#blueprint

402296 messages · Page 728 of 403

teal dove
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@velvet token @manic wigeon Could you guys move it into a private discussion, so other people can ask questions too?

manic wigeon
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if i click enter to skip or space to pause its both doing the same thing which is restarting the scenematic

manic wigeon
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im not stopping you

teal dove
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The #animation channel is a better place to ask this question.

lost wyvern
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When I print it outputs to log, but not to screen even though these are both checked. Any ideas why?
edit: I just pressed Ctrl + Shift + H and I can see everything again :)

dreamy solstice
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is there something wrong with this?

dawn gazelle
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If you're wanting to control something like this, the event that actually changes the boolean true/false should be connected to the play/reverse. As an example here, pressing page up would play the timeline, and pressing page down would make it play in reverse.

gentle urchin
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Or custom event that can be triggered from editor

dreamy solstice
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I see

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Alright thanks for the info

maiden wadi
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@teal dove It's worth noting that there's nothing wrong with people carrying on a conversation about developmental things. People are always free to interject questions Having people move developmental conversations to private only harms people who are still learning as they can follow the topic and learn from it as well without even participating.

dreamy solstice
dawn gazelle
# dreamy solstice So theres no way to use a boolean or what?

You can use a boolean to control it, sure, but then you have to constantly be checking what the boolean value is which is programmatically a messy way of doing it. If you're setting a boolean somewhere in your code to control something, then you may as well use the same event that would set the boolean instead to perform the function that you want.

dreamy solstice
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i see

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alright then

dawn gazelle
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Eg.

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So then on tick it's constantly having to check what that value is.

dreamy solstice
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i see

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so just like mines huh

trim matrix
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Hello. Can I have the custom post rpocess shape?

earnest mango
trim matrix
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@earnest mangoThanks

dreamy solstice
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btw can i like set the reverse in timelines to reverse in a specific time or what?

timber knoll
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how would one write formatted numbers in text to make it more readable?
ex1: 1567564 -> 1,567,564
ex2: 1004 -> 1,004

~ I already know the seperate values (millions, thousands, ...) but seems weird to have to use branches for every extra 0 and comma

timber knoll
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simply set the time, then play reverse

dreamy solstice
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alright

timber knoll
fleet cedar
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Can anyone offer any wisdom on how to save tons of data in a game save? I need to record everything the players done, where they are, what they have equipped, what items they're holding, which items they've used and haven't, do I have to mark every single variable or something?

dreamy solstice
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This is my first time using unreal so yeah

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Blueprints*

timber knoll
dreamy solstice
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Alright

timber knoll
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you can set the time when you create your timeline:

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which would look something like this (the float value in your timeline is the new time) in this case you have to connect something to Set New Time before calling Reverse

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or you can also manipulate your timeline with seperate functions which is usually more readable

dreamy solstice
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I see

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Alright thanks

timber knoll
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this is with the seperate functions

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once you made your timeline, it will be in the component list under your variables

timber knoll
dreamy solstice
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I appreciate it

fallen glade
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Any idea why my 2 characters are walking through each other? weld is off

marsh citrus
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Hello guys
Is there any way to make a pawn jump properly ?
I need a pawn because my player is a cube and i need collision to be squared perfectly, not round like capsule collision.
The actual problem with my pawn is that, to jump i add impulse Z, but i need a way to stop it from jumping AGAIN while in the air.

timber knoll
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Well you could to make it easy on yourself still use a character for that

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and just disable the actual capsule collision

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unless they use the capsule collider for the hit functions not 100% sure on that

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other solution would be line tracing

open crypt
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Is there any function I could run that would return the names of all the current window titles in Windows?

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basically like how OBS does this -

gentle urchin
timber knoll
open crypt
timber knoll
knotty knot
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Can anyone help me with something regarding character movement? I've currently got my character movement setup however whenever I try to crouch it doesn't work but when I jump I can see the crouch height changing.

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It's as if the capsule is colliding with the ground or something

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Also when I aim the mouse towards the ground and try move forward/backwards the movement is extremely slow however it's fine moving left/right

brazen pike
marsh citrus
knotty knot
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@brazen pike Sure can do

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Here you go

brazen pike
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you don't wanna connect roll and pitch

knotty knot
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ah right

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woops

brazen pike
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that will be the slowing down stuff

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because it will see you are looking downwards and then try to move you in that direction

knotty knot
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Yeah, that worked perfectly. Thanks

brazen pike
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rather than just the 1 dimensional angle

knotty knot
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Yeah makes sense now that I think about it

brazen pike
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Do you do the crouch stuff in that same bp?

knotty knot
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Yeah but it's fairly imple

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*simple

brazen pike
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well just in case

knotty knot
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This is what the capsule looks like

brazen pike
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have a look here see what comes up in your character BP

knotty knot
brazen pike
knotty knot
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Thanks I'll have a look

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To explain the issue more, if I try crouch it doesn't change the capsule height while touching the ground but whenever I jump and press the crouch button while in the air I can see the height change

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I'll follow that guide though and see if I fix it

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Hmm, yeah still the same issue

brazen pike
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You followed the whole way through? might be an issue with ur capsule component rather than crouching

knotty knot
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Yeah I have a feel it's that too

brazen pike
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try setting a print string to your crouch button so it tells you what your capsule half height was set to after it was pressed

knotty knot
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It's changing it seems

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I need to go afk for a while I'll be back soon. Thanks for the help so far though

open crypt
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Anyway to make unreal minimize ITSELF, via a blueprint command?

slate ruin
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Hi All, does anyone have any idea how to go about getting the same functionality as a 'box collision' component but with a spline loop? In other words be able to distinguish which objects have entered / are within / have left an area created within a spline loop?

knotty knot
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@brazen pike I tried attaching the starter content arms and gun just to get a reference on what's happening. It seems to be actually moving those components but the camera doesn't seem to be moving with the crouch height for some reason.

brazen pike
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you have two cameras? which one is being used?

knotty knot
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I just copy pasted the stuff from the starter content but only using one, the "firstpersoncamera" one

brazen pike
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I think the issue is your camera component

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try looking through all of its settings

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specifically things like "camera options"

knotty knot
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Alright I'll have a look, thanks

small quartz
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When Character dies, it needs to set horse lifespan. Not working I don't get it at all

knotty knot
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@brazen pike I managed to fix it. I had an old "headbob" event on tick that must have been overriding the camera rotation.

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This here, Once I deleted it, it worked.

brazen pike
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ah congrats!

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btw, I love the style you went for in that project

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how did you achieve that retro effect?

knotty knot
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Thanks. I'll dm you the pack I'm using. I tried to get something myself but found a pack someone made which was way better.

late cave
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Epic... I know you don't care about Blueprint users, but why do you need to troll us this hard? 😭

spark steppe
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where's the troll part on this?

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it's kinda obvious that it needs a soft object reference to load something, otherwise you wouldn't have to load it

dawn gazelle
small quartz
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my shortcut right now was just setting a lifespan directly on the horse

open crypt
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Anyone ever heard of Destroy Actor not actually working on a target, even when the event fires? and this isn't a timing thing like GC delays, it fires but the actor in question NEVER disappears

small quartz
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can i put a reference to character death between the horse spawn event and the lifespan timer?

dawn gazelle
# small quartz Do i create the reference , i'm trying to refer to a horse blueprint

You don't refer to blueprints directly. For example, you could have 2 of your horses spawned in the level. Which of those two objects are you trying to refer to?
You need the reference to the object you've spawned either by using the "Spawn Actor" node which returns the reference, or by other means of getting reference to the specific horse by overlap events, line traces, etc. where you can get a reference to an actor.

spark steppe
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can actor components not destroy other actor components?

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LogActorComponent: Error: May not destroy component SplineComponent foobar owned by Character

open crypt
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This is baffling - if you get a reference to "SELF" and you do "Destroy actor" why would that actor persist if the event fires?

late cave
dawn gazelle
late cave
dawn gazelle
late cave
jagged night
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Hey uh is there any way to reference the landscape actor in my pawn's blueprint

late cave
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because Blueprints are a second class citizen 😞

gentle urchin
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Or get all actors of class i suppose

distant void
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i have a loop where i want it to add 100 to a value until the loop is exited

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how do i do the part where i add 100

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its bugging out if i make it have an exec pin

faint pasture
distant void
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that makes sense let me try that 🤩

craggy turret
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How do I add a crossahair that I can use to aim spells with?

raven kindle
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Anyone have any Ideas on how to make a Trigger Volume output differently depending on the direction a character leaves? I found a Blueprint that does this but it only appears to work Front or Back

late cave
# raven kindle Anyone have any Ideas on how to make a Trigger Volume output differently dependi...

This video explains the vector dot product, and shows how to use it in the Unreal Engine.

It is part of a series on vectors, and their use in the Unreal Engine, designed to help people who have limited knowledge of vectors but want to improve their understanding to better work with them. This one talks about one of the two vector products, the ...

▶ Play video
muted halo
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How would I loop from 1 Row Name to the next? My blueprint looks like this and updates correctly but I can't get it then loop back and input the row "2" data

dawn gazelle
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Mind you, the loop executions are instantaneous, so if you were to set your camera location using the loop, it'll go to the last row's position basically immediately.

muted halo
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Oh I see, is there a way to delay it so it updates every say 3 seconds?

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That way I could see it working? thanks btw

dawn gazelle
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Create your own custom for each loop that includes a delay before stepping to the next item.... Or store the array of names in a variable, and on a timer cycle through an integer variable and get the array element of that integer, and set your camera.

muted halo
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Interesting, how could I create the first option? the delay on the loop?

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that one sounds easier to me but maybe not?

dawn gazelle
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Double click on the For Each loop node - it'll show you the code inside. It's a matter of adding a delay before it loops back.

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But make sure you copy the code into another macro - don't manipulate the one you see.

muted halo
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Okay I created a new macro on the side of the BP editor and ill copy paste the for each loop nodes over

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how would i add this custom macro into the BP? ive never done that before

spark steppe
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making a copy of the array is actually easier

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in the beginplay or construction event you would just store the names array to a variable of your BP

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when updating you do get the 1st (0) element, set the camera position and delete the 1st element

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next time it gets called it will automatically use the 2nd and remove it and so on

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when no element is left you can stop calling the update method

muted halo
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Oh that sounds interesting. I haven't actually done anything with an array in this blueprint so I'm not too sure on how to tackle that. This is what my BP looks like. Would adding the delay here work or should i try your method?

trim matrix
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It's because mine is a sidescroller whereas his is third person, but okay

gusty shuttle
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Quick one, how does one recapture a blueprint thumbnail?

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I don't have that option?

late cave
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Someone please explain this to me...

quasi frost
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I want to spawn a widget inside of another widget but I seem to be blanking on how to do this, anyone know?

faint pasture
winter kettle
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I have a socket in a skeletal mesh for a weapon, other weapons are in the right position, but I got a new mesh for a new weapon and it isn't in the right spot, do I just have to move the mesh of the weapon actor around until it fits or is there an easier way to do it

late cave
quasi frost
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So I switched over to this, using a box that is over the character I am trying to spawn the text widget over. This doesn't seem to be setting the position though as I am not seeing any text.

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It seems to be spawning it, but I just don't see it

worthy tendon
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becareful about using while loop. if you don't set it up correctly you may get into infinite loop. so save your work before compiling and trying it out

runic nest
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Is it possible to force a line trace to only trace in one direction?

dawn gazelle
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This would trace from the actor's current position to 5000 units away in the X direction.

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even that's not 100%... The start point is also including the Z position of the actor, so that would need to be added in to the vector going into the end point.

spark steppe
spark steppe
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it would trace to actor's xlocation + 5000, but on y/z 0

candid nest
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hey i have 2 character 1 is for main menu and other one is for my game i have a variable insie my game character i wanted that that i can show that value in my menu also inside my game that value is working fine but i tried to add that value to my main menu character too it was not working

worthy tendon
candid nest
worthy tendon
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well, you need to show some blueprint.

candid nest
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okay wait

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it the place where my currency value increase as soon as my bullet touches the ai

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it is inside my currency save

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it is my currency load i uses this when i die or when i spawn infront of them first i use this

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it is my inside main menu character now i am usifg currency main menu varible for storing variable and inside text i load this only but previously i was using currency load

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and i am using almost same thing for my ingame widget also

worthy tendon
candid nest
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yes i uses this only before this one

worthy tendon
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where do you call CurrencyLoad?

candid nest
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i call it like when i died or when i start my game or restart it i just simply call currency load

worthy tendon
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show me that part of the blueprint

candid nest
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okay wait

worthy tendon
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Is MPS_MasterBP the player in game or the player in main menu?

candid nest
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it is the player in game

worthy tendon
# candid nest

this doesn't seem to be the right place. This is when player dies i suppose

fossil skiff
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what should i put in these transitions

candid nest
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i try to add that thing in my main menu level bp also

candid nest
worthy tendon
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you can't access MPS_MasterBP from main menu. the problem is that you put SaveCurrency and LoadCurrncy function inside the player blueprint that only exist in game and not in main menu

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it's easy to fix.

candid nest
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so if i want that my currency increases when i shoot playe rhow can i do that

fossil skiff
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and a not boolean in block loop to block end

worthy tendon
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you need to put those functions in your game instance so you can call them from anywhere.

candid nest
candid nest
worthy tendon
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do you already have a game instance blueprint?

candid nest
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yes i have but only for my player and ai

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so where i have to add that instanc elike in my player and in my main menu character is that right

worthy tendon
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there should be only one game instance blueprint.

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no you specify game instance in your project settings

candid nest
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okay i will do that but what i have to add in that instance like currency as an integer

worthy tendon
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you specify this in project settings, Maps and Modes.

worthy tendon
candid nest
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if i add currency as an varible i store that value in my main charatcer and then i can load that in my main menu is that

worthy tendon
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yes. but you should put the save and load function in the right place. ok forget about game instance

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my bad

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create a blueprint function library

candid nest
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okay

fossil skiff
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@candid nest worked now thanks

candid nest
candid nest
worthy tendon
candid nest
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what kind of change

worthy tendon
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your function needs to take the curreny value as input

worthy tendon
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and this should be your load currency function

worthy tendon
candid nest
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okay so in save curreny i need to add inpust and in load output

lament fox
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Hello, I need a help 🙏 I want the character locks up the enemy and wrote this code.

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But the logic is working like that do you have any idea about, thank you

candid nest
worthy tendon
candid nest
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okay by the way thank s man

worthy tendon
candid nest
lament fox
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Yes. The logic should yaw the character to direction where the target locates

candid nest
candid nest
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there is no optin for varible only local varible

worthy tendon
lament fox
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Yes, I am planning to make with tick while the character is locked. Thank you 🤘

worthy tendon
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input parameter

candid nest
worthy tendon
candid nest
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okay

lament fox
candid nest
worthy tendon
worthy tendon
candid nest
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okay

worthy tendon
candid nest
worthy tendon
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your welcome. keep in mind, saving and loading is expensive. so please don't save every time the player hits enemy with a bullet

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save when for example you want to go to main menu or every minute or something like that.

candid nest
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also can u give a quick idea that i wanted that player can buy skin from this currency so i am planning to add a branch that can help me like if skin =100 and curency = 100 then only is that right

candid nest
candid nest
worthy tendon
candid nest
worthy tendon
candid nest
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yes and when i close the game and reopen it it is back to the same value

worthy tendon
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it's just matter of calling the save and load at the right time

candid nest
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when i play it is 150 which is correct then i go to my game and hit ai then in my game it is 200 and then i come back to menu it is 150 and when i play agin my all value is 150

candid nest
dark crow
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Maybe you're not saving the new value so you're loading the old one

worthy tendon
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That could be the case

dark crow
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If you want perfect accuracy for score for every case you save the value everytime it changes

Other option is when switching level / quitting game or so

candid nest
candid nest
quick grove
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sorry guys, what's the right Object for a Widget (when I cast it)?

round basin
quick grove
round basin
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The variable ?

round basin
quick grove
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the variable

round basin
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I think that's how I would to it

quick grove
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ok thanks!

round basin
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no problem !

trim matrix
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There is a website for BluePrints We can Copy and paste from it ,Do anyone know About It ???

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If ya Do please Send The link !!

dawn gazelle
languid fjord
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Hey Everyone, I would like to add an attribute point system to a project I'm working on. For example 1 point is given to the player at a level gain to allocate into a chosen attribute. Eg. Damage, attack speed, durability (see image for an idea of how I kind of want it to look like). I already have a XP gain + Level Up system with set attributes on each level. I did this using an ActorComponent. Can anyone explain how I would do so or point me in the right direction? Thank you in advance.

dawn gazelle
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That's pretty simple math yea? On level grant +1 skill point. On click of a + symbol for your attributes, -1 skill point, +1 to whichever attribute. For each of the parameters associated to the attribute, do the math required based on the total attribute ... eg. attack could be something like 20 + (Attr value * 10)

languid fjord
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I have the variables set, I want to know how to give a ''point" that is able to be spent in a menu in game to increase the desired attribute. I hope that I am making sense.

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see the images above for how I have made the variables.

trim matrix
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So if I wanted to find the average vector from a series of vectors I would just add them together then normalize the result right?

Like lets say I had a cone of fire and I wanted to find the average vector direction of the spread. I'd add them all together then normalize the result and that would get me a vector that pointed in the mathematical average direction of all of those shots in the spread?

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@languid fjord Yeah I'm seeing something that seems pretty basic here too. Do you mean like adding a point to agility would increase it by like 5 attribute points whereas putting it into like swim speed would increase it by like 3% or something? If that's the case I'd write a function with an enum that separates the resulting point change based on the attribute selected

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Actually thas even better @trim matrix dividing should be more efficient than normalizign which I dont actually need to do in this case

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Yeah I'm running an RTS with hundreds of units and I'm hoping to have someone localize it for me if it ever gets nearly complete. Which it won't, this is just a project for fun. I like to keep "best practices" though. Thanks for the info I didn't know it was the nodes specifically that caused the slowdowns

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is localize ven the right word. I know UE has an auto-convert feature but it doesn't work super well in my experience

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Thought it had a double meaning for converting to C++

dawn gazelle
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I think you're thinking of Nativization

trim matrix
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haha yeah nativization thanks

dawn gazelle
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^

trim matrix
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Yeah I never had it work for me. Didn't know it was getting axed though wow

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Normally at this point I ask how much you'd estimate it'd cost to have someone convert the game to C++ but I've now learned that that comes down to several variables that I can't even account for yet

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I actually teach intro UE blueprint and I give them that line a lot, but I don't actually know of any specific examples. As in I've never looked. Is it so common that it's just sort of a given that portions of projects are running BP?

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Well that's even better to know wow thanks

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Especialyl when the parents ask me about how widespread this is

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Yeah haha I never try to oversell the class

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Always make it real clear that their kids will not be able to leave my room after a year and be considered like, ready for a "coding" job or something. I normally say that people have been very successful with BP and that some big projects use it and that it's a great introduction to the concept of programming and everything

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"it" being my class

surreal peak
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aaaaah that's a tricky thing to state

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"Designers" tend to code half the game

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Due to BPs being a thing

trim matrix
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Yeah I transitioned into this from being a 3D modeler all my life

surreal peak
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I usually see the fulltime programmers as the ones holding the designers hands

trim matrix
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Prismatica has a lot of the logic being written by a BP dev while the other dev optimizes and writes stuff in C++

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Yeah that's what I always try to make clear

surreal peak
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You say that, while I build up my company just by doing BP stuff at the start

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Really depends on what and for what

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It does also mean that clients accepted pure BP work

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But yeha okay

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I never went for HR myself, I only hired peeps

trim matrix
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I guess me saying I don't oversell might also imply that I undersell. Idk it's a weird area to be in when you're interacting with like, normies

surreal peak
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Well, one important thing to keep in mind is that "normies" usually don't get anything of this anyway

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As in, you can explain them as much as you want

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If thye don't understand it, they don't

trim matrix
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Yeah once I explain that professionals use it and it's normal for people to make careers out of using it they're normally satisfied

surreal peak
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So even if you perfectly sell it

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And the kid can do exactly what you promised

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The parents still have no f clue

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Yeah that's probably as far as it goes

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I'm currently onboarding someone that has Java knowledge

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Never had C++ nor BP nor UE experience

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Starting with BPs is godlike

trim matrix
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I haven't really checked but I actually have a product I'm going to be making a UE app for. Is BP commonly used for like, general app creation? Because there's a ton of smaller things I could be making but in my head UE was always way overkill

surreal peak
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Converting to C++ is nice cause you know you have something working in BPs already that you can climb along

trim matrix
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I took a class of every language I could find growing up. Hated all of them but the passion for the results I wanted kept me going. BP comes along, I will likely never touch a line of code again

surreal peak
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Honestly, I think I could barely answer that question. It really depends on what you are doing

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It always comes down to:

  • Does BP kill your performance?
  • Does BP not have the tools available you need?
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If you can code it all in BPs: Cool
If the app runs fine in BPs: Cool

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If you need extra stuff, then you need C++/Plugins

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If the perforamnce sucks, then you need to move the high ms code to c++ or optimize it in general

trim matrix
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For the one I'm making it's like a custom order customizer so I need it to render 3D models and combine them in certain ways and all that so it's easier for me to send out a program or app. Super lightweight stuff I imagine it'll run on borderline anything.

surreal peak
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That's sounds like BPs can easily handle that

drowsy heron
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i have a question
what would be the best way to learn using UE4?
learning it from book , ( but the book i have its since 2017) or should i learn it from YT?

surreal peak
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At least if it's about internal UE4 stuff. Third Party integrations for actually ordering stuff or so might need c++

surreal peak
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Depends on you

trim matrix
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Yeah that's my thinking too. Idk why I even asked tbh every "app" I'd be making would almost be like a step up from a slideshow so I don't know what issues would arrise

surreal peak
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Do you learn better with books, videos or tutors?

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Or maybe just by exploring?

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Current employee found that most tutorials he searched for to solve some exercises are garbage

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Which is a sad truth

trim matrix
surreal peak
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I would love to make more blog posts

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But I can't be arsed to record prof videos

trim matrix
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Tutorials made me want to throw the computer out the window. Why is this a 20 minute video when it could be a two paragraph writeup

surreal peak
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But time ;_;

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It's not about the length. The info in them is also often bad

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Even Epic Games tutorials are really shite

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bad/wrong

trim matrix
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The absolute worst was watching a tutorial that I knew was wrong but I didn't know enough to fix it so I had to go with the unoptimized solution instead

trim matrix
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one tutorial straight up did not cover enums and just had me do a series of branches

surreal peak
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Honestly, if you go for Video, take a course

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Get some Udemy course that is (permanently...) on sale

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Because they are usually way more structured and professional than utube videos

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And if you want to read stuff, order a book

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Same idea, more structured etc.

dawn gazelle
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In today's tutorial, we're going to get our Mesh from our actor.
Tutorial:

surreal peak
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You can of course also read shit on the internet or youtube, but well, that's my 2 cents

trim matrix
#

After a few years it seems to be that regardless of your level you're going to need to read and watch content to expand your skillset. I can work on autopilot now for the most part but when it comes to someting like audio, which I've never touched, it's back to tutorial and documentation town for me

surreal peak
#

Why don't you throw a cast AND an interface into the mix?

trim matrix
drowsy heron
surreal peak
#

It's a snowball effect

dawn gazelle
#

And it's hard to spot which ones are good or bad until you sort of already know what you're doing.

surreal peak
#

someone posts wrong info. 100 people learn from it

#

10 of that build up on that wrong info

#

And release new tutorials

#

etc. etc.

#

And suddenly you have very shitty code

drowsy heron
#

then ,where do i can learn to work with UE4 from?

#

why do you send me discord link?

pallid spoke
#

hello, can someone help me I have a problem when I spaw actors with their widgets, I have tried several ways but I can not fix it. Life if I update well but the widget only acts with an actor.
sorry for my English

surreal peak
surreal peak
pallid spoke
jagged night
#

Hey uh for some reason when my pawn and landscape collide with eachother no hit or overlap event is generated

sand shore
#

Actually make the entire architecture of the feature terribly, make sure it only works if everything ticks and the game is a listen server

opaque blade
#

or even if they do they'll state it and are aware of it

halcyon laurel
trim matrix
#

How can I clamp the angle so that the first person can't look fully vertically to the ground?

jaunty solstice
#

Hello blueprint wizards!
Need some help with a pretty common logic scenario.

After some type of trigger (keyboard or event from Sequencer) I need to smoothly increment between 2 float values. I also need to be able to control the speed of this increment via a curve, ie the steeper the curve the quicker the speed or acceleration of change. I know how to do this in After Effects but have never done in BP.

earnest tangle
#

You could probably do it using a timeline

uneven thunder
#

Is there anything in blueprint that's like spline component but the points are unconnected? I'm using scene components, but modifying their transform doesn't update the construction script automatically which is annoying

gentle urchin
#

The axis value is not a target angle..

earnest tangle
#

if using a spline makes it easier to work with than scene comps

uneven thunder
#

Tedious thing with spline points is that their rotation values get adjusted when you add/remove points, I was hoping there was something similar where every point is independent

dense pulsar
#

Hey guys, anyone know what would cause a 3D widget to be hoverable but not clickable?

#

The widget has 'receive hardware input' enabled. I have a widget interaction component on the player character that is set to 'mouse' for interaction.

I can hover over the buttons and they respond, but I cannot click on any of them.

earnest tangle
#

Are you sending click events via the interaction component

#

You need to manually do that, it won't automatically do it from left or right clicks

dense pulsar
#

I believe so. These are my settings for it:

earnest tangle
#

As said it doesn't do it automatically, you have to set up BP nodes to do so

dense pulsar
#

Ah, I bet that's the issue. Do you know where I could get an example to go by? A picture or video or something?

earnest tangle
#

It has a Press Pointer Key and Release Pointer Key nodes

#

set it up so you have a InputAction Mouse 1 for example, and call Press Pointer Key from Pressed, and Release Pointer Key from Released (ignore the branch in this, just grabbed a pic quick from my project, the branch eventually goes to Press Pointer Key)

dense pulsar
#

Okay, thank you very much. I've not worked with this component before so I had no idea. UE4 documentation can be a bit hard to follow sometimes.

earnest tangle
#

Yeah it can be like that :D

craggy turret
#

does anybody know how to make the spell go as far as the basic attack?

timber knoll
#

that really depends on your implementation

#

you should always think future proof when making things like abilities, in terms of being able to change damage/range/duration etc

pulsar arrow
#

I wasn't sure about pure functions before but luckily, I was careful but for anyone who don't know, avoid using output of Blueprint Pure function directly, instead cache the value and then use it. Otherwise each output connection will result retriggering whole function.

#

I just tested it.

upper mortar
#

I am trying to create a dynamic solar system solar system with a star, planets and moons procedurally generated.
I made a base class that all my elements extend that spawns the things orbiting my current element. I am triggering this in the construction script. I see some of my variables updating but am not seeing the new actors in the world outliner.

#

any ideas on what I am doing wrong?

earnest tangle
#

Simulate it on what? Just in the game in general?

#

just create two custom events, such as "MousePressed" and "MouseReleased". Then connect your mouse press and release logic into those instead of the InputEvent for the mouse button, and call the events from the relevant InputEvents

#

Yeah if you do what I mentioned it would work for that

#

Right, you would need to call those manually which is usually how it would be handled

bleak sable
#

does anyone have any tips or a starter guide to learn VR with blueprints. I have been using bps for about a year or two now and I know replication but I don't know where to start on VR. I play on quest 2 and would like to end up making something with a fullbody like boneworks or population one but just a sandbox to play with my friends. Any info is appreciated (The goal is to learn VR with parkour and weapons so idk if that changes anything)

forest sable
#

Hello

#

Is there a way to get who called the interface event ?!

earnest tangle
#

For logic or for debugging?

forest sable
#

for logic

#

I just want to know who did the damage to me and focus the camera on him

earnest tangle
#

Right - in that case you need to add it as a parameter to your interface function

forest sable
#

but it's being called a lot and i don't think that would be performant !?

earnest tangle
#

It's just a parameter, it doesn't really affect the call performance

forest sable
#

Great !

#

Thanks a lot ❤️

earnest tangle
#

np

forest sable
#

I just realized I can't turn players cameras through blueprint

earnest tangle
#

You should be able to

#

If you're using control rotation in the pawn you may have to change control rotation instead of rotating the pawn

forest sable
#

I'll give it another try

craggy turret
#

So I have this basic attack script

#

how do i make it deal dmg?

#

Like the same amount of damage to any enemy

timber knoll
#

in your Fire Projectile when it collides with an enemy (by casting the other actor to your enemy class) reduce their health

#

I would honestly recommend watching some tutorials online that go over making a full small game
edit: so that you better understand the basics and speed up your development process

maiden wadi
#

You don't even really need to cast. There's an actor base function that'll handle this. Just call Apply Damage from the hit, and implement it into anything that can take damage.

craggy turret
#

Ok I will try that thank you

distant void
#

watching a tutorial, what is this node?

timber knoll
distant void
#

is there a way to make it other than 1?

#

i assume here?

distant void
maiden wadi
#

@craggy turret I'm going to guess no. You're applying damage to the creator of the projectile, and then creating the projectile. You're also saying that the projectile that doesn't exist yet is what caused the damage.

distant void
#

thank you 🙏

timber knoll
#

this is basically what it does

distant void
#

ah i see

timber knoll
#

but it uses 1 where the 0 is, so you can change it to whatever you want

distant void
#

my mistake was not understanding i have to put a set in the end

#

and i got into all sorts of crashes and infinite loops

maiden wadi
#

@craggy turretIf this is a traditional projectile, then it will simply be created from it's caster, or gun. It'll start it's movement or whatever, usually with a projectile movement component. Then you will implement OnHit, or OnOverlap in the projectile class itself, and on overlap or hit, apply damage to the hit or overlapped actor there.

timber knoll
#

it depends if you want to save the result or not 🙂

#

set is like saving

craggy turret
#

and it is set on OverlapAllDynamic

#

with this?

#

" OnOverlap in the projectile class itself, and on overlap or hit, apply damage to the hit or overlapped actor there. " im lost here

maiden wadi
#

What you just posted is your projectile's class. This is where you want to do the overlap/hit code for applying damage.

#

ActorBeginOverlap is okay, but I personally prefer to be more explicit. I also don't care for SceneComponent as the root of projectiles. It's usually best to have a collision component as root, and use it for your overlaps/hit events.

craggy turret
#

What does "more explict" mean? how

maiden wadi
#

Actor wide overlap means if any actor component in that actor overlaps anything.

#

To be more explicit is to be more direct or clear about something. In this case, using a single, simpler component for the overlap instead of all of them. Part of the reason is performance, one component checking overlaps instead of all. It's also about making things less buggy. One single component applying damage versus all of them leads to less issues where a projectile passes something, doesn't hit it, but still applies damage because something unintentional in the actor overlapped it.

craggy turret
#

how do I implement that?

maiden wadi
#

Make a SphereCollision Component the root of your actor. Click on it, then on the right in the details, scroll all of the way down and implement the OnOverlap. Should create a new red event for you in the graph.

craggy turret
#

my actor being the projectile?

maiden wadi
#

Yep.

craggy turret
#

this may sound stupid

#

how do i make it the root

#

nvm

#

it should be here?

maiden wadi
#

Second to the top I believe. On Component Begin Overlap

craggy turret
#

Yes..😅

still panther
#

hey

#

i need to cast to a diffrent objet so i can compare it in the first blueprint

craggy turret
#

something like ths?

still panther
#

yeah

#

just that i dont have a trigger

#

how do i geht the reference

craggy turret
#

oh that wasnt meant for you sorry

still panther
#

oh

maiden wadi
#

@craggy turretYes, but you don't need the cast.

craggy turret
#

I dont need to do anything after apply damage here right?

#

and what is "cast"?😅

forest sable
#

does blend spaces Replicate ?!

junior citrus
craggy turret
drowsy ridge
#

Hey guys I'm having trouble with my blendspace and walk directions, I set up a 2D Blendspace with directional movements. The horizontal axis is the direction w minimum -180 and max 180. The speed has a minimum -300 and max 300. I put the animations, but for the weirdest reason it chops up when moving backwards even after setting the orientation rotation to false!!, does anybody have any tips?

craggy turret
#

Oh, Cast to simplenemy AI i got it,. sorry im so dumb

forest sable
#

will replicating animation like this eat up a lot of bandwidth ?!
https://www.youtube.com/watch?v=K1Pm6MPSXoI&ab_channel=CyberLOD

gritty elm
gritty elm
# forest sable does blend spaces Replicate ?!
gritty elm
# craggy turret how do i make it deal dmg?

you can look into those tutorials, theses will explain you above damage event nodes, unreal have native features for damage system.

https://www.youtube.com/watch?v=77zfxm4sPSo&ab_channel=MathieuTutosUnrealEngine
https://www.youtube.com/watch?v=o_wEsJuOboY&ab_channel=MattAspland

👉 Créez facilement des jeux multi avec Core, powered by Unreal Engine : https://bit.ly/MathieuxCore
🎓 Mes formations Unreal Engine : http://bit.ly/34yTSF6
🔴 Cours gratuits UE4 : https://creajv.com

MES CHAÎNES

▶ Play video

Hey guys, in today's video, I'm going to be showing you how to use the Event Any Damage, and Apply Damage nodes. As well as setting up a basic friendly fire system, so you can choose whether or not players can damage their team members or not.

Damage Indicator Tutorial: https://youtu.be/1vySLmnDSOs

#Ue4 #UnrealEngine4 #Ue4Tutorial
____________...

▶ Play video
craggy turret
gritty elm
#

sure

craggy turret
#

I have a new problem now

#

this isnt detected as if the spell hit and i have no idea why

gritty elm
#

use component hit, not overlap

#

also add breakpoint or print string ( to make sure it is working )

craggy turret
#

i have string on the enemy

#

whenever it gets hit

#

it shows

gritty elm
#

Sure, and what's the issue?

craggy turret
#

it doesnt get hit

#

by this particular spell

#

my other one works fine

#

same with my basic

gritty elm
#

did you have event damage on your character?

craggy turret
#

yes

#

i have that

gritty elm
#

this should be inside your character, which receives the damage

gritty elm
craggy turret
#

wait im sending a video

#

and yes it does

#

it shows all other values

#

but this particular spell

gritty elm
#

when you said "Particular spell", what exact mean by this

craggy turret
#

the huge tornado

#

it doesnt deal dmg

gritty elm
#

you can verify the damage amount, maybe it is zero

#

in float variable

craggy turret
#

it definetly isnt 0

trim matrix
#

It doesnt PrintString anything

#

It would PrintString 0 if the damage value is zero

#

the problem is something with the collision setttings for sure

craggy turret
#

yep

#

and idk how to fix that

trim matrix
#

Its 90% likely just checkboxes you didnt tick in the componet settings

#

ussualy thats the problem with errors like this

craggy turret
#

I have one big capsule collision over the tornado but i also have the capsule collision which is also the root

trim matrix
#

Why is there two?

craggy turret
#

Bcs the root isnt big

trim matrix
#

I see, it looks like you are using the Root

#

for that OnComponetBeginOverlap

#

its OnComponetBeginOverlap Capsule

#

not Capsule1

craggy turret
#

i see

trim matrix
#

Maybe give them better names that arnt, Capsule and Capsule1

craggy turret
#

how fix😅

trim matrix
#

well first rename them xD

#

Maybe name Capsule -> RootCapsule

#

and Capsule1 -> CollisionCapsule

#

something like that so you know in the future

craggy turret
#

there

trim matrix
#

sure lol

#

so click on "NotStupidCollisionCapsule" and goto its details

#

scrool down till you see all those green plus buttons

#

and get a new "OnComponetBeginOverlap" event

craggy turret
#

on component

#

yes

trim matrix
#

yea

craggy turret
#

ok

trim matrix
#

try using that

craggy turret
#

ill try it out

trim matrix
#

worrySalute should work if that componet has the default collison settings

craggy turret
#

by god it worked

trim matrix
#

ez wins gg

craggy turret
#

I will remember this

trim matrix
#

lol yea just make sure to give them distinct names

craggy turret
#

So I want this tornado to linger around and then dissappear by itself. But I want my other 2 spells to dissapear as soon as they make contact, how do I go about differentiating them

trim matrix
#

well it looks like your two other spell auto dissapear already?

craggy turret
#

yea

#

as htye are projectiles

trim matrix
#

so you at least know about how todo that part? make them dissaper on contact?

#

ok

craggy turret
#

but i want the tornado to be there

#

but it dissappears instantly now

trim matrix
#

Ok

craggy turret
#

do i make them class?

#

or tag

#

tag thingy

trim matrix
#

Hold up

craggy turret
#

here code

trim matrix
#

Are all your spell in a class heirchy?

SpellMaster

  • BoltSpell
  • TornadoSpell
craggy turret
#

nope

#

not at all

trim matrix
#

Ok dont worry about that then

craggy turret
#

they just exist

trim matrix
#

ok well thats more simple

#

then on your tornado spell your gonna have to utilize some of the events that the ParticleSystem componet has to offer.

#

One second I have to open editor to remember what the events are speicifly called

craggy turret
#

lol

#

does it bother yall that i ask so many questions

trim matrix
#

no lol dw

#

Ok

#

So just like you created an event for the capsule collison (OnComponetBeginOverlap). Do the same sort of thing for the particle system.

#

Click on it, details

#

and get On Particle Finished

craggy turret
#

done

trim matrix
#

Oh actualy

#

I should ask

#

Does this particle just loop forverer?

craggy turret
#

nah

trim matrix
#

or does it only go on for a set time

craggy turret
#

it disappears after 5 seconds

trim matrix
#

ok good xD

#

so yea that should work

craggy turret
#

that would lag a lot

#

😄

trim matrix
#

That event should fire when the particle completly fades out

craggy turret
#

techincally it should

#

but i changed code since

trim matrix
#

then you can destoy actor

craggy turret
#

wait

#

ok

#

it deactivates

trim matrix
#

oh ok

#

so the particle does loop forever probably then?

#

but your just deactivating it after a delay?

craggy turret
#

yep

trim matrix
#

oh ok

#

oh wait lol xD

#

Im forgetting one part of the issue in the first place

craggy turret
#

where do i check loop

trim matrix
#

you said the tornado auto dissapears when it comes in contact?

craggy turret
#

yep

#

instantly

#

poof

trim matrix
#

oh lol

craggy turret
#

bcsof this

trim matrix
#

How did you set it up to auto dissapear?

craggy turret
trim matrix
#

xD then delete that to lol

#

the destroy actor part lol

craggy turret
#

yessir

#

gone

#

reduced to atoms

trim matrix
#

ok

#

well so if the particle auto loops forever, and you are using this delay for 5 seconds to stop the effect.

craggy turret
#

cant remember if it does loop foreer but it should

trim matrix
#

lol well it doesnt matter anyways in the long run, loops for longer then 5 seconds thats for sure

#

Instead of DeactivateComponet

#

try End Trails

#

that will make the particle effect visualy fade out

#

Then,

#

Remember that On Particle Finished event fires once the particles have completly faded out.

craggy turret
trim matrix
#

hm not like that

craggy turret
#

figures 😄

trim matrix
#

I meant to replace the DeactivateComponet node, with the EndTrails node

craggy turret
#

makes sense

#

and target is particle system?

trim matrix
#

yep

#

Now back to the OnSystemFinished

#

you can simply DestroyActor

#

Do you see how this all might work?

craggy turret
#

yeah i see

trim matrix
#

xD lol

#

try just right clicking anywhere in the event graph

#

and type

#

"Get Particle System"

#

and use that lol

craggy turret
#

theres 1 for each of my abilities

trim matrix
#

oh

craggy turret
#

yeah still doesnt work

trim matrix
#

is all you abilitys inside one blueprint?

craggy turret
#

yes

trim matrix
#

thats a bigger issue xD

craggy turret
#

whay

trim matrix
#

I mean its one of those things...

#

thats fine for beginers right

#

just tryna put something together

craggy turret
#

thats me😅

trim matrix
#

but its absolutly the furthest thing from at all a good practice lol xD

#

I was thinking each ability was its own BP

#

Well that makes it more confusing now lol

craggy turret
#

Most of my BP's are in one BP 😄

trim matrix
#

Ripipi

craggy turret
#

besides the enemy

#

but like all abilities

#

movement

#

for the player

#

one BP

trim matrix
#

well then..

worthy tendon
#

how do I add a spline point in middle without changing the shape of spline?

trim matrix
#

I can either continue tryna just help you figure this out in one BP

#

or if you have a little bit of time I can lead you in a different direction using a better practive.

#

What sounds good to you?

craggy turret
#

Whatever makes going forward easier

#

😄

#

so i guess 2

trim matrix
#

Well sure xD

rancid quartz
#

Hello, I have a question about SetControlRotation.

I've been trying to use this node to lerp my pawn rotation on X from 0° to 360°. However, while the pawn rotates properly from 0° to 90°, it stalls at values between 90° and 270° before snapping to 270° and then smoothly lerping to 360°.

Does anyone know why this kind of lock-up might be happening? Any advice would be appreciated.

Cheers.

#

I think it has something to do with these values in the camera manager but changing this range to -360° to 360° seems to stop all rotation from occurring. 🤔

#

Changing the range from -179° to 179° seems to allow full 360° rolls. I don't understand why, but it works for me.

I'd love to hear an explanation from anyone who knows.

Cheers.

faint pasture
craggy turret
#

whay

faint pasture
# craggy turret whay

Are you intending for the abilities to at all be somewhat stand alone or is everything tightly tied to the character? That is, are you making something more like world of Warcraft or dark souls or a little bit more like super Mario 64?

#

Give examples of what sort of abilities you talking about

sudden spear
#

hi there!
...currently I'm enabling Show Mouse Cursor and Set Input Mode Game and UI at runtime. Problem is that when I LeftClick and drag, the player character rotates respectively MouseLook is enabled while dragging. Is there a function that prevents that?

broken wadi
#

I'm trying to disable all character movement for a brief time but jumping lets the character escape and continue moving. I'm using the "Disable Movement" node on the character's movement component.

#

I tried adjusting Jump Z Velocity but they can still jump once, then and start moving again which isn't supposed to happen.

sudden spear
#

so e.g. bool=disable jump (true if movement is disabled)

broken wadi
#

What's the disable jump node?

sudden spear
#

sth like this:

#

sry if I was cryptic 😅

gritty elm
# jagged night skeletal mesh component

You need to enable "Per poly collision" on your skeletal mesh (https://answers.unrealengine.com/questions/14188/per-poly-collision-for-static-mesh.html)
https://answers.unrealengine.com/questions/769139/how-to-generate-a-hit-event-with-a-skeletal-mesh-w.html?sort=oldest

Also use component hit/overlap on Capsule component instead of skeletal mesh

if you really want to do hit events with skeletal mesh, you need to add different box/sphere/capsule components to each bone of mesh and attach to bone

#

then it will works

gritty elm
#

sure

sudden spear
broken wadi
#

yea but its not working, i can still jump and keep moving when movement has been disabled

sudden spear
#

that shouldn't be possible when you set the "DisableJump"-Bool to true

broken wadi
#

Im going to use the Set Movement Capabilities instead

#

because can jump is already a var

#

Also since I need to disable swim, jump, run, fall..etc everything

odd ember
faint pasture
odd ember
#

they may be, but once converted the issue of degrees persist, since -90 = 270

#

so it's a moot point

faint pasture
#

I think it was mostly because they were trying to roll beyond 90. Seems like a weird setup but anyways.

faint pasture
#

Just curious how good the angle math is

odd ember
#

it doesn't really matter, as long as you are using degrees or radians instead of quaternions you'll always have rotational issues

faint pasture
#

Yeah soon as you make or break a rotator you are in the Euler Pain Zone(tm)

rancid quartz
#

0 to 360 seemed to stop any effect from taking place.

solid rapids
#

Okay, so I need a way to convert from scale of an object to scale in world coordinates. That is to say if I have a cube that is 1,1,1 in scale, how do I find the side length in world coordinates?

odd ember
#

you can't

#

that's the downside of scaling

solid rapids
#

Is there another way to scale objects in UE4 that I can use world coordinates with?

tight schooner
#

Though this is for objects already spawned in the world

odd ember
spark steppe
#

get bounds works pretty well for rectangular objects

#

actually, it works pretty well for pretty much anything

#

if you are fine with the outer bounds as reference

odd ember
#

for a single function it doesn't really make a difference

spark steppe
#

events are usually used to tell the object to do something specific or to inform the object about something

#

functions are used when you want to get data back

odd ember
#

an "orderly workflow" matters more in how you set up your architecture. e.g. let each object have responsibility only for itself

#

functions can also execute something without returning

#

the only real difference is how you view them in the blueprint editor and the fact that functions cannot have latent nodes

spark steppe
#

this seems to be a good overview about their pro's and con's

jolly oriole
#

I've created my own custom pawn with a camera, however when I press play in the editor, the preview doesn't swap to the camera. Do I need to do a manual setup in blueprints to set that as my camera, or am I missing something?

Edit: Problem solved. My BP_Camera (the pawn) was configured incorrectly. Under the Pawn section in the Details, I forgot to set the 'Auto Possess Player' dropdown to Player 0.

odd ember
#

have you set your new pawn to be default in your game mode?

jolly oriole
#

Yep, I have:

foggy hearth
#

is it possible to get values from DefaultGame.ini through Blueprints?

fossil skiff
#

this is a sprint animation i put in my blendspace 1d without left strafe or right strafe. so because i didn't put that this happened. what i want is that when im travelling at this speed, i want the orient movment to rotation to be true and when im not moving at that speed i want the orient movement to rotation to be false. Anyone know a way around it?

#

my blendspace and sprint bp

candid nest
#

hey i want to make a system in which i can spanw the gun inside my widget when i click on the name of particluar widget i can spawn 1 gun i am thinking to us eonly 1 actor so that memory will save

#

this is my weapon scene i am confuse that how to us ethat class varible so that evrytime i clcik on a gun the particular gun should appear

karmic shadow
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Hello People, I have a quick question.... I made a run start run loop and run end animation working together as the names say... But when run end is playing... THe animation plays but the player comes to a stop immediate.... Is there anyway to make the character slide for a bit and come to a stop?

brazen pike
candid nest
# brazen pike Can you explain a little further? I've done similar things but I just want to kn...

thank u man so i created a widget inside which i make many gun name so i wanted that when i click on that gun for eg like i clcik on m416 so m416preview should come on screen but when i click only vector another gun priview is comming which is obvious as i only make one actor which is of vector i wanted that somehow in that actor weapon mesh changes as i clcik on my weapon name inside widget only

brazen pike
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hmmm

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the way I'd do it, is i'd create the preview widget, but have all the previews in an array. Then you can create a get node after that which will get the gun you want from an integer. For example: You want to get the Vector. So when you click on the Vector button it sets the integer to be the number which aligns with the vector in the array. Then you get that from the array and display it

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I think you could also make a data table but I don't have much experience there so not sure if it would work.

tidal wren
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Can you offer me unreal engine blueprint tutorial

fading raptor
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Im trying to make a system where i spawn a companion when i press Num 0 and i can only spawn the companion again once the companion is dead, however i absolutely suck at do once nodes and it only works once

uncut lark
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So Im trying to make an action to drag bodies around like in manhunt. I was going to just have the playercharacter grab it as a physics handle. Is there a way to disable the mouse input on the pitch?

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I got it. Reference the camera manager, set view pitch min and max to figure out where you want it

fathom spindle
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Hi all, I'm spawning a bunch of attached decals on an enemy and I want to fade each instance on and off according to a timeline. right now it only works if there is only one decal, as soon as i add another the ones before it will only fade on, not off. could someone help me understand how to assign a unique material instance per decal?

timber knoll
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Well you would need to instead of setting the value once

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Add an instance to an array for every decal

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Then on your update in timeline, use a foreach loop to loop over this array and set the parameter value for every element in the array

fiery ridge
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why is this happening?

fathom spindle
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hi @timber knoll thanks! yeah ok i understand that in theory. right now i'm just adding one dynamic material instance before spawning the decal

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i guess first off i'll see if i can add each decal to an array

timber knoll
fiery ridge
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ok, ty

fathom spindle
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@timber knoll - just printing out the decal object reference from the spawn node each has a unique name

timber knoll
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like this should work right?

fathom spindle
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ah ok so creating the dynamic material instance after the spawn

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i've added them to an array succesfully

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(horray)

timber knoll
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one step at a time 😄

fathom spindle
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not sure how id remove them though

timber knoll
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you mean after they faded out?

fathom spindle
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yeah

timber knoll
fathom spindle
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ok ok amazing ill just try and implement this

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Adding the create dynamic material instancer after the spawn decal attached appears to overwrite my decal material with the default one

timber knoll
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hmm

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yeah im not 100% sure on decals ive only used normal materials 😛 letme check

fathom spindle
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this got it back

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printing total active and the names, although now they all have the same material instance id - dunno if thats a problem

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wil try to loop through them

timber knoll
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what about this?

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you should have already assigned a material when spawning

fathom spindle
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no that overwrites it again

timber knoll
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yep i just noticed as well

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im making a small sandbox to test it out 🙂

fathom spindle
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cool thanks!

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guessing the fact they all have the same MID is an issue then

timber knoll
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this works

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aah yeah its my bad ^^'

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you have to create the instance from the parent class, then assign it

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if you create it at the end it will only create a single instance because youre using a single material

fathom spindle
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ah ok

timber knoll
fathom spindle
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cool yeah me too

timber knoll
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does that work?

fathom spindle
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so i'll try to loop now

timber knoll
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aah okay 😄 I thought you were already looping

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works for me with loop

fathom spindle
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amazing! i'll try and race through it

timber knoll
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also, make sure your decal life span is set to a value slightly higher than the timeline fade

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so it auto despawns, and doesnt give errors at the very end

fathom spindle
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hmm very strange

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every time i spawn a new one all of them fade on again

timber knoll
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aah you want to have them fade out one at a time?

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ooh dear 😅

fathom spindle
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haha

timber knoll
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then you will have to go over them individually

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eeuh give me a second to think 😄

fathom spindle
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yeah the idea is each one fades in and out on its own curve

timber knoll
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yep yep like blood splatters

fathom spindle
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yeah

timber knoll
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problem is the timeline can only run for one object if im not mistaken

fathom spindle
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oh i see

timber knoll
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aha wait, I might have an idea

fathom spindle
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i guess theres others ways to increment/decrement

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just needs to be a simple linear fade

timber knoll
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okay okay in that case, you can make it simple yes

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wait why can't i set parameter values anymore haha

fathom spindle
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oh no

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yeah i think it can be simple

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id like to be able to vary the lifespan of them a little

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but as long as they dont just pop off screen pretty much

timber knoll
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🤔

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I say simple, but this is eeeuh haha

fathom spindle
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oh jesus

timber knoll
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Well it's basically looping over all the instances and on top having another array to store the opacity

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which you subtract based on a speed * time

fathom spindle
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right ok

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im sure i can pick through it

timber knoll
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and then when it reaches <= 0 you remove them, otherwise set the opacity

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just make sure to also add this

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otherwise you will have errors 😄

fathom spindle
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so would this be on event tick then?

neon olive
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why when i try to cast to my character it shows it twice?
mostly everything i've created
how do i know which is which?

timber knoll
fathom spindle
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right ok ill get to work!

candid nest
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last night my whole project wa working fine today when i opened this i saw this issue idk where this issue is evrything is fine but this issue plz help

fathom spindle
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hey @timber knoll got something printing out at least...

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although my decals array doesnt seem to be counting them anymore

timber knoll
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what do you mean with counting?

fathom spindle
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the blue value at the top

timber knoll
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ooh right

fathom spindle
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its not that important really

timber knoll
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you still have this right?

fathom spindle
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did you have an idea how to assign this to the materials?

fathom spindle
timber knoll
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right after the Set Array Elem

fathom spindle
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nice ok

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oh yeah this works!

timber knoll
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for your count, you can get length from your array

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which should correctly return the amount of active ones, since you remove them once they are faded out

fathom spindle
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cool cool

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this works

timber knoll
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nice 😄

fathom spindle
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so now they pop on, but thats ok

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also the fade happens constantly from birth to death

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so like ideally id say, fade on 1 second, live 8-12 seconds, fade off 1 second

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or something like that

timber knoll
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haha you artists XD

fathom spindle
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yeah lol

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i mean no worries obvs

timber knoll
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okay in that case you can do something similar

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instead of keeping track of the actual opacity

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you would keep track of the lifetime

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which you add on every event tick

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and then based on that value, you calculate the actual opacity

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when it goes >= lifespan, you remove them from the array

fathom spindle
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yeah like a particle system

timber knoll
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but im not gonna get into the math of it 😛 that's your homework 😄

fathom spindle
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cool cool

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thanks so much!

timber knoll
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no worries, good luck!

fathom spindle
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@timber knoll seeing as the opacity value goes from 1 to zero over the duration for each decal can't i just run that through a curve asset with an ease in/ease out?

timber knoll
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oooh yeah right curves XD

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I completly forget they exist in unreal

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yes that would also be possible lol

fathom spindle
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it worked!

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ahahaha

velvet dagger
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I'm trying to make a 3rd person shooter game where the bullet always goes where the crosshair is aiming (besides when where the bullet comes out is right in front of a wall while the crosshair isn't pointing the way of the wall), and I don't know how to go about making this. The tutorial I did a while ago is veeeerrrryyy not accurate. Any help would be greatly appreciated :]

timber knoll
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since I assume your crosshair is completly centered anyway right?

velvet dagger
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Mhm :)

timber knoll
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So yeah you need to use either a ray for direct hit, or when you want to use actual projectile with movement
you use that forward vector of your camera as the bullet direction

neon olive
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FVector CurrentPosition = GetActorLocation();
            CurrentPosition.Set(0, 0, 100);

how do i create this using blueprints?

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I'm only lost on creating currentposition

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how do i combine these two?

timber knoll
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combine?

neon olive
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Combine for strings

timber knoll
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this is the blueprint version

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combining for string would be append

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something like this

neon olive
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All of that just for one line of code..

timber knoll
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well I'm not 100% sure what you want to achieve so...

neon olive
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I need to emit particle but want to raise Z-axis by 100

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^ using player location

timber knoll
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aah so you want to just add the two vectors together

neon olive
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yea

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or just change z axis for the emitter

timber knoll
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then its just this

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or spawn attached, that's up to your use case

neon olive
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spawn attached doesn't do anything

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I'm using it onExecute

timber knoll
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spawn attached requires a component to snap to

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so for example, you can snap it to something around the head of a target

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and then make it follow the head

neon olive
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ohhh

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so i would need a socket?

timber knoll
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in which case you don't even need to set a location, since it will use the head's location

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Hmm yeah I think you can use a socket

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like this should work

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or like this if you add a particle system to your actor

velvet dagger
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I haven't even learned about line traces yet but it seems pretty simple

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How would I make the projectile move to the target?

obtuse herald
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Predict Projectile Path is also a thing

velvet dagger
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I already have that on my projectile

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Is that what you're talking about :'p

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Ugh whatever I do the projectile is like 2 inches away from the crosshair

timber knoll
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something like this?

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or this

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in both scenarios, you should also set your start location ofc

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first one, you rotate the actor to match the camera rotation
second one, you set the velocity to match the forward vector multiplied with a float to manage the speed

amber glen
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Hello! I'm setting a landscape texture at runtime:
The material base color updates properly except the grass output. Nothing appears to trigger it at runtime, also tried grass.FlushCachePIE
Anyone have any idea why? Thanks!

amber glen
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@trim matrix Yeah, looks like it. There's RenderGrassMap() but apparently it's not exposed at BP level. Thanks for the input!

zenith temple
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I have some interactive animations, but when triggered you can see his own characters own teeth / toungue mouth ect. Is there a simple way to hide tounge/teeth ect for only themself I have or a better way to fix this? thanks