z (Up) vector will be calculated internally using a cross product.

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MakeRotationFromAxes uses all the axes as input, enforcing orthogonality between each pair.

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Also the documentation for those functions is misleading, it talks about rotation matrix but the output is actually a Rotator (you can transform one to the other, but still)

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They work as expected once you understand what they do

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But their names/documentation may deserve some TLC

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@swift pewterThe CMC already has a function to orient rotation to movement. Is this what you are after?

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@swift pewter check that the input vector has length > 0 before deriving any rotator from it

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start by using a Print String to show what the input vector looks like at each frame

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once you have seen that, you can devise a solution to the problem

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If it is easier, you can also visualize a direction vector using DrawDebugLine or DrawDebugArrow

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In this way you can see where the vector points

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Yes, you can add them to your debugging toolbox. Very handy.

unreal token
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Please, point me in the direction, how do i make a super nice menu with a movie behind it or the game behind it, you know how some games you click start and the menu buttons disappear and it's the start of the game.

atomic salmon
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@unreal tokenhttps://www.youtube.com/results?search_query=ue4+game+opening+menu

unreal token
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yeah they're all super basic stuff

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and some don't work anymore

atomic salmon
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@unreal token if you are learning you need to start from something basic, then improve it. There are some recent ones, so I assume they work. Don't pick one older than 2-3 years.

unreal token
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yeah i did like 5

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actually more because the ones that were obsolete i stopped doing

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i'll ... well i don't know

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do something else, sorry

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thanks for trying to help. i appreciate you even answering

atomic salmon
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@unreal token if you give it a try and then come back for specific problems/issues it may be easier to help you out. Also a better channel to ask about menus/widgets is #umg

unreal token
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oh ok thank you @atomic salmon

atomic salmon
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@swift pewter I saw you already had an extensive discussion about that. Did you follow already some of the recommendations that were given to you?

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@swift pewter if you need to switch between two states, working with a bool is the way to go

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if you foresee that in the future you may need more states, you can think of a different solution

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but in general you want to adopt the minimal solution which covers your use case

arctic moat
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Hi, Im having a bit of problems with the way the Player tag (above the head) interacts with the world. When a player is behind a wall, you can see the player tag through the walls which i don't want

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i have the player tag set to "Screen" in the space

atomic salmon
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@swift pewter it's not because I say it, it is because it works. So if something works and doesn't cause side effects (or regressions), it is assumed to be ok.

arctic moat
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I don't want to change it to "World" since it looks a bit horrible.

manic wigeon
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guys can anyone help me identify why this error is popping up

atomic salmon
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@manic wigeon how are you handling the End Overlap event? That is, when the player leaves the trigger volume / collision box?

brazen pike
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Ay is there any way easy way to mass enable a post process material on a lot of items (like every interactable item) while also not enabling any other post process material? I have three but I only ever want one enabled at a time. Do I need to cast to every single item I have on the map and enable post process materials (while changing the blend weight for the other two) every time I press my key (a black and white mode which is toggle bound to 'Q')?

That solution feels extremely inefficient and can't be the only solution, right?

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It feels wrong that only one post process material can be enabled at a time. So is there any way to deal with that?

earnest tangle
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It seems you should be able to have them enabled all the time, but instead parametrize their effect

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Then you could use a material parameter collection to adjust when the effect is enabled or not

unreal plaza
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@honest wolf Thank you! That's exactly what I needed. I saw the first method on a project, but when I trying to use it I found out it doesn't work when you want set specific limits to different level.

honest wolf
# arctic moat Hi, Im having a bit of problems with the way the Player tag (above the head) int...

You probably wanna make use of Custom Depth. http://www.tomlooman.com/the-many-uses-of-custom-depth-in-unreal-4/

Unreal Engine 4 introduced a new depth buffer along with their PBR rendering system. It's called "Custom Depth" and can be used for effects like the selection outline that is built-in the Editor, rendering of occluded meshes or custom culling of transparency.Β I will discussΒ some of the basics of using this buffer in the material editor and expla...

atomic salmon
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@arctic moat you could also do a visibility check from the widget to the player camera using a line trace, hiding the widget if the test fails

arctic moat
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i've come up with this solution where when the player is close to the other player (2500 units) the tag displays and the rotation is always facing the player

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this solution works, however...

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it throws out all these errors. Is this because of event tick?

spiral gull
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Hey folks,
I am using tags in my game and just discovered that there is a thing called "gameplay tags".
They seem pretty useful especially because of the hierarchical structure but for the love of me I can't figure out hot to assign a gameplay tag to an actor.
I am sure it is crazy simple but I guess I just can't seem to get it.
Can anybody help me ?

gentle urchin
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Isnt there a gameplay tag component one must use

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i think you can give the ActionRPG example from Epic a look

dawn gazelle
spiral gull
#

@dawn gazelle oh, I see! Thank you πŸ™‚

dawn gazelle
arctic moat
#

perfect. IsValid? works and fixes the error

brazen pike
# earnest tangle It seems you should be able to have them enabled all the time, but instead param...

So I should enable them using "Render Custom Depth Pass" (on the BP's mesh) at the start? I have one of my materials a highlight which enables render materials on that mesh when the player is looking at it... If I have it always enabled, would I not need to then edit the values of the material itself rather than the individual mesh to enable my highlight material, causing every item to highlight when I'm looking at any item?

#

Currently set to highlight on event tick when player looks at it

#

and to enable render custom depth pass

#

Because I DO have one enabled at all times, but I want it to be applied to only the mesh I'm looking at, so only the mesh I'm looking at can receive it, while its sending it to them all

brazen pike
#

But my goal is to have a button which lights up everything at once (using a different material) and when that button isn't pressed, only one is lit up (what I'm looking at)

chilly jetty
#

Hi everyone, I have a slight problem. I have a post process material that lets me see actors that has RENDER CUSTOMDEPTH PASS enabled through walls. I want to change the color of the Post Process mat but only for the actor that is being hit with a sphere trace

#

I'm not sure how to access the Mat instance in BP and how to make the post process material be individualistic for each actor

brazen pike
#

I swear either post process materials is one of the more confusing things in ue, or one of the less developed sections

chilly jetty
#

might be both haha

trim matrix
#

is there any way i can add blur to a background image in, for instance, a main menu?

brazen pike
trim matrix
#

oh i got it thanks

dapper forum
#

Guys, how do I "force release" all keys upon game pause?

My game has some mechanics as for example holding RMB to target an enemy. But if I pause the game while that button is pressed, when the game is unpaused, the functionality gets stuck, which is specially bad with special powers that charges while holding down keys.

#

I've tried clearing variables, but the button release behavior still happens

dire frost
#

you can make a custom event called "game paused" or something which pretty much does the button released script and you would call that event before you pause the game

pliant violet
#

Hey folks, I want a top down shooter where my player pawn has collision enabled, but I don't want any "jump" of any kind. Will constraints on the x,y,z rotation and z axis position be enough for the player pawn?

dapper forum
dire frost
#

oh you want the release event NOT to happens when you pause right?

dapper forum
#

exactly!

#

not even after the game is unpaused

#

as if it was never pressed in the first place

dire frost
#

you can make a bool called "is paused" that gets true when you press the pause button. so when pause and the release event is trigger it wont carry on with the script because the bool is true and after you unpause obviously you want to set the "is paused" bool to false so when you actually release the button it works properly

#

i think that should work

dapper forum
#

unfortunately it didn't work. I think I really need a way to flush out all held keys from memory when the game is paused

#

there has to be a way

#

get player controller -> unbind all events from on released - doesn't work either πŸ˜•

dire frost
#

can you make a delay for setting the "is pauseed" when you unpause>

#

do that while i think of a solution lol

#

make it a short delay

#

oh! and can you check if the button is pressed?

dapper forum
#

I've also tried that! even with long delays =/

dire frost
#

try checking if the button's pressed

#

you should get that from the player's controller

dapper forum
dapper forum
#

@dire frost I was thinking backwards which caused me to think the problem was in the release when it was actually on the pressed event. Thanks for pointing me in the right direction, the solution was pretty simple:

dire frost
#

lol at least you fixed the problem now!

dapper forum
#

yep, just need to replicate the solution in all my hold down events lol

pliant violet
#

hey crew, how can I get my pawn to spawn closer to the ground? If I adjust my PlayerStart I get the bad size error

#

My root component is just a static mesh

dapper forum
jaunty solstice
#

I have a public variable of type 'Texture' in a regular, not Material, Blueprint.
How do I scale this texture?
If it were a Material Blueprint I would simply use a TextureCoordinate node but this doesn't exist in regular Blueprints.

pliant violet
#

Can't adjust the static mesh height since it is the root

dapper forum
pliant violet
dapper forum
#

Maybe I'm the on that's missing something πŸ˜…

pliant violet
#

No no it's okay πŸ™‚ I appreciate the help. I replaced the root component (in your scene, the DefaultRootComponent) so now I can't adjust the transform.

I can do two things in my head - use a different root component, or mess with the player start

dapper forum
pliant violet
#

All good πŸ™‚ I am going to just apply gravity for now! And keep the mesh as the root component. I see my options now and this will work for prototyping.

Sometimes you just need to talk it out with someone. Thank you!

tight schooner
#

@jaunty solstice I'm not entirely sure what you mean. Materials can have parameters (float, vector, etc), and in BP you can create a dynamic material instance and then set those parameters on the fly. That's the general workflow for BP affecting materials

#

It's up to your material graph to use the parameter inputs in some way, like to multiply texture coordinates. BP can't do that directly.

dire frost
#

note you need the pawn to be above the ground

pliant violet
#

Thank you!!

dire frost
#

your welcome! and you can make some other checks in cases like if the pawn was placed under ground or stuff like that but it will be more challenging

trim matrix
#

Anyone experienced a bug that open level node works fine in editor but in standalone and in packaged it doesn’t work?

#

I have put the map in the packaged settings to include it

#

Maybe should I delete saved files?

dire frost
#

do you mean like the level does not open?

trim matrix
#

I have a main menu map, when the button pressed it opens loadtransition map, and from there I open the game map with open level as soon as all assets are loaded

#

But it doesn’t open game map

#

In editor works as expected

#

I read that and others had the same problem and they deleted saved folder and the problem fixed

#

I will try that

karmic sonnet
#

see how helpful this group it, I posted a question and then figured it out immediately πŸ˜„

trim matrix
#

im trying to cast to my main_Pawn Character but for whatever reason it does not exist even with context sensitive off only other thing with main in the name is the anim bp and im not about to delete my character

silk inlet
#

Hi guys, I'm trying to re-create the navigation system for a mobile game. The reason is that I want some customisation later on. Right now I'm still learning the basics.

The right button is set to jump which I have set up. The left button is supposed to work like the default input which moves the inner circle left and right. How do I make it happen?

worthy tendon
trim matrix
#

i might honestly have to go to the BPI Route and pass a refrence through there im on 4.26.2 btw

worthy tendon
#

get the cast to Main_Pawn outside animation blueprint, if that appears. then copy paste

trim matrix
worthy tendon
#

yeah, No Idea either. sometimes It gets anoyying

spice valley
#

Is there any way to set default values for saved values?

#

for example a saved bool I want to be set to "true" when a player first plays the game

#

I tried just setting it in the savegame itself and it worked in editor but not builds for anyone who tested it

#

so I had to do a system where it checks if you've launched before and if not manually sets the defaults, but that's very cumbersome and means future updates can't set defaults either

earnest tangle
#

In my game I just set defaults on my variables, and tick the savegame box. When a game is loaded, it just overrides the defaults on the variables

#

I'm using EasyMultiSave but you could do it like that yourself too I guess

last walrus
trim matrix
#

how to disable the tick in the widget blueprint ?

last walrus
hardy fable
#

the content browser will show you the ticking state of a widget if you hover over it

glossy bane
#

Is it possible to rotate individual instanced meshes that have been created trough a construction script? When I try it using a simple timeline, lerp rotator and set world rotation nodes, the instanced meshes have very unexpected behaviour, like vibrating in a single spot, while all im trying to do is rotate them passively arround their own axis

gentle urchin
#

Its possible yes , but with construction script not to my knowledge

glossy bane
civic briar
#

Can you not just use add actor relative rotation node ?

gentle urchin
#

Its not an actor , but an instance of one

peak crater
#

Can anyone think of a reason that a variable set to a user widget class would resolve to None on runtime even with a default value?

#

I'm not clearing it

gentle urchin
#

But updating their rotation one by one shouls be pretty straight forward at runtime i think

glossy bane
#

I have an asteroid field and I just want to make every single asteroid rotate passively arround its own axis

peak crater
#

Wow im dumb

#

nevermind

gentle urchin
#

If so, please show some code

glossy bane
civic briar
#

Also to change the variable for multiple instances, instance editable needs to be enabled

#

And if you are spawning the actor in BP, are you storing the instance in a variable ?

gentle urchin
#

Instance editable doesnt need to be on, but the spawned iinstanced must be handled. Show some could would help :)

glossy bane
hardy merlin
#

I have a transform problem. Given a forward vector Start and forward vector End, how can I generate N additional vectors that are evenly rotated between Start and End?

glossy bane
#

this is how im trying to rotate it atleast

civic briar
#

You just trying to make it spin around on the Zed ?

gentle urchin
#

This is not per instance (you're using ism right, or did i just assume to much?)

glossy bane
civic briar
#

Why not just straight off event tick of the actors BP, use add relative rotation node and input values manually to test

gentle urchin
#

Ism = instanced static mesh

#

Being an astroid field, anything else sound very costly (except particles)

glossy bane
glossy bane
civic briar
#

Ohh yeah sorry I've been misunderstanding you this entire time

gentle urchin
#

Show me that part aswell

hardy merlin
gentle urchin
#

Just so we're 100% on the same page

#

If urbusing the ism component, you must use the ism set instance transform nodes aswell

gentle urchin
#

Perfect

#

So you need to loop through the instances, and update their transforms o a per instance basis

#

Theres a special node for it

glossy bane
gentle urchin
#

No, you gotta do it at runtime

glossy bane
#

Could you give some hints how I would go about this, and what that node is called? I'm still new to unreal and just recently started looking into instanced meshes

gentle urchin
#

2 sec , omw to the pc :p

glossy bane
#

thanks!

gentle urchin
#

Once per frame (or once per change, whatever comes first) you must mark the render state dirty

#

So usually at the end of the update loop

glossy bane
gentle urchin
#

ill see if i can dig up an example

#

i made some silly space scanner many moons ago

#

which used isms

glossy bane
#

I see, I'm not exactly sure how to handle the new instances transforms array

gentle urchin
#

For starters its probably easier to use the Update Instance transform, and just do them one by one

#

I see my example project isnt very good for explaining or making an example of either really

#

Basically, some method to find the amount of insances ( i assume you wanna rotate all of them, so get instance count should work for you)

#

then looping through that , updating the transform of every single one

glossy bane
#

can't see any change when I did that atleast

gentle urchin
#

No, because thats only one instance

#

you need more like this

#

wether you do it in a timeline or on tick or whatever is mostly the same stuff

#

you can also add some randomization to it so they don't look 100% synchronous

glossy bane
# gentle urchin

will try this asap, was just wondering about the bools on the node, should I not use mark render state dirty and use world space instead?

gentle urchin
#

you only wanna set render state dirty once per frame , as i've understood it

glossy bane
# gentle urchin

understood, yeah it's a very confusing node I'll keep working to try and make it work, thanks alot for the help

gentle urchin
#

the setup i showed you should work, with a static +1 rotation in X direction

#

i'd set it to event tick just for testing, and see how it works πŸ™‚

glossy bane
gentle urchin
#

ignore the lerp part

#

but in the timeline aswell complicates it , and sort of doesnt make much sense since you want them to constantly rotate

#

so tick is easier

glossy bane
#

so I guess I just go for this solution instead of the batch node

#

thanks alot for the help

gentle urchin
#

How many instances?

glossy bane
gentle urchin
#

I bet its cheaper to do batch updating aswell

glossy bane
gentle urchin
#

ism's dont like post 100k

#

1k seem fine

glossy bane
gentle urchin
#

framerate is clearly taking a hit already at 5k

glossy bane
#

yeah I'll have much fewer, probably in the range for 300-500

gentle urchin
#

that should help alot

#

if you use low vert meshes aswell it seem to help quite a bit (sorta obvious i suppose)

glossy bane
gentle urchin
glossy bane
#

thats alot of rocks :p

gentle urchin
#

500 πŸ˜›

#

the bp

hardy merlin
glossy bane
# gentle urchin

Oh so you get your transforms and instances count directly from the construction script

gentle urchin
#

i define them from my variables really

glossy bane
#

oh it just clicked, thats where you append the array

gentle urchin
#

The array is resized in construction script

#

Final revision of it

#

3 editable variables, Instances, Radius and Spreadangle

#

spreadangle is up and down, while the circular is evenly spread in this sample

glossy bane
# gentle urchin

wow alright yeah I can kinda see how it's all connected, will start chipping away at it

gentle urchin
#

sort of expected it to be a nudge cheaper to access an internal array of transforms instead of the ISM's array, but seem to be equal

glossy bane
gentle urchin
#

No i was thinking about the for loop in the tick event,

#

where i sort of blindly expected it to be quicker to "get element at this array index" vs "get instanced transform"

glossy bane
#

right I see it now

glossy glade
#

I’m trying to give character abilities a certain Status effect associated with them from a Bitmask enum called Status. So I set them with a literal enum value. I later have a bitwise '&' check for groups of Statuses (like ones that prevent movement or ability usage).
The bitwise check always fails because the int bitmask variable contains wrong values
Each int bitmask variable (eg. MovementImpairingStatuses) will have several relevant flags set on.
When referencing a literal case of the enum it gives an int value from 0 to N. When referencing an int variable set to be a bitmask for Status it gives unexpected results. Any idea what’s going on?
Shouldn’t this work?

#

A more narrow question is: shouldn't I be able to do this:

Status B = Status.Stunned;
Bool C = A & B.IntValue != 0;

If (C) {
     Character->DisallowMovement();
}```
earnest tangle
#

iirc it should be possible to use bitmasks in that fashion yes, but I never learned the math for it so I tend to just use some other methods because it's just simpler to deal with :P

#

Your screenshots aren't really doing any bitwise comparisons as far as I can tell so hard to say what's happening

glossy glade
#

The screenshots just show that I'm creating what should be the same values in different ways and they print out as different values

#

If I create an Int bitmask variable with "Stunned" set on

#

Then an Enum literal with "Stunned" selected

#

They should have the same Int value

earnest tangle
#

Ah, a literal enum isn't a bitmask, what you're doing is you're just converting it into its numeric representation. I don't think a bitmask value will directly match the uint8 representation of the enum

#

I don't know what types/values are in the TEST variables though

glossy glade
#

I thought that was the point of checking the Bitmask box at the bottom of the Enum file

earnest tangle
#

I think that just enables its use as bitmask values

glossy glade
#

I'm familiar with bitwise operations (in other languages) with raw enum values

earnest tangle
#

well it should work the same way in BP's

#

since it's really just a layer on top of C++

glossy glade
#

I have done some googling on this and apparently it was actually a bug in Unreal, but was ostensibly fixed a while ago

#

So I'm trying to figure what step of the process I'm doing wrong

earnest tangle
#

Well have you tried just doing regular bitmask operations on the values? Do those work?

glossy glade
#

Namely, how do I get the bitmask value from an enum literal

#

Yea, just doing the operations on two int variables works

earnest tangle
#

Looks like Make BitMask is the node used in the guide I linked

#

I'm assuming if you connect it into the appropriate pin it'll show the enum's values instead of the default selections

fierce birch
#

hello all. I have a materialize function that i custom set the amount to through a timeline. the thing is that the change to the material affects all that have it. is there a way that i can only make this change to the one instance?

earnest tangle
#

Use a material parameter instead of a material parameter collection, then you can adjust it directly on a specific instance of it

glossy glade
earnest tangle
#

Hm, not sure then. I'm sure there's some guide you could find on google on this, doesn't seem like such an unusual thing to do

glossy glade
#

I've done a lot of googling and haven't found something talking about this issue specifically. But I'll keep looking

#

It honestly seems like a bug though. I have bitmask int variables TEST_Stunned flag set to "Stunned" and TEST_Slowed set to "Slowed" (for example) and both print a value of 0

#

Whatever the proper way to format bitwise operations - that doesn't seem right

velvet dagger
#

Need help, trying to make something activate when a node is true or false, is there a node for that? Can't find it online :/

#

Please @ me if you respond :)

earnest tangle
#

Branch @velvet dagger ?

glossy glade
#

Creating new and identical bitmask int variables behaves normally

velvet dagger
earnest tangle
#

Ah, yeah that's why they say don't use UE5 unless you are ready to edit the engine source to fix things lol

velvet dagger
#

imnew :')

earnest tangle
#

Yeah I recall I tried to search for "if" and it didn't show up, which is a bit of a weird gotcha

#

back when I was new

velvet dagger
#

Hehe

#

Thank you!

earnest tangle
#

np

tidal pier
#

I'm having an issue. The line trace is working as it should, coming out the end of the gun, but ending on where the crosshair is. But the Niagara emitter start point isn't following the end of the gun rotationally. Like it points at the right spot on the wall, but its like the start point isn't properly rotating with the end of the gun so its offset. Any ideas?

velvet dagger
#

Ok so ik it's random and jumbled but that's only because I'm testing stuff, so what I'm trying to do here is make it where when the timer is up and you press right click, it'll activate something. I bet this isn't even the right way to convert exec's to and's. And the timer gives a short pulse instead of being constantly on once it's completed, anyway to fix that too?

#

Been at this for a w h i l e

#

Please @

obtuse herald
#

Your set node on the right is not connected, thus it wont fire

#

Also you're always setting 'Qwe' to false, you probably want a get node

tight schooner
#

@tidal pier make sure the Niagara modules handling those locations are operating in world space, or whatever you need it to be. Whenever locations aren't happening correctly in my Niagara systems, I tend to look at local/world space issues first. IIRC, a lot of Niagara modules are localspace by default

obtuse herald
# velvet dagger Please @

I would recommend you to watch/read a tutorial to get a grasp of the very basics. After that have a look at 'Gate' nodes, they're probably thar what you're looking for.

fierce birch
#

@earnest tangle my apologies but could you elaborate further?

#

are you talking about this?

tidal pier
fierce birch
#

@earnest tangle i got it

#

i looked a video by matthew up on it

#

thankyou

earnest tangle
#

Good to hear :)

velvet dagger
#

I'm just very bad at Booleans

#

Sorryyy

winter kettle
#

my "find in blueprints" tab isn't working, it just says "Searching"

velvet dagger
#

This is killing me, I'm trying to get health from an actor I gave health too. When I drag from the object thing there's no node called like "get actor" and everything else I choose just gives me errors. Am I just really dumb?

#

It's a blueprint mesh thing

#

Supposed to have health

rugged wigeon
#

Your image shows you casting "nothing" to a Garden_Live, and returning its health.

#

which doesn't make much sense. You'll need to describe more clearly what you intend to do here.

#

@velvet dagger

velvet dagger
#

I'm sooo sorry

#

It's late

#

I'm trying to make a health widget

rugged wigeon
#

And you want a reference to the actor whose health is supposed to be tracking

velvet dagger
#

Yesyesyes

#

Is it even possible with actors imsodumb

rugged wigeon
#

On your widget, add a variable. Make it the class of the actor who will own it.

#

On the variable options check off "Expose on Spawn". This will add this parameter to the "Create Widget" node.

#

So go back to where you're creating this widget, and add the actor whose health it is. If that's done within the actor's own blueprint, you should get a reference to self and pass that.

#

Lastly in this function you've screen shotted, just get that variable, and pull the health out. Forget the casting because you've already made sure the variable is he correct class.

rugged wigeon
#

Variable Type Dropdown

#

For now you can consider "variable type" equivalent to "class"

#

From your picture I'm guessing its called Garden_Live

velvet dagger
#

I'm sorryyy

rugged wigeon
#

probably garden live?

#

whatever your actor class is named

rain egret
#

How can I add and remove edge loops to a procedural mesh? The mesh to work with is all quads

light token
#

Hello people. I have a blueprint with a lot of child components which are static meshes. Now when I try to cast the component to StaticMeshComponent I get cast failed. How do I get the static mesh from the child component?

maiden wadi
#

@light token Show the hierarchy of the blueprint you mentioned.

trim matrix
light token
#

@maiden wadi

#

@trim matrix Then I can't set the rigid body hit events method.

maiden wadi
#

Those aren't StaticMeshComponents, those are ChildActorComponents.

light token
#

Yes

#

But they contain cylinders

#

I need to set hit events enabled on those cylinders

maiden wadi
#

Cast the GetChildrenComponents array to ChildActorComponent, GetChildActor on the ChildActorComponent, and then possibly cast that to your actor type to get the Cylinder and set it.

light token
#

Alright awesome man!! Going to try that out right away!

#

@maiden wadi I get a Cast Failed on casting it to ChildActorComponent

#

I'm doing it like this right now

maiden wadi
#

It may be the IncludeAllDescendants check. Probably don't need that on since they're all direct descendants of the scene component.

light token
#

That was it!

maiden wadi
#

That may be returning the root component of all of the actors as well if they're attached the same way, which wouldn't be child actor components, so the cast would fail on them. Technically what you have there would work, but it would have casts failed if thats the case.

light token
#

I wish I could thank you more than this. I was struggling with it for hours

#

Thanks again!

#

lol

maiden wadi
#

Haha. Child actors are a particular kind of hell.

#

Don't care for that component.

light token
#

I converted the static meshes to a blueprint. The engine did that by itself

deep hound
#

wondering if someone has a slicker way to changing float to text, but with conditions. What I mean by that is if a number is less than say 10, show 1 decimal place, otherwise, show no decimals

#

this is what i'm currently using

#

i can easily do a branch or something, but didn't know if there's a cleaner way i'm not aware of

gentle urchin
#

Or round to int, convert to string, measure number of chars in string (integrals) and switch on that

#

cleaner? Not so sure

hardy fable
#

huh, TIL, the override selection thingy that the post process struct does isn't a custom thing, but just what happens if you put EditConditions on struct properties . . .

obsidian pelican
#

Does anyone know how to take high res screens in a loop

#

I have 43eshes and would like to take for each one a screenshot

#

It's written in a for each loop giving an array of meshes

#

But putting a delay or anything else doesn't work it takes the screenshot but only of the last mesh

eternal reef
#

Maybe instead of a for loop you could just use some variable which you increase each time for the index in the array and just make it a "custom" loop with a delay

ocean oxide
#

Does anybody know what the logic for when OnConstruction/Construction Script is called during cooking? I'm trying to get some objects to snap to the ground and I'm doing the raycast from the Construction Script to avoid content creators having to poke things manually after geometry gets updated.

Weirdly enough, my logs from cooking are implying that it's being called twice for a lot of actors, often hitting the ground the first time and then missing the second time. I'm a tad confused and nobody else here seems to quite know how they work.
The main problem though, is that 90% are just missing 100% of the time, but that could be all kinds of factors if I don't know exactly when it gets called. Is the entire level it's in spawned?

obsidian pelican
#

@eternal reef tried that :) but also no effect:/ it like the loop is faster and when the take high res is triggered it takes to long to make the screenshot

obtuse herald
obsidian pelican
#

Nope it takes the name of the mesh as filename
Basically : loop start -> set name based on mesh -> set mesh in viewport -> do some lighting stuff -> take the screenshot. -> next index

#

I also implemented a counter to see how many times it goes through the loop and the loop works as it goes 43 times

#

Can we do a async loop?

obtuse herald
#

Yeah, not in bp (without plugins) tho

#

Try the loop index as your filename

obsidian pelican
#

So it should save the screen with the counter as filename ?

obtuse herald
#

Yes

hardy fable
#

you make an async loop macro if you make a copy of the default for loop and stick a delay in there

obtuse herald
#

That's not async tho

hardy fable
#

It'd still work tho if his issue is all the screenshots going off in one frame

obsidian pelican
#

I'll try both methods later hope this works :)

ivory shadow
#

What's the difference between the two nodes?

pseudo pelican
#

Hey guys, im kinda new to everything here. How would I make this bind more generalized so I can use the same bind on different text blocks and get different colours for each without duplicating that colour index value a million times?

primal smelt
#

I assume blueprints is the correct channel for materials related questions? I'm using world displacement on a material and I have just noticed that it doesn't seem to play nice when rotating the mesh it is applied to. So for example if I have a subdivided plane used as a wall facing one direction, the displacement map is adhered to correctly. But if I rotated it 180 degrees to face the opposite direction, suddenly the displacement map is inverted (so cracks in the wall are now protruding). Am I supposed to be getting the normal of the surface and somehow plugging that into my displacement multiplyer in the materials editor? If so, how do I do that?

Also bonus question: Is world displacement the same as parallax mapping? Or is the latter calculated per pixel instead of per vertex?

ivory shadow
#

Thanks!

trim matrix
#

Hi, I have question, which may be easier for more experienced devs: how do I make a projectile that has a bigger collision for enemies than teammates? There a catch: both teammates and enemies use the same preset: pawn

eternal reef
#

Maybe add an additional damage collision to the projectile which uses a special object channel which only enemies react to

worthy tendon
clear solar
#

I made this blueprint that when the player enters the trigger and presses right click a sound is played but it doesn't work. Any ideas?

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I have to tick the little box?

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I did but it didn't work

dark crow
#

You may not hear it

clear solar
#

still nothing

worthy tendon
#

when right click happens, check if that bool is true and play sound

#

hint: you need ActorEndOverlap as well

clear solar
#

like this?

worthy tendon
#

Yes, remove the RightClick bool variable

#

you dont need that

#

and simply connect Right Mouse Button to the branch

regal venture
#

On Entered: CanPlaySound= True
OnRightClick: branch(CanPlaySound) -> Play Sound

clear solar
#

Wow it worked

#

thanks

#

that's officially my first blueprint xD

worthy tendon
regal venture
clear solar
#

yeah I fixed it like you said

regal venture
#

Now select multiple nodes and hit the Q key

clear solar
#

oh ok

regal venture
dark crow
#

You can use GetActorLocation for Location

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So you don't hardcode the number

regal venture
#

Or use PlaySound2D, if it's not supposed to be at a location

clear solar
#

PlaySound2D is for ui right?

dark crow
#

That works too if doesn't need to be localized

regal venture
#

Anything that doesn't need to be spatialized

clear solar
#

oh ok

regal venture
#

UI, music, ambience, some dialogue

#

It just won't be emitting from an in-world location. It'll always be audible in both ears

clear solar
#

I see

dark crow
#

Stereo love

clear solar
#

yeah I did

#

thanks though

pseudo pelican
#

montage pause, montage resume

pseudo pelican
#

xoxoxooxo

next current
#

Guys how can i do this: If a variable is True [Play Animation] Else [Play another animation]

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I have done it but it doesn't working

#

I've done this

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But its not working

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I send now a video

dark crow
#

You're not resetting the do once

manic wigeon
#

guys can anyone help me with assigning a set of cinematics to a widget button? when i click on preview i want to play a level sequence to display the object.

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can anyone help me?

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ye thats why im asking for help

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its not letting get reference to the cutscene in any method im trying

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only in level bp it lets me reference to the selected cutscene

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this is in level bp but when im in a widget bp it doesnt show up

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so can you help me?

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anyone?

dire frost
# manic wigeon

you can try "get actor of class" to get the refrence to the sequence player

manic wigeon
dire frost
manic wigeon
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i found the cutscene in the sequence player its just the end were i need to refernce the target seems to be a bit strange

dire frost
#

yeah this is confusing lol. sorry i cant help out here

manic wigeon
#

anyone else can help me on the issue by any chance? surprisingly no one has done a tutorial on this. if someone helps me figure this out il do a tutorial on it

velvet token
#

Is that what you want to do?

worthy tendon
worthy tendon
# manic wigeon

just connect "ReturnValue" of "CreateLevelSequencePlayer" to "Target" of the "Play" node. execution pins (white color) are connected correctly in this picture

manic wigeon
#

thank you

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i figure it out before. i was like tripping of why i cant get ref of sequence.

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but thank you for showing interest

worthy tendon
#

just becareful if you ever happen to have more than one level sequence actors, then things may break.

manic wigeon
#

maybe through a branch?

worthy tendon
#

you dont need GetActorOfClass node

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CreateLevelSequencePlayer already gives you the player

manic wigeon
#

ok cool thanks

obtuse herald
#

I don't know if I missed it but what exactly is your problem?

manic wigeon
#

can someone help me with an issue?

velvet token
manic wigeon
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im trying to pause my scenemtic but its not working

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if im understanding my nodes. im saying that when i press space i want to pause the sequence player by refering the sequence player which is currently running its its on bp

velvet token
#

Does your InputAction actually fire?

manic wigeon
manic wigeon
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its not saying hello during scenematic and i press enter

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which is suppost to pause it

dark crow
#

You have it in the Sequence, you sure that receives input?

obtuse herald
manic wigeon
manic wigeon
obtuse herald
#

yes

manic wigeon
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not seing it

velvet token
#

click on "Class Defaults"

obtuse herald
manic wigeon
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cant find the setting for input

manic wigeon
velvet token
manic wigeon
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im already ing defeaukts

velvet token
#

oh sorry I just saw that you already did that

obtuse herald
#

scroll down

velvet token
#

Probably the level sequence actor doesn't support that?!

manic wigeon
obtuse herald
#

so it should be supported

velvet token
manic wigeon
#

im trying to figure out why print string is not showing me during scenematic why space to pause my scene is not working

velvet token
#

Anyway, the "cleaner" way would be to create your InputActions in the player controller or character class

obtuse herald
#

yepp

velvet token
#

It's not printing because the onject you're trying it in doesn't receive any inputs.

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Do you have a player controller already?

manic wigeon
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its not letting me refernce the pause for the scnematic from the fps character

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oh wait is it this one?

velvet token
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No

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Oh you mean the InputAction?

manic wigeon
#

trying to pause on action

velvet token
#

yes

manic wigeon
#

shall i do a branch to do a press again for resume

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?

velvet token
#

Really depends on what you want. There's also a node called "FlipFlop"

manic wigeon
#

yep good call

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is it resume or continue

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to call it to continue

velvet token
#

for the sequence player? I think you just call Stop to stop or Play to play

manic wigeon
#

sorted

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i think this works right?

velvet token
#

But that pauses your whole game, is that what you want?

manic wigeon
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the game will be showing the scenematic

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because its previewing the scene of the model thats showing

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couldnt find a specific player for scenemtics in character bp

velvet token
#

I mean you can try, just saying that this node will pause the whole game, not just the level sequence

manic wigeon
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i mean it paused but for some reason its not continueing

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i need to redo this

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ugh

velvet token
#

quite sure you only want to pause the level sequence for this reason

manic wigeon
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ye i do but i dont see an option

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shall i try this?

velvet token
#

You need the reference to the level sequence again, just like before in your very first question

manic wigeon
velvet token
#

yes

manic wigeon
#

so how will i redo this to defin if paused insteadf

velvet token
#

maybe I don't quite understand what you are trying to achieve. Could you describe your intentions a bit more clearly?

manic wigeon
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its not getting self to pause

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so what i want is to pause on space

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and be able to press space again to return to the scenematic

velvet token
obtuse herald
#

no

#

ain't working like that

velvet token
#

no?

obtuse herald
#

you're creating a new Level Sequence and telling the new one to stop

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the old one won't care what the new one is doing

manic wigeon
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ye its doing that

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it restarts the cinematic

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everytime i press space

obtuse herald
#

wait it does work?

manic wigeon
#

no

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it restarts cinematic when i press space

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i need it to pause

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and then continue on second time

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i press

obtuse herald
#

ok

velvet token
#

my mistake, you're right πŸ˜„

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well do it on begin play

manic wigeon
#

why did you create a variable?

obtuse herald
manic wigeon
#

trying to learn

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why does creating a variable make it work?

velvet token
#

to save the same sequence player, otherwise you create a new sequence player everytime

obtuse herald
#

exactly

manic wigeon
#

so the variable allows for the function to happen to anything after the variable is applied which would mean the sequencer is then ignored to restart?

velvet token
#

with the method before, you would just create a new sequence player, tell it to start, then the next time you create a completly different sequence player and call that on to stop. Those were not the same

manic wigeon
#

aaa ok

velvet token
#

If you only create it once and save the reference you "speak" to the same sequence player everytime

manic wigeon
velvet token
#

Right click on the "Return Value" and "Promote to Variable"

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it will create a variable of the correct type for you

obtuse herald
manic wigeon
#

something is still wrong

#

still restarting

eternal reef
#

Use a validated get before the creation with the variable and if not valid create it, otherwise skip to flipflop

manic wigeon
#

i need someone to visually show me what he said haha

velvet token
#

I think that was my mistake in the screenshot, you want the create level sequence player part and set variable in begin play, right now it still creates a new one everytime you press the button

eternal reef
#

get the variable, place it in the blueprint and rightclick it and pick validated get

manic wigeon
#

can someone show me how because im trying to figure out how to call it

manic wigeon
#

dont see it

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ok found it

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so i remove fliflop

manic wigeon
obtuse herald
manic wigeon
#

your is valid is differnet then mine i couldnt find it

obtuse herald
manic wigeon
obtuse herald
#

that should work tho

manic wigeon
#

its like switching to restarting and resuming somehow

obtuse herald
#

oh

#

you probably want the pause node instead of the stop node?

manic wigeon
#

well i want it to pause

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and then continue

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so ye

obtuse herald
#

or stop at current time

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one of these two will probably do what you want

manic wigeon
#

tried this but didnt work

obtuse herald
manic wigeon
#

i wish i can record

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so i can show wtf this shit doin

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its like moving back and hopping 2 steps forward

manic wigeon
#

so when i press space

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when i press space its restarting. and if i press again it takes me a step after i was before i pressed it to restart

obtuse herald
manic wigeon
obtuse herald
#

Oh

obtuse herald
#

thats probably starting aswell

manic wigeon
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i have one but a different one

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not this one

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i have a camera

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but not a sequence

obtuse herald
#

yeah thats fine

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so when you press play it immediatly starts the level sequence?

manic wigeon
#

nono when i click on a button on the widget

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it takes me to a scenematic

obtuse herald
#

show me your widget

manic wigeon
obtuse herald
#

I meant the blueprints of it

manic wigeon
obtuse herald
#

yeah that makes sense

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you are creating another sequence player in your widget blueprint

manic wigeon
#

because im trying to assigning it

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to the button

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in the widget

obtuse herald
#

yeah

manic wigeon
#

so i want that when i press it

obtuse herald
#

go inside your character BP

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right click -> 'Add Custom Event'

manic wigeon
obtuse herald
#

give your Custom event a fancy name

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and connect it with validated get

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then, in your widget bp

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right click -> "get player pawn"

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drag the return value -> "cast to first person charecter"

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drag the return value -> "call <your event's fancy name>"

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Widget:

#

@manic wigeon

manic wigeon
#

but how do you since it to my current code for all 3 buttons?

obtuse herald
#

are these 3 diffrent sequences?

manic wigeon
#

they are all buttons that are suppost to play the same sequence

#

shall i remove the character bp one and do the same for all 3 buttons instead in widget bp?

obtuse herald
#

no

#

just copy that to all of your buttons

#

'Cast To NewBlueprint' is 'Cast To FirstPersonCharacter' for you

manic wigeon
#

ye its still doing the hopping from one place to another

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i think the flipflop needs different connections

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maybe because its still calling the sequence player twice

#

?

obtuse herald
#

yeah

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remove that

manic wigeon
#

remove what?

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the sequence player from all buttons

#

?

obtuse herald
#

and connect the cast node directly to your button events

manic wigeon
#

what do you reference istead of the player?

#

character or sequence

obtuse herald
manic wigeon
obtuse herald
#

remove these two aswell

manic wigeon
#

still doing it

#

now its stopping scenematic and sending me to player