#blueprint

402296 messages ยท Page 725 of 403

manic wigeon
#

instead of pausing it and resuming

#

but first parent character i have my character movement input. maybe its calling the pawn before hand?

obtuse herald
#

didn't you want that?

manic wigeon
#

no iwant the scene to pause on space and then if i press space again the scenematic continues

obtuse herald
#

Inside your 'FirstPersonCharacter' blueprint

manic wigeon
#

still taking me to character instead of pausing the scene

obtuse herald
#

Replace

#

Stop with Pause

manic wigeon
#

it worked

#

thanks

obtuse herald
#

No problem

woeful plaza
#

Anyone knows why it would print "hellO" each second, but not "counting" ?

woeful plaza
#

Ah, nvm, it looks like you cannot use it with a event tick

rain egret
#

i have a performance related question, i have launched my project to test how heavy the ships are i created.
if 4 are moving it tanked the framerate from 230 to 150

#

how can i better the performance?

#

ticks are alread for everything disabled that doesnt use it

pliant violet
rain egret
#

thanks man i will give it a shot

tight schooner
#

@rain egret look into performance profiling starting with the "stat" commands (e.g. "stat unit") to narrow down the source of slowdown

pliant violet
#

Hey everyone, I have been searching UE answer hub but I am having trouble firing my projectiles in the direction my gun is facing. I figured using the forward vector would solve this. Anyone have experience with this?

#

(It is a double barrel on a top down ship shooter, so that is why I have a sequencer)

tight schooner
#

You may be able to "get world transform" directly @pliant violet

rain egret
#

this is how i got around the same issue pat

pliant violet
rain egret
#

aim is just a scene component thats parented to the front of my barrel

tight schooner
#

@pliant violet you should be able to get world rotation instead of convert forward vec to rot

pliant violet
#

Dang still having some trouble, here is where it is now:

tight schooner
#

@pliant violet it looks correct to me. You should do some debugging like printing values and Draw Debug Sphere and stuff. Figure out where exactly the issue lies.

pliant violet
faint pasture
#

@woeful plaza yeah you wouldn't want to set a timer on tick. That'd be like resetting the timer 60 times a second.

#

@rain egret what is moving the ships?

woeful plaza
#

Yeah, I had it on tick to setup a test, but got confused when it did the actual execute
But that only happens once, so it sort of makes sense

faint pasture
#

Just keep in mind the tick is just an event that runs every frame. Unless something has to update every frame, don't put it on tick.

rain egret
#

Furthermore, the framerate drops additionally if I turn around with the ship. So I assume it has to do with the attached actors

faint pasture
#

@rain egret show the output from stat GPU console command

#

Also show the output from stat unit, make sure both of these are done when it's in the real chuggy framerate

rain egret
#

well the fps went from 230 to 170, its not terrible but i want to know how i could improve it

obtuse herald
rain egret
#

What does that mean? I am very new when it comes to performance optimization

#

Both of these screenshots were made from launch

obtuse herald
rain egret
#

It could be the ship pawn having many attached objects it needs to move around

obtuse herald
#

you can try setting the ships movability to static if you think that's the issue

faint pasture
#

Yeah I would guess that it is between the floating pond movement and the ship Collision

obtuse herald
#

otherwise, I recommend you the Profiler

faint pasture
#

What type of collision does the ship at its attached actors have?

obtuse herald
#

gives you a shitton of information about everything that happens in the game thread and how long it took

rain egret
obtuse herald
#

do they simulate physics?

rain egret
#

Not if they are attached

obtuse herald
#

ok

#

I don't think it should be that much of a problem unless you have thousands of them

rain egret
#

Thatโ€™s true

obtuse herald
#

Then it's time for the Profiler

faint pasture
#

@rain egret i mean simple collision or complex or what?

#

Is the movement component having to check collisions of a couple boxes or thousands of polygons, that's what I'm getting at

rain egret
#

Simple collision made from a procedural mesh

#

Just a couple of boxes

#

The ship is made out of a steel beam wireframe

faint pasture
#

Yeah at this point, profile it. If anything touches blueprint on tick, that could be enough to get you down to 170 frames.

obtuse herald
faint pasture
#

Math in BP is ass slow

rain egret
#

The ship has no smart maths to do, just movement controls that consist of turning and flying forward backwards

faint pasture
#

Profile it and find the bottleneck. I had a function go from 2ms to 0.02 by moving some math to c++ lol. Although the fact that it's worse when moving makes me think collision system. Check if there's some settings to play with there.

rain egret
#

Okay, I also have a small issue that consists of the ship pawn jittering when moving and the player is standing on top.
The ship also ignores the player when moving

#

Jittering gets worse the faster the ship is

tight schooner
#

Make sure you're not playing-in-editor too. Perf can be quite different between play-in-editor, standalone preview, and packaged. (I get the impression that BP execution is especially slow in PIE. Also, sometimes drawing stat overlays impacts the framerate lol.)

rain egret
#

Oh for sure, I have a on clicked event bound to something and this only works when I play in a new window

tight schooner
#

well that seems buggy

#

I just meant don't take perf metrics too seriously within PIE

rain egret
#

Mmm pie

rare gale
#

Is there any way to get an ActorComponent Blueprint to see and use macros from my MacroLib? I can't see them for some reason.

gentle urchin
#

I found that using object as parent class for my macro lib gave me global access to it

rare gale
#

hmmm, is that going to break everything if I go from actor to object now? I'll give it a shot after checking in and backing up. ๐Ÿ™‚

snow harness
#

Anyone with Behavior Tree experience?
I'm not seeing any way to store an actor array in the Blackboard.
It's possible to create a single object variable, but not an array.
Looking around online suggested just storing the array variable on a casted actor, but I'm trying to keep this BTtask actor-agnostic if I can.

rare gale
#

@gentle urchin was it called "Object" or something else? I don't see that option. It's currently an Actor

gentle urchin
#

I'll double check

rare gale
#

It's the parent of all options in the list when making a new one... not available as I can see if I try to change over the current Actor version ๐Ÿ˜ฆ

#

Object does what I want though, so I guess I have my day planned for me ๐Ÿ˜‰

gentle urchin
#

hehe not what you had planned already i guess

rare gale
#

Oh, nice... it even works in UMG. Didn't know that part was even possible. Thanks for the heads up. This is great, even if I have to manually transfer a ton of stuff.

gentle urchin
#

probably has some downsides, i just dont know of any

#

๐Ÿ˜„

obtuse herald
rare gale
#

Yeah, I'm finding some weirdness now. Can't access PlayerCharacter, PlayerController, etc. Not sure if there are workarounds. Also, couldn't save because it said the macro was part of an external graph?

gentle urchin
#

Can one not input the needed ref's in such a case?

obtuse herald
#

but you're probably better of by just using a function library instead

rare gale
#

Maybe, I just like to keep that stuff clean so include it in my macro graph since I'm not doing anything too crazy

gentle urchin
#

That is also an option ofc

rare gale
#

Is a a function lib accessible more places?

obtuse herald
rare gale
#

One thing I like about macros is multiple execution paths

obtuse herald
#

function libaries can't delay (no latent actions) and only have 1 exec in and 1 exec out

#

or they are pure, then they don't have an exec pin

rare gale
#

maybe I need to split some of these things out so I have a little of both

obsidian pelican
#

@hardy fable @obtuse herald so I tried the two ideas of yours. The thing with the index as filename didn't worked, the custom loop with and counter and decreasing it after a delay and jump to the beginning again works

#

It has something with the frames

covert arrow
#

hey guys are structs more efficient in keeping certain types of variables for instance. Movement speed we can have walk, run, crouch speeds in a struct then add it to the player or is it better to have it on the character as global variables?

#

ok thank you.

#

oh i see so for switching movement configs it is better to use structs, data tables, data assets etc.

#

but there is no performance difference.

gloomy cypress
#

I feel so stupid how the f have I gone nearly a whole year without knowing about the math expression node.

lofty hound
#

Why is data not being transferred between levels in my game instance? it works fine when starting game on either level but when opening lvl from previous level is doesnt load correct data? Am i not understanding how the instance works correctly#~?

silk hinge
#

Hey, I'm looking for a way into a menu to cast on the players that is tapping on a button,
For exemple, I tap on a button, cast to player, run a function from the player, any easy way to do this ? ๐Ÿ™‚

craggy turret
#

So I seem to have a problem with flying. Whenever im in fly mode and i use any input key to modify any axis, the character just slides in the last direction pressed. any way to fix this?

gentle urchin
rain egret
#

okay i have got a ubdate with the jittering, the jittering only occures if i am standing on the attached actors

#

if i stand on the beam, which is the ships pawn, theres no jittering

clear sierra
#

Can we use Execute Console Command in shipping builds ?

tight schooner
#

I believe so?

wet cape
#

Hi everyone. I have a modular construction blueprint very similar to this one.
https://www.youtube.com/watch?v=LlXpcglQkr8
There are a few out there like this, but what I need now is one that can specify another blueprint instead of only a static mesh. For example, imagine I'm making a fence and every so often I want to also add a street light and has an actual area light. I would want that configuration in a separate blueprint. I want to be able to drag out a line of these.
Has anyone seen anything like this or knows if this is even possible?

In this video I will show you how to make this blueprint:
https://www.youtube.com/watch?v=02iFLUjBC6Y

If you want the wood pack check this video:
https://www.youtube.com/watch?v=MBx1hv-tVA0

SONG Info:
โ€ข Title: Lost Within
โ€ข Artist: A Himitsu
โ€ข Genre: Dance & Electronic
โ€ข Mood: Sad
โ€ข Download: https://goo.gl/cF9EC4

โ–ถ Play video
silk hinge
wet cape
#

I know I can reference a bp inside another bp. To be specific, I don't know what nodes to replace these with so that it accepts a blueprint instead of a static mesh.

trim matrix
#

Hello. I've tried to make a object get destroyed when colliding, however, it doesn't work. I have this:

#

When I try it with Box Trigger, it works successfully. What's the problem?

vast kindle
#

Hey everyone - got a quick question - is there a way to import or mass enter in values for a map variable?

I am trying to create a giant listing of every item name (across a few different data tables) mapped to the quality of the item. So that when it comes to randomizing, I can have it pull randomly from the list based on quality, and grab the item name from it.

spice ibex
#

I am spawning a level instance in my master level. The spawned level instance has a level sequence in it. The sequence is supposed to play after the level instance gets loaded. Everything runs fine but the movement tracks in the sequence do not work, i.e. the sequence cannot move the actors. any ideas why that would be happening?

brazen pike
#

Event beginoverlap would only work for a box trigger because a box trigger has no collision. So you can walk right through it. In other words, your character mesh would overlap with the box trigger. But if a cube has collision, you wouldn't be able to walk inside it, or overlap it.

brazen pike
hardy tide
#

Hi there, i started developing a scroll shoot em up game (Rtype style) and im having a bit of trouble, only been using U4 for a couple of months and did a course, so bear with lol,

What im trying to do is on the Player BP (the ship) when i move up or down, for the ship to slightly pitch rotate on each direction as im holding the button and then once i let go to go back to its original rotation position. (i was thinking of doing so with a timeline, but the axis input doesnt have the "depressed" button setting.

I tried to make axis-less inputs but they dont "loop" as i hold the button, so in theory id have to mash the button to go anywhere so that plan went out the window.

Any ideas? Thanks!

#

This was the plan:

sleek urchin
#

Is there anyway to create a tuple using bp's?

pale blade
#

Is there any way to automatically delete unconnected reroute nodes?
Some of my blueprints are spaghetti and I really want to use reroute nodes but I just can't stand these hidden unconnected reroute nodes. They are practically invisible

zealous moth
#

@rain egret did you ever figure out how to ride stuff? Looks like it here. The jitter iw due to thebfact that it is 1 frame off in terms of sync movement.

rain egret
#

yes i had to disable movement and use the attach to node. sometimes its the simplest things that cause me headache

#

the 1 frame synch issue, is there a way to fix this?

#

while its not as noticeable when its slow, its a thorn id rather get rid off

#

also, i dont know if i have mentioned this, but the jitterig occures on the ship and not the player character

worthy tendon
winter kettle
#

If I have something like this, will the sequence wait for the delay on the first pin to execute the second pin?

civic briar
#

Adding force to the player by getting forward vector. This obviously causes the character to move up/ down like you are flying ( because my character is hovering)

How can i limit this to only the forward (Yaw) value ? So that if i look down and turn, the value is still forward to the face of the player but not effecting the pitch

#

Nevermind. Figured it out

drowsy osprey
#

Has anyone ever gotten an event dispatcher to work from "Sequence director", IE using the event track, to trigger and event in a Level or Character BP? I'm at a loss for what to link as the "target" on the bind side in the level BP. Would be super helpful for me to be able to just use Event Dispatchers for most of what I'm doing since it's so fast and efficient.

uncut lark
#

So if I wanted a weapon system for multiple weapons that share the same stats, Id want to go towards an actor child class system, right?

eternal reef
#

@uncut lark I'd say so, yes. Just make sure how you want to structure it. The earlier you have a rough plan the less you have to re-adjust which I had to do a few times based on child hierarchy

burnt dew
#

Hello,
Is there any documentation for blueprint node, with all nodes documented? similar to documentation for code? (something more useful then the one unreal have)

Edit: I should rephrase that, unreals bp doc is useful, but i find it a bit hard to get a good overview.

trim matrix
#

This only works with one object instance. How can I make it work with all instances of that type?

#

If I choose "No debug object selected", nothing works.

#

And with only one specific object, it does.

spark steppe
#

it isn't supposed to work with multiple objects at the same time

#

you can add a breakpoint to one of the nodes, if you need more detailed debugging

#

then it will pause execution there and tell you on which object the code was executed

trim matrix
#

If you are comfortable with Unity - of course.

#

A blueprint class is apparently the equivalent of Prefabs?

maiden wadi
#

@trim matrix I don't know anything about Unity, but judging from the Prefab explanation, it's just a basic Actor class in Unreal. Actor class allows the attachment of components which can be static meshes, collision objects, particles, etc. And if you change this on the base class, it'll be changed on everything.

spark steppe
#

i don't know anything about unity (beat me to it authaer :D)

maiden wadi
#

It's worth noting that Unreal has a plugin somewhere called Prefabrictor I think. Which is a little different.

#

Pretty sure that's a paid plugin though.

sharp fox
#

Can i reset camera rotation to original camera rotation in first person?

sharp fox
#

I figured out that i have to set "Use controller rotation yaw" to false to set my yaw rotation to original but i don't wonna have this option set for whole game, becouse i use first person, but when i use that blueprint then it still doesn't work https://imgur.com/a/CptLP6U

arctic moat
#

Hello, so i have this blueprint for a projectile where when the it explodes, it applies radial damage. When i select "Should Bounce" in the projectile movement, how can i set it so if the project hits the actor, it explodes on impact, but if it misses the actor, it bounces like normal.

honest wolf
sharp fox
honest wolf
sharp fox
honest wolf
#

Then make sure use pawn control rotation is on for the springarm, but off for the camera

sharp fox
honest wolf
#

Can you describe what you use the spring arm for in a first-person game?

sharp fox
honest wolf
#

I don't really see what you use the spring arm for. Can you elaborate?

sharp fox
#

i really don't know i just have it there, i set arm length to 0

honest wolf
#

^

sharp fox
#

i did and i need to set use pawn control rotation to on becaouse when its off i can't move my camera up

#

but it still doesn't work

#

i can't rotate my camera up and down thats what i meant

honest wolf
#

When I initially made our first person framework I had lots of issues with rotations, that's why I ended up not directly altering the camera at all

#

I have a parent actor and only manipulate that

sharp fox
#

so i need to add (scene) component and attach camera to it and move scene component? not the camera?

honest wolf
#

Yes

sharp fox
#

ok ill try

#

but whats difference between set relative rotation and set world rotation?

honest wolf
#

Relative location changes the rotation relative to its parent actor

#

World rotation changes the absolute rotation of it in world space

sharp fox
#

ok now it totally doesn't work

honest wolf
#

Maybe it would be easier to describe what you try to achieve first

sharp fox
obtuse herald
#

spawn a new camera for that?

honest wolf
#

Can they move?

sharp fox
#

no i mean i did the teleport blueprint and i did the camera location set in trash bin but i can't do reset camera rotation

honest wolf
#

I was more wondering about the gameplay you want to achieve

#

If the player is in the trash bin to hide for example, and can't move. It would make more sense to make the trashcan a pawn with its own camera that you just possess.

sharp fox
obtuse herald
#

sounds like anim montage for me

fathom spindle
#

hey, can anyone remind me how to get a linetrace to test against the actual polygons of a skeletal mesh and not the capsule component? its been awhile since i used unreal and im stuck on it

sharp fox
hazy igloo
#

Perhaps it can help

sharp fox
fleet heron
#

please tell me how to make the movement of wagons between trains? take one wagon with the mouse and insert it between the other two wagons.๐Ÿ˜ข

rain egret
arctic moat
#

im struggling with my projectiles. I have a grenade launcher. Everything works until it hits the player. If it hits the player, it just bounces off. I want it so if it hits the player, it explodes on impact, but if it doesnt hit the player, it will bounce like normal. How can i implement that to here?

honest wolf
arctic moat
#

i tried this, it doesnt work :/

honest wolf
#

You should check If Hit Actor == Player first to begin with

arctic moat
#

how do i do that?

honest wolf
#

Get the player Pawn and use a equal-comparision node and a branch

spark steppe
#

that's a server side event

honest wolf
#

Also double check your collision settings

spark steppe
#

so most likely there isn't only one player

arctic moat
#

its a multiplayer game

#

so like, if player 1 shoots the grenade launcher, it bounces off player 2

honest wolf
#

Then check if the actor is of type of your player class

#

I'd recommend checking the ShooterGame sample for examples

arctic moat
#

i might just leave it.

#

just seems too complicated

honest wolf
#

Maybe try starting with something easier.

arctic moat
#

when i check "should bounce" off, it explodes on impact

#

only when bounce is on, it ignores exploding on the actor, but when it hits the ground, after a set time it explodes

honest wolf
#

There should be an "On Projectile Bounce" event which you can leverage.

arctic moat
#

gimme a second, trying to upload a video about it

#

i can take the low effort route and keep "should bounce" disabled

#

but would be nice to have it bounce as well as hit the player on impact

honest wolf
#

Hook on the Projectile Bounce Event, check if you bounced on a player, and if yes, force the explosion

arctic moat
#

so far i have this as my OnProjectileBounce

honest wolf
#

Break the Impact Result, check if the Hit Actor is a player (by casting or checking the class), and if yes, do the explosion

arctic moat
#

like this? or am i missing something?

honest wolf
#

You should check if the actor you try to apply damage to is a player

arctic moat
#

isnt that what "hit actor" is tho?

honest wolf
#

Hit Actor can be any actor

#

Could be a wall

arctic moat
#

so like this?

honest wolf
#

That should do the trick, although you should destroy the particle after you've done the explosion (not sure if apply damage will do that for you)

arctic moat
#

nope, still not doing what i want it to :/

honest wolf
#

Have you checked with a breakpoint if it gets called?

arctic moat
#

like a branch?

honest wolf
#

Click the Apply Damage node and press F9

#

then start the session

#

If it gets called, your session should be paused

#

and it jumps to the node

arctic moat
#

oh right

#

yeah

#

everything paused

honest wolf
#

So, what is the behaviour you would expect compared to what is actually happening?

#

Is there no explosion? Is the damage not applied?

arctic moat
#

i can record another video

#

easier to see it visually

#

oh wait

#

i forgot i added a spawn protection thing so the player can't get damaged if they're hit ๐Ÿคฆโ€โ™‚๏ธ

honest wolf
#

:D

arctic moat
#

oh wow

#

yeah

#

it works

#

thanks so much @honest wolf :D ๐Ÿ‘

honest wolf
#

Anytime!

arctic moat
#

i always feel so silly when the solution can be that simple ๐Ÿคฆโ€โ™‚๏ธ

honest wolf
#

I once spent two days re-creating an entire component because I missed a wrongly set checkbox

#

Stuff like that happens

#

The important thing is to learn from it and implement measurements that prevent such things from happening again

#

Which in this case was to add some sort of verification system that forces the session to quit when wrong conditions are present

arctic moat
honest wolf
#

Yeah, it's all working now haha.

arctic moat
#

nice!

acoustic hatch
#

Hi do anyone knows how to fix my player is rotated after vaulting

#

I followed 3 tutorials on YT all of them results to having my character rotated either on the X or Y

honest wolf
#

Can you share your setup?

#

A screenshot of your rotating blueprint should be a good start!

honest wolf
#

I assume you create a spline when vaulting?

burnt grove
#

Hey guys, I'm trying to make a world map using an orthographic scene capture. On top of that, I would like to display location indicators. How do I get 2D coordinates of world locations?

acoustic hatch
honest wolf
burnt grove
#

@honest wolf This would project to the actual viewport, not to the render target?

acoustic hatch
honest wolf
#

not create? You mean you don't want to use a spline?

acoustic hatch
#

I'm so dumb I'm new to this so sorry can't understand much

honest wolf
acoustic hatch
#

Could the animation be the problem? @honest wolf

#

I use my own animation from mixamo instead of the one within the tutorial's description

honest wolf
# acoustic hatch I'm so dumb I'm new to this so sorry can't understand much

No problem. Here is an approach of how to implement vaulting that I used in the past:

  • Get the actor / object you want to vault and it's bounds (iirc the function is called Get Actor Array bounds)
  • Calculate the distance you need to travel (formula I used was: Distance Relative To Velocity * 2 + Y from the Bounds)
  • Calculate the end position (formula I used was: Position before Vaulting + New Vector made of ( X = X from Actor Forward Vector * Vaulting Distance, Y = Y from Actor Forward Vector * Vaulting Distance)
  • Create spline with three points:
    • 1 (Start): Position before vaulting
    • 2 (Middle): (Start + End) / 2 + New Vector (Z = Height of your Actor)
    • 3 (End): End position calculated previously
#

I used two float curves for rotation animation length and lerped between 0 and 22 (Yaw) (can be any number) and position animation length

acoustic hatch
#

Ok thanks, I'll try to get a use of that

honest wolf
#

Formula for Distance Relative To Velocity: Lerp between 100 and 160 using Player Velocity / Max Walk Speed

#

Those numbers are just chosen on how they feel ingame

#

Smaller numbers would mean a shorter jump

safe iron
#

Hey guys, I need yet again some help, this time is a little simpler problem though, I wanted to implement a feature that makes the player view slightly tilt left or right when you are moving sideways, like in Quake or in Serious Sam, and I kinda managed to implement that, using a rotator, a set relative rotation node that has the First Person Camera as target and using the Axis Value float on the InputAxis Move Right node to set the angle at which the camera rotates, I'll send yu a photo of the code. As I said it kinda works, but the problem is that to get the effect working I had to disable Use Pawn Control Rotation, which makes impossible to turn Up and Down, and allows the player to only turn left or right, how do I fix it? Thanks in advance

honest wolf
#

Do not use a Spline Component

safe iron
#

Oh, ok, thanks ๐Ÿ˜„

honest wolf
honest wolf
# safe iron Oh, ok, thanks ๐Ÿ˜„

Keep in mind that with your current setup your meshes will move with your camera. You may want to seperate them if you can't achieve the effect you want.

safe iron
#

Hmm, still doesn't work, by rotating the component wither the camera doesn't rotate (Use Pawn Control Rotation on) or it rotates but it can't look up or down (Use Pawn Control Rotation off), I tried disconnecting the rotation node and with Use Pawn Control Rotation off it still can't rotate Up or down, has to deal with that specific setting

honest wolf
#

PCR should be off, what is your code looking like for updating the rotation of the scene component?

safe iron
#

This is it, I just added a set relative rotation plugged with a rotator and the Axis Value from the Input Event

honest wolf
#

Hmm, works for me (although on x2 you don't see much, x20 is more visible)

#

though not very smooth

craggy turret
#

So I have a dash set to Q. I also have a flying mode and I made the dash work only in flying mode. I want to lose stamina, like a lot of it everytime I dash, for now its set to 1. The problem is, even if I press really quick it still uses a lot of stamina and it keeps dashing as long as I keep the button pressed.

honest wolf
#

Do you have a video example of what you try to achieve?

honest wolf
craggy turret
#

Ok lemme see

safe iron
honest wolf
craggy turret
#

i have something else on released

#

a lot of checks

#

my code is spagheettti ๐Ÿ˜„

honest wolf
#

Hmm, I'd clean that first then so it's easier to debug. You may have some other code that causes a loop for example

#

Disregard my DoOnce idea.

craggy turret
#

this is whats on released

#

last one is flying

honest wolf
#

You could add another node to the sequence, but I'd rather figure out why it keeps dashing when you hold it

#

Since "Pressed" should only fire once when held.

safe iron
craggy turret
#

ill look closer thanks

safe iron
#

This is the video, when I move sideways the player camera tilts

honest wolf
#

Ahhh

craggy turret
#

oh so you mean I should go from sequence to reset

honest wolf
#

That's a bit more complex then. Using a simple "Add Rotation" won't make it that smooth

safe iron
#

Yeah, I planned to use a timeline

honest wolf
#

DoOnce shouldnt be needed here.

safe iron
#

I just used a simple set rotation as a simple code to verify everything was working, then I would have added the timeline to smooth it

craggy turret
#

its weird bcs i only have a lot of checks

#

for stamina and for flying

#

nothing else

honest wolf
craggy turret
#

im using launch characters if that matters

honest wolf
craggy turret
#

launch character that onyl launches horizontally

honest wolf
#

Can you record a video of your issue?

craggy turret
#

yas

safe iron
#

Ok, lemme restart UE5 in a sec

craggy turret
#

what software are you using

#

to record

honest wolf
#

ShareX

safe iron
#

As you can see the camera tilts as it should, but when I move the mouse up or down, the camera does not rotate, so I am stuck in a Doom 1993 like visual where I can only turn left or right, not up or down

#

PCR is off, whenever I turn it off this issue occours, when I turn it on I can look up and down, but the tilting effect is gone :/

craggy turret
#

I set it so it doesn't dash if stamina is below 50

#

but even then it keeps removing stamina

#

and it somehow goes into negative

honest wolf
#

like this

safe iron
craggy turret
#

so basically my code is Press Q--> Check if Player is flying then if stamina is less or equal to 100 and if it is above 50 launch character.

#

I also have an event tick where it removes stamina if Burst is checked, and it does that when the Q button is pressed

honest wolf
#

I have trouble reading your blueprint code, would you mind making it more readable first and post another screenshot(s)?

craggy turret
#

yeah ill make some more since its messy

honest wolf
#

I recommend using comment boxes, equal spacing between nodes and re-route nodes for greater readablity.

lofty hound
#

Wondering if anyone can help me regarding the game instance. Iโ€™m making a turn based combat game with an overworld that spawns into a battle so upon the execution of the battle from the overworld. Similar to Pokemon the player has a party of 3 characters that are set via menu widgets by the player once the game has started and the party details are all stored in the instance in the hope that it would carry over to the battle map level when that is opened. Now this all works fine when starting the game you can use the menu to set your party and all info is correct until I launch the battle level (which opens a new level) and none of the party data is being carried over to the new level. But certain other bits of data are. Any ideas? Am I using the instance wrong ?

honest wolf
safe iron
#

Like yours, Yaw is the only one on

#

Oh I get it

honest wolf
safe iron
#

I feel like a dumbass

#

Now it works

honest wolf
#

What was the issue?

safe iron
#

Use controller rotation pitch was off

#

._. I didn't even think the pawn itself had settings

craggy turret
safe iron
#

Thanks a lot

craggy turret
#

and this removes stamina

honest wolf
# craggy turret

So you want the character to keep flying when they release the button, but still have enough stamina?

craggy turret
#

Basically, I want the character to be able to dash a few times, until stamina reaches 50. from then they have to wait until they have enough stamina to dash again

#

i put on relealse to set movement mode flying because it kept hovering in mid air

honest wolf
# craggy turret

You should check if (Stamina - 50 < 0) and if yes, set stamina to 0 instead.

craggy turret
#

after i pressed Q

lofty hound
honest wolf
#

nvm

#

I'm stupid

#

you can't override it there

#

But yeah, is it set in the project settings?

lofty hound
honest wolf
#

Can you show how you store data in the game instance and try to retrieve it after the level has switched?

craggy turret
honest wolf
#

That's because you use Event Tick. It's called (at 120 FPS), 120 times per second.

#

You want to reduce stamina when the Dash is called instead.

craggy turret
#

yeah i figured that is the problem

#

i just didnt know how to yknow, use something else

#

how do I do that? xD

honest wolf
#

Move the Stamina check to before the Sequence at your Pressed Event

#

If there is not enough stamina to begin with, why bother do anything :D

craggy turret
#

true

#

so this is what you mean

honest wolf
#

I'd remove all the branches you are not using right now, it just adds visual clutter, making it harder to debug.

craggy turret
#

wait no

#

the ignore input ones you mean

honest wolf
#

Yeah

craggy turret
#

something like this then

scenic kindle
#

Hey. I'm trying to save a variable to a game instance from another blueprint but I can't connect "Target" because "Game Instance Object Reference is not compatible with Game Instance Object Reference". anyone know why?

craggy turret
#

it still goes down by 70

honest wolf
#

Show your reduction logic again please

#

Is it still in Event Tick?

craggy turret
#

yeah

honest wolf
#

Move it to the InputAction

craggy turret
#

with the sequence or separate?

#

so i did it with the sequence and it works

#

thanks ^_^ what a life saver

#

such an easy fix too

honest wolf
#

The start of your InputAction Burst should look something like this

#

You can use "InRange" to check if its between 2 numbers btw

#

instead of two branches with > and <

craggy turret
#

this makes more sense

honest wolf
#

Then using "As YOURNAME Game Instance" set the variable

craggy turret
#

Now It can use the dash even if stamina is slightly above 50 but its not a bug its a feature

#

๐Ÿ˜„

honest wolf
#

You don't want that?

craggy turret
#

Not exactly but its fine as long as it cant be spammed

#

ill just add more stamina cost

honest wolf
#

You shouldn't be able to with the new code.

#

Or, if you want to prevent spam while there is enough stamina, add a cooldown

craggy turret
#

i didnt add the inrange thing

#

yeah i was going to get on the cd after i figured why it uses too much stamina

honest wolf
#

There are multiple ways of doing a cooldown:

  • You could use the Gameplay Ability System. (may be overkill)
  • You could save the DateTime when it was last used and check if X seconds have passed.
  • You could use a timeline (not sure about performance)
craggy turret
#

i was thinking of using delays

#

and branches

#

๐Ÿ˜„

honest wolf
#

That would be more expensive, performance-wise.

craggy turret
#

then i dont want that

scenic kindle
#

And another thing. the Open Level node doesn't work.

honest wolf
honest wolf
#

It's a variable type

craggy turret
#

oh the blue one

scenic kindle
#

when i do it like this it works

honest wolf
scenic kindle
#

but when i do this it doesn't work

craggy turret
#

what do i set the value as

honest wolf
#

Did you check if the node is actually called with a breakpoint?

#

I'd assume the cast fails.

scenic kindle
#

yeah the cast fails but idk why

dawn gazelle
honest wolf
craggy turret
#

Oh I also have another weird problem. In fly mode when I press any input after the action is done it keeps sliding

scenic kindle
honest wolf
#

Check your project settings.

dawn gazelle
scenic kindle
#

what's the difference between add to viewport and add to player screen?

dawn gazelle
#

add to player screen is if you're doing split screen stuff.

scenic kindle
#

oh. makes sense. so it's basically to show a ui for a specific player?

dawn gazelle
#

So if you had local multiplayer and you wanted each player to have their own HUD, you'd need to use add to player screen.

scenic kindle
#

oh cuz then it would just overlay it on the whole viewport instead of the player's square. i get it.

dawn gazelle
craggy turret
#

I mean I kinda do

#

I dont know how to connect this to my code

#

Thanks for all the help now im 1 step forward to my goal

lofty hound
lofty hound
honest wolf
#

Have you verified the set calls by checking if the cast to your instance class is successful?

lofty hound
#

yeah cast works fine

honest wolf
#

Your game is singleplayer, right?

lofty hound
#

yes single player

honest wolf
#

Of what type is "Party Slot 1" ?

lofty hound
#

its weird though because it all works absolutely fine until new level is loaded. like all functionality seems to execute fine until, i can set the party slots and pull the correct data from them after the fact but as soon as i load the new level it doesn't acknowledge the chances made for certain variables

#

its an object reference to the base class of my characters

honest wolf
#

Ah, see, the problem is that you can not save references as they'll be invalidated when the first level is unloaded

#

Rather than saving a reference, save the class name or another identifier.

#

If it's a more complex object with data, you might need more complex serialization

indigo bough
#

Hey folks, how would I set the bReturnPhysicalMaterial as a part of a PredictProjectilePath? Or is this something I need to set in the hit object/phys material?

lofty hound
honest wolf
honest wolf
indigo bough
honest wolf
indigo bough
honest wolf
indigo bough
honest wolf
indigo bough
#

Good idea, I'll set that up ๐Ÿ™‚

lofty hound
#

Would the instance save the class of the actor object to the next level if the actor object doesnt exist in the next level?

last siren
#

Is there a function to take a transform+mesh and see what it would overlap/collide with, without spawning a temp actor with a mesh component to use (actor->GetOverlappingComponent)?

gentle urchin
#

There's debug shapes ? If that could help

drowsy osprey
#

Has anyone had any luck using event dispatchers out of โ€œsequence directorโ€ on event track? Canโ€™t seem to figure out what sequence Director needs to point to to target. ๐Ÿค”

Trying to hit either character or level bp.

last siren
gentle urchin
#

Ah ok ok, didnt quite get the use case ^^ but for sure, a mesh is way more flexible!

white lynx
#

Is there a way to force blueprint classes to always open with full blueprint editor even if it's a read/data only bp?

crimson hornet
#

Does anyone know why this is not working?

crimson hornet
# crimson hornet

This is in the widget where I click on a button and I will remove the widget and set the mode to game mode only

crimson hornet
rare gale
# trim matrix This only works with one object instance. How can I make it work with all instan...

Did you ever get an answer here? I'm not sure I understand what you're asking in the first place. When you ask how to make it work with all instances, what do you mean by work? The graph will only update when the code for that specific instance is run. So, if you set that dropdown to look at Coin5, but collect Coin4 you won't see it run. You should see the Print String from Coin4 on-screen though. Each version of a coin you place in the world should work the same, the editor graph will only update or be active when the specifically selected version is affected though.

trim matrix
dawn gazelle
crimson hornet
#

the mode stays on UI mode only

#

and the widget wont go away

glossy bane
#

Do instanced static meshes somehow get a different collision than the static mesh that is assigned to them? I have assigned simple box collisions on the static meshes but when I spawn the instanced meshes they seem to instead be using a complex collision

dawn gazelle
# crimson hornet the mode stays on UI mode only

Are you getting error messages at all? Notably, you have an "Options Widget" reference within your widget, perhaps you mean to just have it use "self" as a reference if that clicked event is within the widget itself.

crimson hornet
#

Im not getting any errors

crimson hornet
#

Well it worked thanks!

rancid current
#

Is there anything wrong in this? It runs and it makes the line traces but it doesnt make an impact point even when it intersects with things

trim matrix
#

Hey I wanna try building a game in UE, I only know javascript so would blueprints be an easy starting point for a 2d/3D game?

rancid current
indigo bough
#

I'm doing a looping bounce arc calculation for my projectile after each consecutive hit, but unless I limit bounce count or put a higher than ideal minimum velocity, I get a crash from 'infinite loop'. Any other way around this? I don't really want to stop bouncing if the projectile still has valid velocity to bounce further than an arbitrary bounce count limit.

trim matrix
rancid current
rancid current
indigo bough
rancid current
#

I don't have any ideas on how to do that off the top of my head, good luck

quasi frost
#

So I am taking all of a set of widgets from a grid and saving them to a temporary array before wiping the original array and then reloading them from the temporary array. However, variables from the widgets in the temporary array are reset to their default value. Is there some way to save the value of variables when moving widgets between arrays? Am I simply doing it wrong here?

maiden wadi
#

@quasi frost What you're doing wouldn't reset variables. What might is if you're doing something with them on Construct, or PreConstruct.

trim matrix
#

Also are blueprints good for 2d games?

quasi frost
indigo bough
#

Could anyone tell me what the launch velocity here is measured in? I would have thought m/s, but putting in an accurate value in m/s here doesn't really return the expected resulting path. (even x10 feels very short in comparison to reality)

rancid current
trim matrix
rancid current
hazy igloo
rancid current
white lynx
#

^ It needs to react to the collision

#

check the docs on collision

#

You have trace channels, object channels, and profile channels

hazy igloo
#

And the order is: ignore, overlap, block

#

There is a good picture for it

autumn plover
#

How do I get a player character in GameInstance. Need to call a function to the player controller to change camera FOV...

#

doing it here because its multiplayer

civic briar
autumn plover
#

thanks alot

burnt trench
#

I have a general question. Is the 4.27 version stable and not have any major issues? Can I use it for my major project?

#

I am noticing a pretty significant increase in compilation of blueprints for example

#

anyone experiencing the same?

#

like I just made a new variable in a compiled blueprint and it took more than 5 seconds to compile it

#

I have a pretty solid computer and the blueprint and the project itself are at the bare minimum stages right now. Just started yesterday

#

I dont see why this is happening

#

and also, ue4 goes to not responding state during that time

#

actually, on furthur investigation, its not the compiler but the save of the BP which is slow

#

I had compile and save thing on

snow harness
#

I've got a branch of float > float, which is returning True, even though printing the value makes it apparent it shouldn't be. Am I dumb? I can't figure out why this branch is going to true, even though you can see on the left I have floats which are not greater than 0.9, so in those cases the branch should be False, but it's always True regardless.

peak crater
#

anyone else waste lots of time overdesigning your event standardization between gamemode, gamestate, pc and character pawn?

#

lol

snow harness
#

I was just trying to show that the same float is flowing both to Print and Branch, and looking to the left where it's printed, there are values which are less than 0.9, yet the Branch always returns True.

pause the game before you observe values
Since this is a For Each Loop, and there are multiple cycles per frame, how can I see the values of each iteration in one frame?

#

Ah breakpoint within the loop, that makes sense

timber pilot
#

Any suggestions for turning the player's body without turning the camera? Doing the opposite seems easy, but I need the body to rotate to sync up an animation without turning the player's head involuntarily

languid haven
#

New to blueprints and trying to get a HUD element to pop-up when the player picks up an item and can't seem to figure it out. What do I add to the item parent object to make it show a HUD element for a couple seconds after successfully picking up the item?

#

this is the item parent blueprint. all the picking up stuff works, but the Set Visibility gives an error. the InventoryTooltip variable is an object reference. Not really sure what's wrong since I'm mostly guessing with the set up.

#

error says "Accessed None trying to read property InventoryTooltip"

burnt trench
#

apparently it was a perforce issue. The server wasnt responding which was why it was taking so long to save files. Issue is fixed

pure locust
#

Where does it actually know what input to look for here? It's just the basic third person controller but this is the same as all the other things here too, they all just have the name of what's happening but nothing defining the input

dark crow
#

Top left

Edit -> Project Settings... -> Input

stuck ore
#

for some reason this isnt working

#

when i leave the area

#

the widget stays visible

#

this is for a door btw

#

when i enter the zone where i can open the door, i want text to appear prompting the player to open the door

worthy tendon
#

it probably isn't

stuck ore
#

im using first person template

#

๐Ÿคทโ€โ™‚๏ธ

#

would that work with this

dark crow
#

Depends if the selected pawn in the gamemode is that or you auto possess it in the world

worthy tendon
#

there is better way to check if other actor is your player. you don't need cast at all

#

if OtherActor equals PlayerPawn it goes to True side of branch.

#

you need this branch for both begin and end overlap. remove those casts as well.

true valve
#

How do you duplicate BP actor in blueprint?

#

Would make array and getting the actor at index 0 work?

sand shore
#

That wouldn't be a duplicate object, so no.

You need to either Spawn Actor or Construct Object

#

As for actually copying everything over.... you'll have to make a function to do that; and then call that on your object

#

you could do it with an Expose on Spawn variable

#

then you'd use that on the construction script for Actors (but objects you'd still need to call some kind of copy function for)

sand shore
#

is that an abstract class?

true valve
sand shore
#

no

#

There's very little to go on

#

Where are you calling this

true valve
#

In char BP

#

In sub event graph

sand shore
#

Unfortunately I'm all out of ideas

languid haven
#

How would I go about making a blueprint actor that changes the color of the lighting in a level?

#

I have a day/night cycle set up in the Level Blueprints, and a variable for when to change the lighting, but I can't find a blueprint node that'll actually change the lighting color.

unreal token
#

how do I make a solid building mesh, enterable, with a portal at the door. if I asked that correctly

surreal peak
#

@sand shore @true valve I think Actors have to be spawned. The construct object node can't be used with them.

true valve
surreal peak
#

Literally same actor instance or just 2 times an actor?

#

I don't think you'll get around spawning actor B and moving the data over by hand. There is no copy construction for actors afaik

true valve
#

could it be done using c++

surreal peak
#

Maybe

#

Iirc there is some Template Actor you can pass into the SpawnParams

#

But not sure if that's the desired use case of it

#

What you describe with actor A and B sounds like you are using one and the same actor instance

#

Which would of course break if you destroy it via either of the two variables

#

These variables only point to an address in your memory

#

Actors can only be created via SpawnActor

worthy tendon
#

The XY problem is a communication problem encountered in help desk and similar situations in which the person asking for help obscures the real issue, X, because instead of asking directly about issue X, they ask how to solve a secondary issue, Y, which they believe will allow them to resolve issue X on their own.
However, resolving issue Y oft...

true valve
#

What I'm trying to do? I have some clothes. Head, chest, legs, etc. So when I equip one kind for the first time I put it on, but if I try to put on the same type i spawn the one I'm wearing in front of me and equip the one I just selected then destroy it from the world.

hoary orchid
fathom spindle
#

hi there, can anyone please help me set up a linetrace so that it ignores the capsule component of a character and instead collides with the skeletal mesh polygons? i'm trying out all the options and getting nowhere, would really appreciate some help ๐Ÿ™‚

honest wolf
floral quail
#

For a blueprint script component, how would you get a reference to the actor that calls the functionality?

#

Pls @ me if you know! ๐Ÿ˜„

honest wolf
#

Should look like this

floral quail
#

Ahh, I just picked the wrong get owner

#

I see

#

Thanks man!

honest wolf
#

Any time!

floral quail
#

I wonder how the tutorial has made the function as a parameter?

#

Possibly just setting the value once?

#

Is that a best practice?

honest wolf
#

What do you mean?

#

(can't watch the video atm)

floral quail
honest wolf
#

What function and parameter do you mean?

#

The one of the custom event?

floral quail
#

The last screenshot i mentioned has an Owning Parameter

#

Instead of the get method

#

Also it doesn't quite seem to work

honest wolf
#

Ah, they probably just saved the reference as variable

floral quail
#

It complains when I don't directly reference a parameter in target

honest wolf
#

You can only leave the parameter blank if you call the function within the class it was created in

#

Otherwise you need a reference to the "Tank Motor"

#

If the "Tank Motor" is the owning actor, which you can get with Get Parent, you have to cast that to the Tank Motor class first and use that

floral quail
#

referencing "tank motor" I'd just assume that it wouldn't apply the movement to the tank, but try to move the "motor"

honest wolf
#

You can have movement handlers in actor components

floral quail
#

Huh it actually just works

honest wolf
#

Simply put, Actor Components are just "containers" for code

#

They're all attached to the same parent actor

#

which they can also control

floral quail
#

Yeah, it's just when adding "actor localoffset" with tank motor component as target

honest wolf
#

It's like the breaks in your car. You hitting the pedal doesn't cause the pedal itself to force the car to halt, the pedals just transform your input to the actual breaks

floral quail
#

I'd assume only the tank motor component would be moved in space

#

I have unity background, might be what's messing with me ๐Ÿ˜›

honest wolf
#

This may be helpful

floral quail
#

Ty! Right now I'm trying to get my hands dirty with a lot of blueprints, think it can really speed up iteration

#

The hardest thing is wrapping my head around all the high level functionality

whole dune
#

Any idea how i could make these stay connected with the 2 carriages no matter what? like if 1 carriage moves forward the thing stretches so its still connected

native willow
whole dune
#

that can do this?

#

thanks

native willow
#

that can do this

whole dune
#

so i can connect it to 2 meshes instead of only 1 with a socket

#

awesome

jade nova
#

How can I make it so I have a text ui that constantly updates and goes by a variable

native willow
#

bind it

jade nova
#

Yea but what code do I do

#

@native willow

native willow
#

it is already handled by unreal

jade nova
#

How

native willow
jade nova
#

Hmm thatโ€™s not what I want I think

#

Because I only want the variable to update the text

#

Im stuck on that since a long time

native willow
#

just bind the text

jade nova
#

I did

#

Now I have event graph and the function

native willow
#

so if it is not working, show what you've got

jade nova
#

Iโ€™ll try

native willow
jade nova
#

So I go in event graph?

native willow
#

as shown here

#

just choose the variable from the list

jade nova
#

Thatโ€™s in the proprieties of the variable?

#

But the variable isnโ€™t in the widget blueprint

#

I canโ€™t find this menu

#

Where is it

iron grotto
#

Hi, I'm starting unreal and I have a small problem on my actual code, I've created A Wall and on the "On Component Hit (Wall)" I just put my code. When I hit it with the player it's working, but when I try to shoot it, my projectile don't trigger the "On Component Hit", how can I debug myself ?

jade nova
native willow
#

you click the text and it has the Text property with the bind button next to it

native willow
jade nova
#

The variable isnโ€™t in the list

#

I just have ยซย create bindingโ€™

#

I think I got it

#

Not sure tho

iron grotto
#

My projectile is just a basic sphere

native willow
#

but how are you shooting it

jade nova
#

That is the problem

#

My character reference doesnโ€™t want to link to the variable

native willow
#

it means the variable is not in the character ๐Ÿ™‚

jade nova
#

Oh

#

Hmm

#

Where is it then

iron grotto
#

First with a fire Event that is called by PullTrigger event, and the PullTrigger is called in my Character on the right stick (Top down shooter)

native willow
#

yeah, but how the projectile is moving?

jade nova
#

Sorry I feel kinda stupid

iron grotto
#

Oh sorry, with a projectile movement set to 1200

jade nova
#

It work!!

#

Thx @native willow

native willow
#

what happens with the projectile? does it bounces off?

iron grotto
#

I'll take a Gif to show, it will be better I think

#

Is it maybe because the projectile actor is destroyed too soon ?

native willow
#

yeah, that was the thing I was about to suggest

iron grotto
#

is the delay at the right place ?

#

Because even with the delay my projectile still doesn't interact with the "on component hit(wall)"

jade nova
#

@native willow I got another problem

#

So I made this soccer game

#

And when the ball hits a goal it gets destroyed and spawns a new one

#

So then I added a new goal and changed some variables

#

Because earlier I had only one

#

But now if I shoot on any of the goals , the other one stops working

#

Can you help?

#

@native willow

#

I get this error message

maiden meteor
#

heyo, can someone help?
i need to display text in a HUD element whenever the player is in radius to an object

sacred socket
sand shore
sacred socket
#

Can anyone help me with this, I want grabbed character to follow my mouse input. I am using Set World rotation with find look at rotation.

#

Also I want Character to Grab at his hand. Can we change location of any character on skeletol based?

brazen pike
trim matrix
#

Does Torque in Nm * Inertia in KG/M squared equal to Angular Acceleration in Rad/s? It is important for me to know

jade nova
#

Damn that is good

sacred socket
sacred socket
#

I will post blueprints when I will open my pc

brazen pike
#

Rotate trap is called when I have a trap in the player's hand. It then spawns a red/green trap at the end of the player's line trace when they can or can't place it down.

#

If you have a different skeletal mesh to the one on the ground than in the hand, you'll need to do soemthing similar

rain egret
#

i come in enlightenment

the issue i had, which was:
if character steps on attached actor to moving pawn, moving pawn will jitter

how i solved it:
in the character movement component i simply set the tick group from pre physics to during physics

late cave
#

Can you broadcast a message with, say a struct in it, and have blueprints receive it without knowing what class sent it? (Event dispatchers seem to require casting and can't contain any variables, unless I've misunderstood things...)

earnest tangle
#

@late cave I have a subsystem in my project which has a number of game events which functions in this way

late cave
earnest tangle
#

it's just a regular event dispatcher (or rather, since it's C++, it's a dynamic multicast delegate)

late cave
#

Ahhh... that's what I thought... C++ always has the answers!

sand shore
#

Since you can broadcast events from outside the class, you don't know that the event came from the class

earnest tangle
#

well the reason is that it's a subsystem, and you can't do subsystems in BP's

sand shore
#

So you could do this entirely in BP aside from the subsystem

earnest tangle
#

you could use the same pattern in BP's just as well, but you'd just need to store your dispatchers on something like an actor

sand shore
#

Game instance or Game State would work

earnest tangle
#

if you're concerned about casting, don't worry. If you just add listeners once in a while, the cost from casting is negligible

late cave
earnest tangle
#

Seems entirely reasonable

late cave
#

So any class that wants to be affected by an item can just look for that in the player controller, for example, and the same with any item... no casting necessary...

sand shore
#

But also you could have a level of indirection: You call a function on Game State when you spawn your McGuffin. McGuffins have a set of public events, and GameState has OnMcGuffinSpawned.

Fizzler binds to OnMcGuffinSpawned and then manually binds McGuffin.SomethingHappened to Fizzler.StageProgressed.

Neither GameState or McGuffin realize this is a possibility, but now McGuffin is linked to Fizzler

#

Some would say Fizzling your McGuffins is kinda weird. But you do you

earnest tangle
#

lol

#

but yeah that pattern is good too

sour hill
#

I'm not exactly sure if this is the right place to ask help but here's my problem.

I have a paper plane model and since animating it manually would be a tedious process I decided to animate it by creating a blueprint class, adding the model there and using the nodes to add velocity to the plane at the start and at each tick.

This way I quite quickly achieved the result I was looking for but I'd like to use the sequencer and render a video of the plane flying, but when I play the sequence, the blueprint isn't triggered. Is there maybe a way to bake it to keyframes or trigger the blueprint from the sequencer. Thanks.

(please ping)

late cave
#

@earnest tangle @sand shore thank you both for the information! ๐Ÿ‘

dawn gazelle
sand shore
#

Deus ex Control Pattern

open crypt
#

is there any reason to make multiple savegame objects when you don't have an excessive amount of variables? or just make one master ?

sand shore
#

There can be, but you'd typically see saves implemented into folders if there are multiple .sav per save

open crypt
#

I'm trying to decide between having the slots all saved onto one and use that to query the data

#

or I might save a list of users on the saveobject and just use a single slot

sand shore
#

And all that would be abstracted away so it could look a lot like GetSave("Paragon Run", SaveType.DashLayout)

#

And you could have tiny .sav or big .sav

open crypt
#

I guess the Slot is what I'm not fully comfortable with, I've always used the same one

sand shore
#

A good reason for that is if there are portions of the state you want players to easily copy around without replacing the entire state.

#

but which are not global

#

But it is a lot of work to get a good multi slot system going

open crypt
#

my use case is less game and more simulation - saving recoreds and stuff

sand shore
#

and half measures will leave you worse off

#

Nothing I said is entertainment-only

open crypt
#

so Just use a single slot and query using strings against saved array of user names?

sand shore
#

it's generally applicable even if I used game terms

#

Yeah, I'd stick to what you're personally comfy with

#

You're seeking problems for a solution you think might be worth it. I'd say unless you know you'll need it, it will be more beneficial to just extend the familiar pattern

open crypt
#

Just wanted to check - those were my instincts - thank you for explaining that

sand shore
#

Because my example is just the tip of the iceberg

#

to get to that level of ease of use is "miles" of work

open crypt
#

I think of it as the edge of the rabbit hole

sand shore
#

It's appealing to me, but I'm a UE programmer by trade

open crypt
#

got a call at station but I'll be back - might break some stuff when I get back ๐Ÿ™‚

velvet dagger
#

I'm trying to make loading screen tips but I don't know how to make the text change ๐Ÿ˜“

#

Help would be very appreciated!

sacred socket
velvet dagger
#

I was thinking about it, just wanted to make it from scratch tho :>

sacred socket
#

Also you can change text in Widget Bp by using set text node

velvet dagger
#

The set text node never shows up for me : (

#

Am I doing something wrong?

sacred socket
velvet dagger
#

Alrighty!

whole dune
sacred socket
#

@velvet dagger

velvet dagger
#

OHHHHHHHHHH

#

THAT

sacred socket
#

@velvet dagger Make Sure You Set it as variable

velvet dagger
#

Ok ok so, I read something that told me to make strings and put it in a select thingy with a random int node selecting them, I then put a set text thing as the select nodes exec and when I use the set text on the text box I want and play the widget it's blank

sacred socket
#

I didnt get it what are you trying to achieve

#

Are you trying to make tips at game during loading?

velvet dagger
#

Loading screen text that changes after a set amount of time

sacred socket
#

and you want them to be random

velvet dagger
#

Yesss

#

Yesssssss

sacred socket
#

ok w8

velvet dagger
#

I'm sorry for being confusing

sacred socket
#

np my english is bad ๐Ÿ™‚

velvet dagger
#

It's cool!

sacred socket
#

@velvet dagger Here It is Make String Variable and convert it into array and add your random stuff.

velvet dagger
#

What's the purple get node called?

#

Nev I got iT

sacred socket
#

Gwt

#

Get (copy)

velvet dagger
#

Finding the set text thing is the most trouble I'm having

sacred socket
#

Click On your text widget and drag node from it and then search?

velvet dagger
#

Also ignore the add items thing I was just messing with other stuff

sacred socket
#

@velvet dagger here and dont forget to make the text you added here as variable

open crypt
#

@sand shore I have a question about references to a save game object - if they are created on different blueprints, like this, should I treat them like two separate instances? how would they work if you tried saving to the same slot but with a different reference (but the same save_game object)

is it just the same?

craggy turret
#

Is it acceptable to use Even Tick when I want to regen mana or health?

spark steppe
#

so it points to the save game object that was created in create save game object

open crypt
open crypt
open crypt
craggy turret
#

Yeah im doing that, but I have stamina regen and decrease that doesnt work like that at all

spark steppe
#

what do you mean by "what happens"?

craggy turret
#

not the timeline, just disabling it after i get max X

open crypt
spark steppe
#

it would overwrite the existing data

open crypt
#

okay that's fine - I just wanted to check - so I can still make an 'independent" reference (even make the savegame object if it doesn't exist) - I haven't done any debugging yet but I'm assuming the references would actually match in terms of their object

dense shard
#

Hi.
Wondering about the execution wires:
In some examples, you have many execution wire sources going into one target, which is kind of unusual. Normally youโ€™d have one to many, not many to many.

Is there an advantage to supporting this instead of just forcing the user to link-up one true path between nodes?
I guess it does clarify dependencies and maybe lets the compiler know about opportunities for parallel execution, but in exchange it can get pretty messy.
Thoughts?

spark steppe
#

i think it's fine

craggy turret
#

As you can see my percentage is at 50 but the bar is still full. why ๐Ÿ˜ฆ

#

please help if you know

craggy turret
#

but 50% is 50%

supple dome
#

?

craggy turret
#

50% of 1 is 0.5

supple dome
#

then type 0.5

craggy turret
#

dont tell me thats how it works

spark steppe
#

that's how it works

craggy turret
#

omg

#

thanks

dense shard
craggy turret
#

it doesnt show as 0.5 in game doe....

supple dome
#

if you set your value from code you have to remap to 0-1 range

#

eg.

open crypt
craggy turret
#

nope

open crypt
#

Teach him that first Takain

craggy turret
#

my values definelty are from 0 to 1 doe

spark steppe
#

no, map range is the way to go here

open crypt
#

it is, but lerp is the simplest example

supple dome
craggy turret
#

let me check everything then

open crypt
craggy turret
supple dome
#

the value is getting overriden by this

supple dome
#

make sure it returns 0-1

open crypt
#

ah, take a course buddy, save yourself many headaches - that or at least go through the youtube series that are out there

craggy turret
#

im going trough them

#

for now im just experminenting

#

make a little game

#

get used to all this

craggy turret
open crypt
#

ah, well in answer to your question, watch this and you will increase in power https://youtu.be/YyzsbY4pLuQ

Support the channel through donations. Crypto accepted!
PayPal: https://paypal.me/reidschannel?locale.x=en_US
Patreon: https://www.patreon.com/reidschannel
Bitcoin: 1JFwWHr4X6uAeoZadukzqKjzFBj3Qjy7Sk
Ethereum: 0x2B2Bc108F1Cc0fF899959dEF3226637787d8C3dE
Dogecoin: DNQ33YnhpWoTBokBNVkZP5ub8KTLkpyjpv

Join our community discord!
Discord: https://dis...

โ–ถ Play video
craggy turret
#

imma pin it thank you

open crypt
#

bro I'd honestly watch it immediately - this is the equivalent of learning how to fly when you've been taking the bus

craggy turret
#

this issue is really bugging me now

timber knoll
#

well for something like a percentage binding you shouldnt need it honestly

craggy turret
#

and i dont understand it

timber knoll
#

stepping through stuff is more when you have a lot going on at once

craggy turret
#

ill watch it after i figure out why my percentages dont change

open crypt
#

Your problem is two areas - 1 - simple math 2 - UMG

#

first make sure your numbers are changing correctly, worry about displaying them after that

craggy turret
#

they are

open crypt
#

UMG is it's own little beast and can be very quirky, so you want to make sure that your numbers are absolutely solid

craggy turret
#

the adding and substracting of mana works

timber knoll
#

getting the percentage should be as simple as calling it from your player and having it return current/max

#

if not, you are making it complicated for yourself ๐Ÿ˜„

craggy turret
#

the problem is that it doesn't change with the HUD blueprint

dense shard
#

Actually I found an example with events in which full linearity is not possible

craggy turret
#

is this the problem?

timber knoll
#

isnt your mana out of 100?

craggy turret
#

no

#

1

#

everything is between 0 and 1

#

all values

#

and it doesnt show me in the game

#

the value i set in the HUD blueprint

floral quail
craggy turret
#

@floral quail they came with the character ๐Ÿ˜„

pliant violet
#

Hey crew, I am spawning a projectile at the end of a gun here (top down shooter), but the direction is not correct, which makes me feel I have the rotation wrong.

#

I am unsure of what to do with the rotation, anyone have advice?

timber knoll
#

set it to the gun rotation

heavy lion
#

Evening all. I am trying to rotate a bone left and right using the mouse. I have done it before but I cant for the life of me remember how

timber knoll
#

im not 100% sure on projectile movement if its in local space or world space tho

#

if its world space, you can get the forward vector and use that to set your bullets velocity instead

#

which would give the same result

pliant violet
#

Ill give that a shot, thanks @timber knoll . The projectile seems to just float downwards when I use the world location

#

**rotation

trim matrix
#

I have a tree that I'm cutting down. It has a vector for the direction where it should fall, but after an hour last night and a few attempts this morning I can't figure out how to rotate it so that it's laying down towards that vector I have

#

I can do it if I don't care about the "roll" of the tree but I'd rather have the rotation be as simple as possible.

lusty wave
#

@trim matrix Not sure if this is the part you're hung up on: To achieve this, you want to rotate about the axis perpendicular to both the tree itself (world z probably) and the direction you want it to fall (drawn as [x, y, 0] in your diagram). So you would find the axis as rotation_axis = world_z.cross(fall_direction).normalized() (pseudo-code). You could then pass that vector and the angle to RotatorFromAxisAndAngle (a blueprint node), assuming the pivot of of the tree object is defined at its base. If you were doing a physics based method, applying an impulse in the [x,y,0] direction at the top of the top of the tree (AddImpulseAtLocation could do this) might work? Unfortunately I have to run and can't be much more help, just a couple of ideas though.

civic briar
#

Is it possible to use Add Movement Input with physics enabled ? Cant figure out how to make it work.

earnest tangle
#

I don't think the movement components support physics based movement

civic briar
#

Apparently not, and its driving me mad

earnest tangle
#

It might be possible to write your custom movement component which handles it, but the ones out of the box, no

#

well, you could just apply a force into the desired direction to emulate the behavior

#

or something

civic briar
#

Yeah i did but trying to get away from that.

I am trying to use the character movement because its much better in terms of replicating the movement vs physics

#

But i have to use physics because the object is constantly hovering

earnest tangle
#

Hovering? What's that got to do with physics?

civic briar
#

It dynamically changes the hover height based on the difference between start and end point of line trace and applies upwards force

earnest tangle
#

ah

#

you could probably just set the Z position of the actor instead of using physics

#

and if you want it to look like it's sort of floating, you could probably fuzz it a bit with some randomness

civic briar
#

Yeah i thought about doing that, but its hard to get it feeling right.

Like if you were to jump off a ledge, the gravity is important, and when it gets close to the ground, the hover comp i made will act as a spring to slowly move the player back to the correct height

earnest tangle
#

yeah it's a bit tricky I guess

#

the other option would be to move the actor manually while keeping physics on, eg via set actor location

#

you'd have to calculate the right amounts etc. manually but it shouldn't be too bad

civic briar
#

ive done this. it works but isnt replicated with the character movement, so id need to do all the prediction, etc manually which i was trying to avoid for now

earnest tangle
#

ah

#

physics aren't deterministic btw either if you need replication

#

so that could go out of sync between clients

open crypt
#

I've been able to import a texture via Runtime and have it display on a widget but I can't get it to save - the save event returns True, and I have a Texture2D object on my save object that I am setting to the newly imported texture before saving to slot (and again, it comes back as true) but when I try to load it, that variable is always null

#

If I need to make it dynamic, I'm not sure how

civic briar
#

as far as i know

earnest tangle
#

you can calculate a springy effect without them too but yeah it's a bit of a pain lol

#

@open crypt fairly sure if you import it at runtime it won't have anything you can really save. You would need to save for example the filename of the texture, then on load get the appropriate runtime loaded texture based on it

civic briar
#

Yeah especially with trying to re-create gravity

open crypt
earnest tangle
#

You could probably just save the full path to the file

#

this way there's no need to copy anything

open crypt
open crypt
earnest tangle
#

what function are you using that's returning true?

open crypt
#

sorry, this one

#

sorry it got jumbled

earnest tangle
#

Well that just means the save succeeded

open crypt
#

if there was some way to convert the texture to a dynamic one, I think I could save it

#

yes but when I load it, it is empty

earnest tangle
#

Yeah, because it's a transient texture

open crypt
#

I'd like to be able to convert it to something savable

earnest tangle
#

you could probably save a reference to a non transient texture asset such as the ones bundled into your game

open crypt
#

that or I guess I need to get a true file importer

earnest tangle
#

right, I don't know if that's possible in this way. My game has a feature where it loads graphics at runtime and saves it, but it does this by keeping track of the filename

open crypt
#

that's pretty wild if I'm reading it correctly

earnest tangle
#

Yeah if you want you could store it as bytes in the save

#

You'd just have to recreate it when loaded from the bytes

open crypt
#

how to recreate from bytes? hmmm

civic briar
#

Okay so why tf can i not add force using the Character Movement Component

zealous moth
#

@civic briar try launch

open crypt
earnest tangle
#

Make sure your loading logic for it is correct

#

It's a bit tricky with textures because they have to have everything just right for it to work :P

open crypt
#

this can't be helpful

earnest tangle
#

๐Ÿค”

#

try printing the length instead, sometimes these hover things don't work correctly

open crypt
earnest tangle
#

There shouldn't