#blueprint
402296 messages Β· Page 724 of 403
print this
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
It keep printing the Name of the Main Character Blueprint
I tried in Enemy Blueprint as well, it print the Main Character Blueprint as well
I should've never gone there...
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?
@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.
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
Okay, so either Input event (any movement of the analog on the gamepad) will trigger the values to the SetRelativeFunction node?
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.
InputAxis events fire continuously, even when the the controls are in the center
If you debug your BP you will see it
it works because the AimForward events runs continuously and, inside it, you retrieve the value from the AimRight axis event and use it. Whenever you move the stick to the right that value is updated.
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
Thanks so much for all the insight! Do you see anything wrong with that, at least for prototyping purposes?
@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.
Once again, thanks for the insight
@trim matrix https://www.youtube.com/watch?v=BdARbvNrvQE
#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...
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.
Are you just trying to detect when a player enters the attack range collider of the enemy?
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?
Are you also trying to print out the enemies name ?
@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?
Yupp
@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.
So the overlap event you've shown is within your enemy blueprint right?
How would I add a neav mesh to a bp, for instance passengers, AI Boarding a train ?
It's printing the main character because that's where it looks like your overlapp is setup. @sage pecan
Thank you. I may just have to gather some knowledge on these systems from what is currently available and build around that.
Using GetActorRightVector / GetActorForwardVector has the same issue
If you want to print out the enemies name, you need to refer directly to the (other actor) and get info from there
But the AttkRange event is in the Character Blueprint now
So should I transfer it to the Pawn as their hitbox rather than the character attack range?
Check out my Unreal Engine 4 courses:
βΊSouls-Like Action RPG with Multiplayer: https://devaddict.teachable.com/p/souls-like-action-rpg-game-with-multiplayer
βΊMultiplayer First Person Shooter with Dedicated Servers: https://devaddict.teachable.com/p/multiplayer-fps-inspired-by-cs-go
βΊMultiplayer Top-Down Dungeon...
This is the tutorial I'm following but is unable to make it work
An illustration of what happens when moving backwards
Well which is it you're trying to do? Detect when the player is within the enemy attack range, or detect when the enemy is within the player's attack range?
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.
From the tutorial, it seem to achieve the latter
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"
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?
yes
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
i men whats the algorithm order for this specific function
@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
Hi! is there an already made way to serialize a struct into a string and than back from string into struct?
i can make my own function, but if there's something already made i would like to make use of it.
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.
Do this check in animation blueprint. then mark a bool as true and use that bool directly in this enter transition check.
I'm playing around with it, need some time to wrap my head around this lmao
This kinda works I think, but I feel like it might be stupid to do it like this. Thoughts?
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
Is there a dirt easy way to debug print a struct or do i gotta break this thing and concantenate a string together?
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?
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/
I figured it out nevermind!!
Not that i can find or is aware of, but it would be helpfull in some cases (altho my structs usually has to much data for it to be usefull in a single print)
You could make a custom function for it, but still need to tailor it to the specific struct ..
Yeah, would have been my guess as well after seeing yours. Thankfully I found a much simpler way that doesn't require me to mess with the animation bp. Thanks for the help tho!
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.
Make the whole system state driven
How do I exactly do that, may I ask?
Use an Enum for your states. In my case, it's the HUDUI state
so when you press a button, you pick a new state based on current state then update stuff
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?
Sure that's fine.
Alright, thank you.
Are you guys getting a 2s delay on PIE?
It's like theres a 2s wait before game starts up, never noticed that before
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.
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.
Wouldnt beginplay be what you wanna use when its not ment to happen in editor ?
I'm trying to do the opposite - run something only in the editor
Got an example of what?
Usually thats what i use on construct for
Or you can make a custom event and make it callable from the editor (button shows up)
@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.
The actor will keep whatever position you gave it when placed in the map, yes?
You mean the parent actor of the object I am moving? Yes that is correct, it is static (as is the child component that I move in the construction script)
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.
Damn, well played. π Alot of functionality is not exposed to blueprints sadly
@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.
What? How so? They're changed as if in editor, so why wouldnt they persist
If I run SetWorldTransform in my construction script BP (both in editor and in game) it works. But if I only run it in editor, the transform snaps back to Identity (0, 0, 0) when I run the game standalone.
That sounds very odd
Pretty sure i've successfully used construction script in editor, and it persisted in packaged game. (Swapping meshes etc)
Yea, my expectation was that this was one of the best use cases for the construction script.
yep pretty much
like in begin play instead of construction? sure but you wont be able to see what the constructions script's doing in the viewport
you should save the post processing variable or it will go back to default - 1 when you open up the UI
or just dont apply the settings when you construct the options menu
but it's the best to assign the post processing quality to an int and save that into a game save slot
just a quality of life thing. so the players wont need to reset the setting everytime they boot up your game
I thought Apply settings saves those to config:0 but okay I will try that! @dire frost
yeah that's true but you need to load those settings using "Load setting" node
this video should help you a lot here @hybrid ether
https://youtu.be/ehDxu1goiSQ
What is the Game User Settings: Apply Settings Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Thank you!
@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
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!
The forward vector works correctly
But I really aint sure why this shit
Is keeping me stuck
I can only move regular forwards and backwards, and its not getting modified based on the camera
what are you trying to do?
Just move based on cameras position
Just getting the forward vector, then moving in that direction
I was origionally using get forward vector from rotation
BUt I went too the premade first person blueprint
And copied it point for point
And it still dosent work
So what you have
Show your blueprint nodes between the input and when you add movement input to the character movement component
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.
Assuming your capsule is inheriting control rotation, try using the Ford and right direction vectors of your capsule
THe issue is im stuck moving in +X -X +Y and -Y with no effect from the forward vector
Print the output of the get forward vector on camera, does it change when you turn?
Whoa, what is going on there. What are you trying to do with all that?
Y just lets me look up and down at restricted angles
X is just standard
Same as in first person template
This was all working fine before
But after adding my particles it suddenly stopped
So idk if I accidently disconnected something
Alright, it was updating too fast
So I just seperated the values
Thank fucking christ
STupid engine
Haha
YEEEEEES
Taken a few days
BUt blar blar
Ok
So
How can I make something like arcade driving physics
I searched all YouTube and canβt find any stuff
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?
Right before contact
right after
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
anyone know how to reference a material instance parameter through bp?
This may be the answer here: https://gamedev.stackexchange.com/questions/182709/how-can-i-expose-material-parameters-in-the-unreal-level-editor
@pliant violet any way to do it form an actor?
Hmmm depends on what you mean. What is an example?
basically i want to pick up a coin and it will materialize over time and disappear
i have the instance applied and just want to change a value on the instance over time
If the coin can be made a Blueprint, there are variables you can expose as a parameter using "Instance Editable".
You could have that be the time it takes to disappear, for example. For the material to be referenced specifically, I am not sure. Sounds feasible
@fierce birch
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
I have a minimap widget that I wish to disapear when I am moving left (pressing a). is there anyway I can do this?
@pliant violet got it
set the scalar parameter value
is the function
@prime bone set the visibility
to hidden
or remove from parent
how do i set the visibility?
thats what ive been trying to do
oh its jsut a node
omg
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?
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 β€οΈ
its saying you hit nothing, but still are checking if that nothing is simulating physics.. you could just hook the branch before it up with the return value of the linetrace node
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.
Ahhhh ok thanks π
Anyone ?!
@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
that's what i did i had to save the vars within the widget and then reconstruct it upon launch with that data
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.
Hi all, is it possible to get the forward vector of a non-character bp?
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
all the tutorials I have found for it have used characters so I figured it was time to ask the question
Cant you add an arrow component for that?
I will give that a go right now
arrow components dont exist on packed game
you may want to get the velocity and normalize it
^ Didn't know this part
Not sure if velocity is correct either, since you can have velocity in a not-forward direction
I'd think blending by slot is easier
yeah that would of been a big oof, I will give the velocity a go
What (S) mean?
scalar
Thank you
Hey All
Why is my mouse not showing in my level??
The widget gets created but I have no mouse to interact with it??
you may have to set a mouse cursor
yea, but you probably don't have any cursor style assigned
ok i'll look into that - thanks
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
How to cast to BlueprintUtilityWidget?
I would think so yes (been a while since i played with anims)
Hmm ...
root motions aren't ment to be blended, are they
So root motion must be part of a full body blend
weight of 1 would mean full override (no blending)
per bone yes
With the blend pose 0 being a root motion montage, set to full body ?
I'd imagine something like this
currently in the ALS project, so i havnt come around to add new slots or my own overlays etc yet, so ignore the naming
but i'd think the root motion montage would be part of the "BaseLayer" slot here
It's been a while tho, so i could definitely be wrong
did the anim state stuff work out btw?
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
Maybe more luck asking in #animation , probably someone with a bit more control than me π
rotate in screen space?
yes
https://i.imgur.com/LSELPwn.gif @gentle urchin
During runtime?
with a sphere for axis selection ?
no the selecetion would be direct on the object
Most of it can probably be achieved with a widget, reacting to mouse enter, button down and sending translation to the object in focus
but the rotaion would have the same behavior yes
Do you mean mean in game or in the editor?
in game
I have don the part of selecting the item i just can't get the part of the rotation right
while mousebutton down -> add mouse XY axis to rotation of the actor
well that is what i have now but that rotates the object in world rotation
so it doesn't behave as if it was following the mouse
it should
probably at some weird rate , but it still should
keep in mind mouse movement is only 2 axis, so you might need some magic to make it work nicely in 3d space
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?
I obviously don't want the full answer step by step
Just need something to point me to the right direction
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
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
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
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.
that depends on what you want to update and how frequent it should happen
yeah it really depends on how accurate or in other words how fast you want your npc to react to new information
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
Very detailed answer thank you. I don't understand everything just yet but I'll do my best.
How to limit first person camera Yaw roatation base on level?
There is a Make Rot From X or so node
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.
You can use the PlayerCameraManager (https://docs.unrealengine.com/4.26/en-US/API/Runtime/Engine/Camera/APlayerCameraManager/) and call LimitViewYaw using either the Level Blueprint or you could create a DataTable containing level name and the limits you want to apply and parse that when your Actor spawns.
A PlayerCameraManager is responsible for managing the camera for a particular player.
@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.
MakeRotationFromAxes uses all the axes as input, enforcing orthogonality between each pair.
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)
They work as expected once you understand what they do
But their names/documentation may deserve some TLC
@swift pewterThe CMC already has a function to orient rotation to movement. Is this what you are after?
@swift pewter check that the input vector has length > 0 before deriving any rotator from it
start by using a Print String to show what the input vector looks like at each frame
once you have seen that, you can devise a solution to the problem
If it is easier, you can also visualize a direction vector using DrawDebugLine or DrawDebugArrow
In this way you can see where the vector points
Yes, you can add them to your debugging toolbox. Very handy.
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.
@unreal tokenhttps://www.youtube.com/results?search_query=ue4+game+opening+menu
@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.
yeah i did like 5
actually more because the ones that were obsolete i stopped doing
i'll ... well i don't know
do something else, sorry
thanks for trying to help. i appreciate you even answering
@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
oh ok thank you @atomic salmon
@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?
@swift pewter if you need to switch between two states, working with a bool is the way to go
if you foresee that in the future you may need more states, you can think of a different solution
but in general you want to adopt the minimal solution which covers your use case
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
i have the player tag set to "Screen" in the space
@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.
I don't want to change it to "World" since it looks a bit horrible.
When player goes in the collision box widet pops up. but when player is not next to it the widget is still on the screen
guys can anyone help me identify why this error is popping up
@manic wigeon how are you handling the End Overlap event? That is, when the player leaves the trigger volume / collision box?
.
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?
It feels wrong that only one post process material can be enabled at a time. So is there any way to deal with that?
It seems you should be able to have them enabled all the time, but instead parametrize their effect
Then you could use a material parameter collection to adjust when the effect is enabled or not
@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.
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...
@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
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
this solution works, however...
it throws out all these errors. Is this because of event tick?
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 ?
Isnt there a gameplay tag component one must use
i think you can give the ActionRPG example from Epic a look
You can just create a variable on the actor of type "Gameplay Tag Container", and then create yourself an interface to retrieve the tags of the actor.
@dawn gazelle oh, I see! Thank you π
Probably - if your character hasn't spawned yet tick may be trying to pull the Get Player Character before it exists. An IsValid check would likely alleviate your issue.
perfect. IsValid? works and fixes the error
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
If I had them all enabled, and tried to use a parameter collection to enable it, surely all my meshes would light up at once
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)
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
I swear either post process materials is one of the more confusing things in ue, or one of the less developed sections
might be both haha
is there any way i can add blur to a background image in, for instance, a main menu?
If you mean a widget, you might be looking for a 'background blur' which you can rearrange in the hierarchy to ensure only one part is blurred
oh i got it thanks
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
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
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?
I kind of tried that, that's what I mean when I tried to set all variables to their original state (e.g "special attack == false")
But when the game is unpaused, the button release event still happens cause it was never actually released
oh you want the release event NOT to happens when you pause right?
exactly!
not even after the game is unpaused
as if it was never pressed in the first place
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
got it, that actually might work! thanks a lot
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 π
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?
I've also tried that! even with long delays =/
try checking if the button's pressed
you should get that from the player's controller
ok, let me see
@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:
lol at least you fixed the problem now!
yep, just need to replicate the solution in all my hold down events lol
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
Check your character_bp, the mesh is probably too high in the viewport
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.
Should I replace the static mesh for a different component for the root?
Can't adjust the static mesh height since it is the root
Yeah, you don't need to replace the mesh, just adjust its height on the Z axis:
Since I am using a pawn, I think I am unable to change the height. Unless I am missing something?
I'm sorry, I don't quite understand what you did there. Doesn't matter if it's a pawn, I can add a static mesh to it and I'll be able to edit its location:
Maybe I'm the on that's missing something π
No no it's okay π 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
OH RIGHT, got it now. You can't indeed edit the scene root's height, that's why we usually add the mesh component separately. I've never tried your way to be honest..
All good π 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!
@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.
on construction script cast a line down to get the ground location, get component bounds of your mesh and get box extent/2 and add the Z axis to the ground Z axis so the pawn wont spawn in the ground
note you need the pawn to be above the ground
Thank you!!
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
Anyone experienced a bug that open level node works fine in editor but in standalone and in packaged it doesnβt work?
I have put the map in the packaged settings to include it
Maybe should I delete saved files?
do you mean like the level does not open?
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 doesnβt 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
see how helpful this group it, I posted a question and then figured it out immediately π
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
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?
open your Main_Pawn. maybe it's not loaded. sometimes it happens
did that several times i even restarted my engine and still nothing
i might honestly have to go to the BPI Route and pass a refrence through there im on 4.26.2 btw
get the cast to Main_Pawn outside animation blueprint, if that appears. then copy paste
ill try that
ok thank you that seemed to work thats so werid though why it would not lemme cast directly
yeah, No Idea either. sometimes It gets anoyying
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
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
- you can set the default value of variable
2)if you want this default value tu be set more than once - make one more variable with same value and give it's value to needed variable
how to disable the tick in the widget blueprint ?
you can just dont use it
until you connect it to any function it does nothing
the content browser will show you the ticking state of a widget if you hover over it
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
Its possible yes , but with construction script not to my knowledge
well I am creating the actual rotation in the event graph as usual, by using a reference to the instanced mesh, it just seems to be rotating it arround the axis of the entire blueprint actor instead of around its own axis
Can you not just use add actor relative rotation node ?
Its not an actor , but an instance of one
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
But updating their rotation one by one shouls be pretty straight forward at runtime i think
I'm just not sure what is happening at all. Like referencing the instanced mesh from the construction script works as I do see movement on the particular instances that should be moving, but its literally vibrating in place instead of doing any actual rotating
I have an asteroid field and I just want to make every single asteroid rotate passively arround its own axis
Vibrating at runtime?
If so, please show some code
yes, it starts when I run the project
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 ?
Instance editable doesnt need to be on, but the spawned iinstanced must be handled. Show some could would help :)
I dont spawn the actor Ive just placed it manually in the world
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?
this is how im trying to rotate it atleast
You just trying to make it spin around on the Zed ?
This is not per instance (you're using ism right, or did i just assume to much?)
Yeah I just want to have an asteroid field and then every asteroid to be slowly turning/rotating arround its own axis like its floating in space
what does ism stand for?
Why not just straight off event tick of the actors BP, use add relative rotation node and input values manually to test
Ism = instanced static mesh
Being an astroid field, anything else sound very costly (except particles)
that just makes literally the entire field start to vibrate uncotrollable, the same way as it does when I do the code in the solution, only there it happens for the actual referenced asteroids
yeah they are instanced static meshes trough the construction script
Ohh yeah sorry I've been misunderstanding you this entire time
Show me that part aswell
I think I can use the Ease node on rotator
Just so we're 100% on the same page
If urbusing the ism component, you must use the ism set instance transform nodes aswell
Perfect
So you need to loop through the instances, and update their transforms o a per instance basis
Theres a special node for it
Do I do this directly in the construction script?
No, you gotta do it at runtime
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
2 sec , omw to the pc :p
thanks!
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
ok yeah Ive never seen this before, so it takes in an array of transforms
ill see if i can dig up an example
i made some silly space scanner many moons ago
which used isms
I see, I'm not exactly sure how to handle the new instances transforms array
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
so essentially something like this?
can't see any change when I did that atleast
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
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?
understood, yeah it's a very confusing node I'll keep working to try and make it work, thanks alot for the help
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 π
right, where would you put the combine rotators in my case with a timeline? this is what im trying right now and cant seem to get a result
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
yeah true I got rid of it and they started rotating (albeit very laggy)!
so I guess I just go for this solution instead of the batch node
thanks alot for the help
How many instances?
scratch that I just had to bump down the tick rate and they became much smoother
I bet its cheaper to do batch updating aswell
yeah I was about to ask how this is performance wise considering there may be a large number of instances
got it, thanks!
yeah I'll have much fewer, probably in the range for 300-500
that should help alot
if you use low vert meshes aswell it seem to help quite a bit (sorta obvious i suppose)
yeah my stuff is pretty basic so it will probably be fine performance wise
thats alot of rocks :p
Confirmed. the Rotator Ease function does precisely what I want.
Oh so you get your transforms and instances count directly from the construction script
Im just not completely seeing where you actually create and append your transforms array with all the instances transforms, and also im not sure what the node "set array elem" is at the end
oh it just clicked, thats where you append the array
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
wow alright yeah I can kinda see how it's all connected, will start chipping away at it
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
are you referring to the batch update vs straight up update node differences?
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"
right I see it now
Iβm 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 whatβs going on?
Shouldnβt 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();
}```
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
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
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
I thought that was the point of checking the Bitmask box at the bottom of the Enum file
I think that just enables its use as bitmask values
https://www.fatalerrors.org/a/introduction-and-use-of-bitmask-in-ue4.html have you looked at this or anything else on google?
brief introduction Environment: UE 4.25 Bitmask A bit mask is a string of binary numbers (such as a subnet mask). Each bit is a Flag to represent a state. A 32-bit bit bit mask can represent a combination of 32 states. If you want to use multiple ...
I'm familiar with bitwise operations (in other languages) with raw enum values
well it should work the same way in BP's
since it's really just a layer on top of C++
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
Well have you tried just doing regular bitmask operations on the values? Do those work?
Namely, how do I get the bitmask value from an enum literal
Yea, just doing the operations on two int variables works
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
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?
Use a material parameter instead of a material parameter collection, then you can adjust it directly on a specific instance of it
That works for setting them explicitly, but not for the bitmask ints
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
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
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 :)
Branch @velvet dagger ?
This actually does appear to be a bug in UE5 at least. It seems to be related to changing the source Enum file after creating variables that reference it
Creating new and identical bitmask int variables behaves normally
π€¦ββοΈ
Ah, yeah that's why they say don't use UE5 unless you are ready to edit the engine source to fix things lol
imnew :')
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
np
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?
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 @
Nodes with execute inputs need to be connected with an execute output from another node to work
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
@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
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.
@earnest tangle my apologies but could you elaborate further?
are you talking about this?
So looked into that but it seemed to be set to world space. However, I'm wondering if I didn't have something saved cause I had closed it down before checking it out, and now its just working? lol
Good to hear :)
HOLY crap
I'm just very bad at Booleans
Sorryyy
my "find in blueprints" tab isn't working, it just says "Searching"
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
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
And you want a reference to the actor whose health is supposed to be tracking
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.
How make it the class? ;/
Variable Type Dropdown
For now you can consider "variable type" equivalent to "class"
From your picture I'm guessing its called Garden_Live
How can I add and remove edge loops to a procedural mesh? The mesh to work with is all quads
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?
@light token Show the hierarchy of the blueprint you mentioned.
Im not an expert but since the array is already of static mesh type, i dont think you need to cast to static mesh component, could you try removing the cast node and attaching the exe and reference pins to the rigid body collision node directly?
Those aren't StaticMeshComponents, those are ChildActorComponents.
Yes
But they contain cylinders
I need to set hit events enabled on those cylinders
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.
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
It may be the IncludeAllDescendants check. Probably don't need that on since they're all direct descendants of the scene component.
That was it!
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.
I wish I could thank you more than this. I was struggling with it for hours
Thanks again!
lol
I converted the static meshes to a blueprint. The engine did that by itself
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
you can use a select node
Or round to int, convert to string, measure number of chars in string (integrals) and switch on that
cleaner? Not so sure
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 . . .
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
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
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?
@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
Are you using the same filename for every screenshot?
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?
So it should save the screen with the counter as filename ?
Yes
you make an async loop macro if you make a copy of the default for loop and stick a delay in there
That's not async tho
It'd still work tho if his issue is all the screenshots going off in one frame
I'll try both methods later hope this works :)
What's the difference between the two nodes?
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?
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Spline/GetLocationatTime/ vs https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Spline/GetLocationatDistanceAlongSpline/
Get Location at Time
Get Location at Distance Along Spline
In many ways they are the same
just with two different inputs, time vs distance
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?
Makes sense, that's what I thought
Thanks!
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
Maybe add an additional damage collision to the projectile which uses a special object channel which only enemies react to
tooltips are good explanation. Time is basically between 0 and 1 where 0 is start and 1 is end. Distance is actual distance along spline in cm
I guess you can ask in #graphics
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?
I have to tick the little box?
I did but it didn't work
Cause it plays sound at location 0 0 0
You may not hear it
still nothing
you need to swap events. when overlap happens, set a bool to true, when overlap stops set a bool to false.
when right click happens, check if that bool is true and play sound
hint: you need ActorEndOverlap as well
like this?
Yes, remove the RightClick bool variable
you dont need that
and simply connect Right Mouse Button to the branch
On Entered: CanPlaySound= True
OnRightClick: branch(CanPlaySound) -> Play Sound
this is wrong tho
You're not done yet.
Now select multiple nodes and hit the Q key
oh ok
Or use PlaySound2D, if it's not supposed to be at a location
PlaySound2D is for ui right?
That works too if doesn't need to be localized
Anything that doesn't need to be spatialized
oh ok
UI, music, ambience, some dialogue
It just won't be emitting from an in-world location. It'll always be audible in both ears
I see
Stereo love
montage pause, montage resume
Makes sense
xoxoxooxo
Guys how can i do this: If a variable is True [Play Animation] Else [Play another animation]
I have done it but it doesn't working
I've done this
But its not working
I send now a video
Thats it
You're not resetting the do once
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.
can anyone help me?
ye thats why im asking for help
its not letting get reference to the cutscene in any method im trying
only in level bp it lets me reference to the selected cutscene
this is in level bp but when im in a widget bp it doesnt show up
so can you help me?
anyone?
you can try "get actor of class" to get the refrence to the sequence player
but i cant see the cutscene as reference in the class
maybe try casting it to the specific sequence player? am sure there's a better way to do it but i cant think of any
in the screenshot you can see i tried using level sequence player but at the end its asking for a target self to reference to either the character or the sequence
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
yeah this is confusing lol. sorry i cant help out here
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
Is that what you want to do?
this can go wrong in many ways
just connect "ReturnValue" of "CreateLevelSequencePlayer" to "Target" of the "Play" node. execution pins (white color) are connected correctly in this picture
yes like that
thank you
i figure it out before. i was like tripping of why i cant get ref of sequence.
but thank you for showing interest
just becareful if you ever happen to have more than one level sequence actors, then things may break.
so if i have 3 different scenematics how will you recommend it to be best
maybe through a branch?
you dont need GetActorOfClass node
CreateLevelSequencePlayer already gives you the player
ok cool thanks
I don't know if I missed it but what exactly is your problem?
can someone help me with an issue?
Just post your issue and with a bit of luck someone can help π
im trying to pause my scenemtic but its not working
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
Does your InputAction actually fire?
its not using this print string
its not saying hello during scenematic and i press enter
which is suppost to pause it
You have it in the Sequence, you sure that receives input?
Set that to Player 0 in your actors details panel
it worked with enter before to skip a scenematic so i think so ye
in the edit blueprint of the master sequence?
yes
click on "Class Defaults"
That are the propeties of the input node
Press X to doubt
.
.
im already ing defeaukts
oh sorry I just saw that you already did that
Probably the level sequence actor doesn't support that?!
Level sequence actor is an actor, and actors support that
so it should be supported
Just created one myself, it's not there
im trying to figure out why print string is not showing me during scenematic why space to pause my scene is not working
Anyway, the "cleaner" way would be to create your InputActions in the player controller or character class
yepp
It's not printing because the onject you're trying it in doesn't receive any inputs.
Do you have a player controller already?
its not letting me refernce the pause for the scnematic from the fps character
oh wait is it this one?
.
yes
Really depends on what you want. There's also a node called "FlipFlop"
.
for the sequence player? I think you just call Stop to stop or Play to play
But that pauses your whole game, is that what you want?
the game will be showing the scenematic
because its previewing the scene of the model thats showing
couldnt find a specific player for scenemtics in character bp
I mean you can try, just saying that this node will pause the whole game, not just the level sequence
quite sure you only want to pause the level sequence for this reason
You need the reference to the level sequence again, just like before in your very first question
yes
so how will i redo this to defin if paused insteadf
maybe I don't quite understand what you are trying to achieve. Could you describe your intentions a bit more clearly?
its not getting self to pause
so what i want is to pause on space
and be able to press space again to return to the scenematic
no?
you're creating a new Level Sequence and telling the new one to stop
the old one won't care what the new one is doing
wait it does work?
no
it restarts cinematic when i press space
i need it to pause
and then continue on second time
i press
ok
why did you create a variable?
that would work
to save the same sequence player, otherwise you create a new sequence player everytime
exactly
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?
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
aaa ok
If you only create it once and save the reference you "speak" to the same sequence player everytime
and the variable what is it? vector 2d orr? why is it blue
Right click on the "Return Value" and "Promote to Variable"
it will create a variable of the correct type for you
it is a 'Level Sequence Player Object Reference'. (just drag the bottom node of 'Create Level Sequence' and select 'Promote to Variable')
Use a validated get before the creation with the variable and if not valid create it, otherwise skip to flipflop
i need someone to visually show me what he said haha
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
that is the clean way
get the variable, place it in the blueprint and rightclick it and pick validated get
can someone show me how because im trying to figure out how to call it
ok
dont see it
ok found it
so i remove fliflop
its still restarting and flopping to one area to another
show me what you did
your is valid is differnet then mine i couldnt find it
they do the same
that should work tho
its like switching to restarting and resuming somehow
then try 'Stop at Current Time'
i wish i can record
so i can show wtf this shit doin
its like moving back and hopping 2 steps forward
let me tell you what its doing
so when i press space
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
which of these 2 nodes are you using right now?
Oh
do you have a Level Seqeunce somewhere in your level?
thats probably starting aswell
show me your widget
I meant the blueprints of it
yeah that makes sense
you are creating another sequence player in your widget blueprint
yeah
so i want that when i press it
give your Custom event a fancy name
and connect it with validated get
then, in your widget bp
right click -> "get player pawn"
drag the return value -> "cast to first person charecter"
drag the return value -> "call <your event's fancy name>"
BP:
Widget:
@manic wigeon
are these 3 diffrent sequences?
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?
no
just copy that to all of your buttons
'Cast To NewBlueprint' is 'Cast To FirstPersonCharacter' for you
ye its still doing the hopping from one place to another
i think the flipflop needs different connections
maybe because its still calling the sequence player twice
?
what do you mean?
remove these two aswell