#blueprint

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zenith temple
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Thanks Datura!

loud cipher
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anyone know how

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i can get chromatic abberation in ue4?

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Like get it to fade in

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Ohhhhhhhhhh

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Thanks

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Yeah

zenith temple
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is there a simple way to combine these, as for me the mesh is all 1 skeletal mesh so would be nice to just hide by bone only for yourself:?

wild laurel
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trying to convert my project to top down where my char always faces my mouse cursor.. quick googl search shows this:

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any other ideas or ways to accomplish this? I assume it has to be on tick unfortunately? Or maybe theres another way?

timber knoll
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that's a solid method, depending if your camera is locked or not you can do it on input only (when you move cursor)

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with tick, it also works if you move your camera

spark steppe
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depends on your character, if you have turn animations you want to use control rotation

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instead of force rotating the whole actor

craggy turret
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how do I get a refference to the enemy AI?

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It wont let me use the usual

cold raft
craggy turret
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Ik, but it wont give it to me

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it only gives me floats and boolean from the enemy ai

cold raft
# craggy turret Ik, but it wont give it to me

When you spawn the enemyAI, save the object so you can reference it later. Otherwise - if you are calling this because the enemy hit your character, there will be a place you can get "actor causing damage"

craggy turret
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im calling it bcs i want it to show the enemy hp

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and whenever it gets hit it should deacrease

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ill try that

urban zodiac
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How do you calculate the look at rotation that is half way between two locations?
FindLookAtRotation exists and works.
p1 ------------ | ------------- p2
So basically I want to look at the halfway point of those vectors. I figured a simple lerp with 0.5 alpha would do but that didnt work

lone cradle
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Hello, I'm having trouble with this AI node in blueprint. Is returning OnSuccess even if the AI has not reached the acceptance radius and there is no path on the NavMesh towards the player. Shouldn't it return OnFail?

I have allow partial paths disable on the project settings btw.

lone cradle
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And you look to that point

urban zodiac
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tried.. literally does nothing

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which yeah.. i know

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thats not how math works

lone cradle
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I mean, yes, its literally how math works

urban zodiac
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maybe its something with the FindLookAtRotation

lone cradle
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You can add points in space, divide by two and get the middle point

urban zodiac
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This will rotate the camera to exactly look at the impact point as if I did nothing

craggy turret
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which kind of

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variable

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like this?

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im trying to make a widget showing the healthbar

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of the enemy

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and im having trouble getting the object

urban zodiac
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nevermind I figured out my problem I think. Should have saved a seperate vector instead of using get world location. Since that will be a vector perpendicular to the target locatio

cold raft
near yarrow
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im having some serious trouble with axis remapping

craggy turret
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yeah i still dont get it

cold raft
# near yarrow

is it because you have the S key mapped to Forwards/Back as well as None?

near yarrow
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no

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ive been ressetting the ini to original in between tests

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i just tried hooking it up a different way just to be sure it wasnt because the element was removed before adding

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here is the result

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the scale gets all screwed up now

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actually in game that s was an e

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lol

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it doesnt make sense

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this is happening inside of a widget

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each widget is created for each input action and axis index

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since axis mappings have index

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i have hooked this up all day and no dice

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that first s under forward back was e in game

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i need to test input name and print them out to make sure thats not getting screwed some how

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name is printing out fine

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i have a feeling this is bugged some how

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lol the keys dont even match what i put in

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its like its changing inputs that it should not

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id like to see a proper example of axis remappings. these videos on youtube all give similar issues

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almost as if these widgets are screwing with each others input variables

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cant print a key unfortunately

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maybe its because the index changes after removal

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omg

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ofc

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i need to update index some how

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shit

cold raft
near yarrow
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no

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we just tested it

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its the index number we pass in

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once we remove the key the next index in line moves back 1

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i would need to keep track of that or rethink everything

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all that should be changed is those .ini files and the widgets themselves are changing it

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all action mappings work fine

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but the all only have index of 0

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so no reason to pass in index for action widget

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the axis widget needs that index to sort out multiple keys

cold raft
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Your video shows you changing key bindings - post what those blueprints do.

near yarrow
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ill make another one with robot font so i can pass in the name appended with scale

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the scale of the input is passed in

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file to big hang on

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this is what they were

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this is what i change them to

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but the ini shows this

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i only need the index when i create the list of the widgets

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using that index inside the widget is a no no. i need to just pass in the original scale

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im not sure how im going to get around it but i know why its happening now

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i use the index when i create the widget and thats it. i create the input to be removed and replaced by the index then after that it works now

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๐Ÿ™‚

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nvm

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it only works if i change them in a certain order lol

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but im closer

drowsy ridge
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hey all what's the best method to check whether a player is moving forwards, backwards, left or right?

near yarrow
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there is a thing called get last input vector

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i use that to find out which way a player is supposed to boost

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irc i had to replicate it for multiplayer

drowsy ridge
near yarrow
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are you checking for input?

drowsy ridge
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direction + input

near yarrow
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this is how i do it

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im using camera direction tho

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you might want the direction the actor is facing

drowsy ridge
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Gotcha

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thanks a bunch!

near yarrow
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heres one that picks inbetween capsule and camera depending or not if they are moving on the ground or walkable surface

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just incase you need them to move toward the direction you want if they are in the air

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camera based will slow them down the greater the angle of up or down gets

gentle urchin
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Hows the states working for you? Regarding the overlap start location i think you'd need to either trace it or register to the overlap event (bind to event begin overlap on the weapon) altho it can be a tad tricky i suppose. I assume 'get overlapping' is updated by that specific event so it should be accessible

quartz pawn
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hi, so I have this asset that works in UE 4.26 but not in UE5. now the error is "Access None trying to read property PMM Game Instance". whenever I try to reference it in a widget blueprint, it says "Cannot create components from assets in a non-actor blueprint"

livid vessel
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Any Ideas, why On Mouse Button Up wont fire?

tepid cipher
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anyone figured out the new bug with UE4 and dual screens? I have to restart it every few hours, the main screen does this dodgy see through thing for the blueprints and I can see behind it, I cannot rightclick or see what there, on the main screen, I'm running 64GB ram, 3090 and an amd 5950x.

Pic related is what happens when you right click, I have to restart the project, also I have to take a pic with my phone to capture it.

I do know the problem is fixed if I use a non-main monitor.

Also the pins when you drag them feel like it's software rendered for the main display, when I move them around they feel like they go 10 FPS, my second monitor is smooth.

It's an absolute bizarre problem that can't be really googled, I noticed other people had this issue.

When I stream it doesn't appear on the stream, but it does for me, same with taking pictures and things.

formal wren
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What is better: 1000 components with tick enabled or updating all of them in a for-loop on the parent actor?

tepid cipher
livid vessel
tepid cipher
tepid cipher
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it sounds like you're using it on UI

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brb going to update my drivers

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I can't stand this damn UE4 glitch

livid vessel
tepid cipher
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@livid vesselin the blueprint I have a boolean that has "isLeftMouseDown" and toggle that with a mouse click and hold, then on an event tick I trigger what I want through a function, that's how I manage to get the drag and drop to work like a drag and drop

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I am going to revisit that though in the coming months

tepid cipher
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let me have a look at that

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that mouse pointer event you don't want to use

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create an artificial one

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I'll brb

livid vessel
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how?

tepid cipher
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reinstalling my GPU drivers

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settings > create input

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then use that to toggle a boolean

livid vessel
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Ok i will test if this will work for what i want

vast crow
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No way to move an event into another event graph of the same class?

random ermine
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Hello. I'm trying to control the LOD level of a blueprint instances. My situation is that I am scattering a bunch of trees with LODs in the level with houdini engine using point cloud, then I bake the result as a blueprint. In the blueprint, I saw it was using hierarchical instanced static mesh. I want to be able to create some sort of volume. Then within that volume I can lower down the LOD level. I saw there is a "Set Forced Lod Model" node but it doesn't seem working to me. Any ideas?

gritty elm
gritty elm
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probably you have two classes in your project content folder with same name

earnest tangle
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iirc if you want to change the antialiasing method being used you have to use one of the console variables for it

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there's no way to change it other than that

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yeah

azure sparrow
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Hello i am recently getting this error wehnever i am adding a new plugin to my project

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if the engine crashes that plugin fails to load

terse latch
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I am working on a homing pickup or item magnet effect. If the item is placed in the level then the homing effect works. I made it as a pawn as it seems to work, kind of. But if spawned after a enemy is killed it does nothing and sits there. might anyone have any ideas?

timber knoll
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do you use AI controller?

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you should check if the controller is enabled on both spawn and placed (auto posses)

terse latch
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hmmm no tho i can give it a try. I was using float movement with pawn sensing.

gentle urchin
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You can also do it with a simple collision sphere + timeline

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On overlap -> start timeline
Lerp from actor start location to player location , with alpha coming from the timeline

timber knoll
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well not even a timeline

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since that would move very close objects to you over same duration as a far object

gentle urchin
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Depends on the speed setting

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You could check distance for playrate

timber knoll
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can just move it with a constant velocity

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hmm yeah like that would work but a bit overkill imo

gentle urchin
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But y, i agree :p

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Constant velocity should be fine aswell

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Many roads to rome

terse latch
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I think I found it thanks!

eternal ivy
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How do I pass a variable from widget blueprint to a character blueprint? I have this in my widget

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This in my character blueprint

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and this in my character animbp

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I want clicking on ui buttons to change variables that will change animations in my AnimGraph

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press 'x' triggers dance animbp state, press 'y' triggers bow animbp state, etc

gritty elm
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from return value, you don't even need to cast, just type variable name that you want to get inside your character blueprint

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do like this @eternal ivy

trim matrix
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That wont really work for what hes asking.

trim matrix
faint pasture
trim matrix
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Thats assuming you want to get into using Anim Montages. (Which would be the correct way to handle that). It is a different direction then the one you are heading though.

eternal ivy
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Thank you all

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I will try

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@gritty elm When I start playing, my UI spawns and it accepts the initial state of dance, which is false. When i click button_0 dance is set to true, but the animbp isn't triggered, How do i refresh the dance variable connected to the event start after i click the UI button_0?

twin ibex
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Not to interupt the current conversation, but I'm new to unreal and I was wondering about good resources to learn blueprint basics to get started on basic 1st/3rd person combat

trim matrix
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Like i said, What G33k360 wont work for what you need.

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His solution didnt include anything for after the game runs begin play

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In order to accomplish what you want, you need to make a widget variable.

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Right after you construct a widget, you typicly want to promote the ReturnValue of the ConstructWidgetOfClass node to a variable

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If you dont, you will never ever be able to pull data from that widget ever again

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so what you need to do..

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That will create a new variable for the Returned Widget

verbal bobcat
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Hi everyone! So I have a problem on a disconnect button. when someone joins a server and then wants to quickly disconnect (maybe joining by mistake) they press the disconnect button at witch point it destroys the session but do I need to change level or is there another way around it so it cancels the connection process?

trim matrix
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Then in order to retreive data from that Widget (Check if the button has been pressed on the Widget or not)

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You would...

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Something like that.

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The important part is the Get Widget Reference.

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The variable that was created might not be called Widget Reference.

eternal ivy
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Do I put this part in the animbp?

trim matrix
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So you are gonna have to type Get [Whatever the engine named that variable]

eternal ivy
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it is now ๐Ÿ˜„

trim matrix
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lol nice

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yes this part goes...

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this is what im reffering to

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my recreation isnt the same at all but i hope you get it xD

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The only things that matter in my recreation are the Cast to BP_Dialoge, then getting the Widget reference from it

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Oh lol also.

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That should be DB_Dance xD

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You dont need that other variable. Dance to AnimBP

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you can delete that variable and any code that uses it

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sorry I got confused on which variable was which there.

eternal ivy
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did i tangle this?

trim matrix
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that looks perfect

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although

eternal ivy
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thanks so much, I'll give it a shot!

trim matrix
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Like i was just saying, you can get rid of the Dance to Anim BP

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you dont need it

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delete that part

eternal ivy
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ok great

trim matrix
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let me know if its working for you

eternal ivy
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T.T It's working!!

trim matrix
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perfect MorganaParty

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so yea.

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the rule is basicly

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After you construct a widget

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promote it to a variable

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So then that you can pull data from it later on

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If you dont promote it to a varialbe, you will never be able to access that widget again

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and it will continue existing in the game foverer and ever xD

eternal ivy
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thanks a lot! Now it should be easy repeat this for all the other anim states.

trim matrix
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Which also isnt good lol

eternal ivy
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I'll keep that in mind ๐Ÿ˜„

trim matrix
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good luck. Also keep in mind that Animation Montages exist

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If you try to make to many animations using an the AnimStates and such...

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It will become a nightmare

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so at some point look into ANimation Montages

eternal ivy
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I wanted to use the controller to control blending animations base on direction

trim matrix
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Well then yea looks like that will work out for you then

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and ikr

trim matrix
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I swear if you just search learn unreal bp you will find something usefull xD

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so true tho lol

twin ibex
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Thanks, that's what I was looking for. I reallllly don't wanna learn any bad practices this early on

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Do you know of any youtube people or courses that show good and efficient processes of learning?

trim matrix
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Learning about object oriented programming in general will help a lot as well. I feel like many tutorials around Unreal BP don't touch on the fundamental ideas behind it. Not understanding how it works is a sure fire way to lead yourself down into bad practice territory I believe.

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Its been to long I cant remember anybody specificly

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yea in the end its pretty much just a visualised form of line to line programming.

twin ibex
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Yeah, I figured it would be something like Scratch, just a more visual programming language

trim matrix
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well its alot more then that.

twin ibex
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Yeah I found that out the hard way lmao

trim matrix
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lol yea xD

twin ibex
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Thanks for the help guys, I'll come back and ask for help if anything comes up that I can't figure out

trim matrix
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Good luck!

sacred estuary
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just wondering if anyone knows if there's a way to stop drawing a line trace after it's hit something? right now the line trace continues to its end even when it hits an object

trim matrix
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Pretty sure the built in functionality for drawing a line trace is simply for simple debug purposes only. So not like theres a bunch of config options as those arnt needed for simple debugging. I dont think you can.

quartz pawn
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hey anyone know how to make a good loading screen without a delay? like I want it to actually load the level up

odd ember
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you need cpp for true loading screens

quartz pawn
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why

odd ember
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because

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I don't make the rules

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that's just how it is

quartz pawn
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but theres goot be a blueprint way

odd ember
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nope

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you can fake it in BP

quartz pawn
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plugin?

odd ember
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but a real loading screen requires cpp

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I dunno, there might be a plugin somewhere

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I don't keep tabs

quartz pawn
odd ember
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no idea, I'm not on UE5

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you can try

meager spade
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Am I dumb or does the source angle on a directional light do next to nothing?

calm willow
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So... i have a noob question ๐Ÿ™‚
I'm transitioning slowly from unity, I am wondering how generic referencing works in BP, for example i have a BP that needs has an OnOverlapBegin event, however the collider in question is temporary, i don't want to go and redo the noodles later (ideally), so i would like such event to be on a variable collider (which is possible), however i can't assign the value of such collider to be an actor from the current BP.
What's the correct way to do this?

quartz pawn
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anyone know how to take a UE4 plugin to UE5

timid flint
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Is there no way to instantiate an object from a blueprint class in a construction script? spawn actor is not available there

midnight ravine
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When travelling this error pops up. It only pops up when a client is connected however.

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I'm not trying to travel to ThirdPersonExampleMap though.

faint pasture
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Is that map set as the loading screen map or whatever it's called?

midnight ravine
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The map I'm trying to travel to is 1

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nah just a regular map.

faint pasture
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Check your maps and modes tab of the project settings

midnight ravine
faint pasture
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There should be more there. Also, try doing the open with a console command and see if it does the same thing.

midnight ravine
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huh

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I just put some map into both fields and now this error doesn't show up anymore. Weird.

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Thanks.

faint pasture
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The client is probably not getting the travel and defaulting to default map which is nothing so maybe it tried to go to the last good default map which is deleted.

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Does the client follow when server opens map 1?

midnight ravine
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nah

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There's no BP equivalent for this, right?

somber fulcrum
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Hello All, newbie to BP and first time asking a question here, so if my logic doesn't make any sense please let me know. I have a third person camera and I'm manipulating the FOV value depending on if the player is aiming down sights, or speed boosting. I figure if the triggering of one is conditional on the other, then that means no conflict in the camera FOV. this almost works, but there is visible snapping when I release the boost button and press the aim button, & vice versa. Any ideas on what I can do to solve this??

quartz pawn
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can anyone help me make a UE4 plugin work with a UE5 one

calm willow
quartz pawn
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i added my plugin to the plugins folder and it isn't showing up for me to enable?

somber fulcrum
calm willow
somber fulcrum
lyric holly
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How do you get a reference to an audio component? In the level bp i can simply select the audio actor and then right click in the blueprint and get it..

quartz pawn
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how can you return something for a custom event? like I am doing this in my game instance and want to return a value

burnt saffron
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Why wheni call attach actor to actor its transform changed?

calm willow
quartz pawn
velvet dagger
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Bah,"Conflicted with K2_Node_Event_7 and was replaced as a Custom Event!"

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Dunno what's happening

tepid cipher
velvet dagger
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Lol :)

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What's weird is that when I renamed it some gibberish and put it in the original name it worked

tepid cipher
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people have a tendency to have "Add_Health" as a custom event and function and when you're trying to run the function it can be a nightmare, especially for multiplayer

velvet dagger
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Oh jeez

tepid cipher
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I got my coder mate on to that, when he was converting stuff to c++ and didn't adhere to the naming conventions and then created a bunch of chaos

velvet dagger
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So I should rename it something else shouldn't I? :']

tepid cipher
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imagine adding health and needing the custom event only to find it's running through a function that's not replicated

velvet dagger
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Probably not good bro

timid flint
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I have a scene component I add children to in Construction script, but in my BeginPlay they are in different order. Is this the intended behaviour?

tepid cipher
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use my naming conventions, convert everything to it, avoid confusion

velvet dagger
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Alrighty :)

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I made a take damage event and didn't get an error, should I change the name?

tepid cipher
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I would

velvet dagger
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Alright alright

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Thank you :)

tepid cipher
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you have in gamemode start game and stop game

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imagine if you wanted to create your own start game and you are using these terrible inbuilt engine ones

tepid cipher
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so the construction script is always going to run 'first'

velvet dagger
timid flint
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yes, but why are they in different order? in the construction script, after adding all the children to the scene component, I try to get the first child and it's correct. but then if I get the first child in BeginPlay it's the last one

tepid cipher
velvet dagger
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I'm using an interface blueprint

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I've literally put in pure gibberish and got the error

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It's crazy :'|

tepid cipher
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@velvet daggersometimes, UE4 bugs out and needs to be reloaded

velvet dagger
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So you think I should restart it?

tepid cipher
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I would

velvet dagger
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Alrighty : )

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Thanks for the help!

tepid cipher
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it's ok

tepid cipher
timid flint
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I generate tiles for my chessboard and have them all inside a scene component to group them and then reference them by index. Here I set the first child to invisible in construction script and then spawned an actor in BeginPlay at the first child (could not spawn actor in construction script)

tepid cipher
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@timid flint Why wouldn't you use a blueprint for the square with details on it, and just spawn them in an array?

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from memory I avoid scene components like the plague

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a 2D array would serve you better from my understanding

timid flint
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I thought there are no 2d arrays in unreal

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at least in blueprints

tepid cipher
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I would get creative

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so through the power of structs, if you have used them you would do this

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and vector 2D arrays as well someone said in the comments

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but with a 2D array you would just be able to use the array position to move pieces, which would be simpler

trim matrix
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You can also just use a single array and use some simple math to make it work.
Index = 0-7 is row one
Index = 8-15 is row two
That kind of thing

tepid cipher
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that's true

trim matrix
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I remember making a grid system like that once.

tepid cipher
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you couldn't use that for moving pieces I wouldn't think

timid flint
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that's what I do, but instead of having an array variable, I used a scene component. trying with variable now

tepid cipher
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you could use 2 byte variables for positions of x and y

trim matrix
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Why not with moving pieces?

tepid cipher
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my smooth brain wouldn't math the move from 0,8 (0,0) to 3,11

tepid cipher
timid flint
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when I create an array of static mesh components, the editor crashes...

tepid cipher
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that's what I'd do anyway, because i'm lazy

trim matrix
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(0.0) is index one

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(0.1) is index two

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each index is one grid space

timid flint
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it's just y * sx + x. to store in 1d array. that's not my problem

trim matrix
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nice then

tepid cipher
timid flint
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it's kinda strange ue doesn't have a grid system implemented though. Or maybe I just missed it

trim matrix
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nah it doesnt have one

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Not really

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Though there is paper 2d tilemaps

tepid cipher
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you gotta make it yourself, much like a lot of things

trim matrix
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and it sounds like to me...

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your creating each square seperatly right?

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each square is its own mesh?

timid flint
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yes. I'd like to be able to change material on hover etc.

trim matrix
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well tbh thats not nessicarly a good way todo grids

tepid cipher
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you peaked my interest with this chess thing

trim matrix
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Making each square its own mesh

tepid cipher
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let me whip something up

timid flint
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I thought I'd work with a single mesh and sockets, but it seems a bit complicated to generate them on the fly

trim matrix
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A pretty good way I found todo grids, is to use a Paper 2D tilemap as the background. Then have create an array that only holds gameplay objects using this 1d grid and math thing.

timid flint
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and then I'd need custom material with logic for hover

trim matrix
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This way you wouldnt be generating the grid at all

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The whole grid would be handled by the Paper 2d Tilemap

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all you would be doing is just filling in which objects are in what spot using your array/

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but thats a different direction then the one your heading

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so only if you want to change courses a bit

timid flint
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I tried playing with tilemaps. I think I had trouble manipulating the tiles after the creation

trim matrix
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its a bit tricky since the variables are in the worst locations omg

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Took me forever to figure out how.

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Also things like,

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Changine the material as you hover over the square..

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you can just have one square thats moves as you move your cursor around

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It can just snap to above whatever grid your cursor is currently over.

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So for that instance you wouldnt be changing the tilemap at all

timid flint
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hmm. and how does snapping work?

trim matrix
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well you just program it in using a simple script on the MovingSquare actors event tick

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Like EventTick -> GetGridCordUnderCursor -> GetCenterVectorOfGridCord -> SetActorLocation

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along those lines

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anyways again im just proposing a different solution then the one your going down. Up to you if you want to switch gears and go that way.

timid flint
#

ok, I might look into it if I have more troubles or when optimising for performance. for now, since it's just 64 squares, I don't think it'll be too heavy

trim matrix
#

Alright. If your generating them how you are rn. Then its prob just a random bug in the code somewhere

#

And try generating it during runtime

#

It sounds like your doing it during editor construction rn and not runtime?

#

Maybe a begin play would work better.

timid flint
#

yes, so it's visible in the editor

trim matrix
#

yea thats fine then if you want it to be visable. But it might be worth to scrap it and regenerate it during runtime as well.

#

Just make sure your system can handle that lol

timid flint
#

so, it worked when storing the components in an array. I'd qualify the inconsistent ordering in construction script as a bug

trim matrix
#

well just try not to use editor construction script for things that effect gameplay.

#

it has lots of wierdness

timid flint
#

oh, I remember another issue I had with the tilemap was flickering edges when panning in 3d

trim matrix
#

oh fun

#

well tbh the tilemap part can be replaced with any image

#

it could just a plane with an image on it

#

or for 3d

#

a generated mesh

#

you know

timid flint
#

I need to be able to generate it, so it could work with other variants like 4 player chess etc.

trim matrix
#

yea

tepid cipher
#

I was curious

#

now each of those are a blueprint, that blueprint can hold details

trim matrix
#

lol rip

tepid cipher
#

what pos they are, what is on them

#

that's the generator, it generates the BP then throws it in a struct, that struct holds positions, now that I think of it I could just use a BP array, but this is each tile and pos so it's better I think

#

also I couldn't think of a spawn code so I just flipflopped the colour change, lmao

timid flint
#

I use (x % 2 + y % 2) % 2

tepid cipher
#

I use smooth brain tactics

timid flint
#

although It feels it should be simpler

tepid cipher
#

%2 might be the way to go for that but eh

#

flipflops!

#

but yeah that's pretty much all of the code anyway

#

if you wanted to get what's selected, you can always do an linetrace to the blueprint and setup a selected blueprint in your player controller I think it would go

timid flint
#

another strange behaviour: if I play start when I'm in the event graph of my blueprint in the second window, the game starts normally at the level viewport. when I dock the blueprint editor as a tab and press play, it begin at blueprints origin (in both scenarios, if I press play at the level viewport it start normally)

tepid cipher
#

that sounds like how things are generating on screen

timid flint
#

if I could only disable the always on top feature..

velvet dagger
#

Would I be interrupting if I asked for help again? lol :'>

trim matrix
#

no lol

velvet dagger
#

g o Of

#

g o OD

#

(is this even possible?) I want a sound clip to start at the beginning, loop a certain part, then continue playing normally after a certain amount of time. How would I go about doing this?

tepid cipher
trim matrix
#

Not sure tbh i dont touch audio anything lol

velvet dagger
#

Awww

trim matrix
#

but 10000% possible

tepid cipher
#

@velvet daggerwell UE4 doesn't have a good audio engine, I found this out when I was creating my own "Banjo kazooie" style sound system

#

which I still have to implement for a client

#

because it's engine is basically a fetus, you have to create one

velvet dagger
#

Oh man

tepid cipher
#

good luck ๐Ÿ‘

velvet dagger
#

I'm fairly new so uhHh

#

Gah dang

trim matrix
#

Then prob just dont think of it as possible xD

tepid cipher
#

I recommend creating like a sound master or a conductor blueprint, put that in the level and have it control everything

velvet dagger
#

I could just make different sound clips for the beginning, loop, and end

#

I get really worried would I have new things mentioned to me

#

I'll be doing this and that and there's MOST LIKELY a wayyy easier way

#

Makes me die

tepid cipher
#

I know I had to create my own sound player, with start/stop and what not, you have to actually reference a sound to gain it's controls, you can't just load a sound in and start/stop/play it or do speed things, it's a bloody nightmare

velvet dagger
#

I think to myself that someday someone would look through my "code" and make fun of me

#

Understandable

trim matrix
#

Its gonna be you xD

#

in like a year

#

thats how it works lol

tepid cipher
#

i know I created a chessboard in about 10 minutes, efficient enough, while people struggle for days, not to toot my own horn but that's just experience and game dev in general, even I find easier ways to do things, but it's more "Oh, you're telling me I spent 3 days/60 hours only to find out garbage collection for UI's don't exist really?"

velvet dagger
#

Well, I gotta start somewhere and waist hours of my life to become a developer :')

tepid cipher
velvet dagger
#

Haha nobody will know until the game breaks B)

trim matrix
tepid cipher
#

unless it's polished code, and it works, and can be modular, and taken out with ease, then it doesn't matter

velvet dagger
#

I'm making my first prototype so I haven't been caring about that

tepid cipher
#

modulate everything

velvet dagger
#

I planned on making a prototype really sloppily, then rebuilding everything I've done

tepid cipher
#

that's called, causing your future self pain

trim matrix
#

bruh

velvet dagger
#

So it's a bad idea? :' D

trim matrix
#

I dont think he would even know how to write polished code

trim matrix
#

no your fine

#

this guy talking to you like you been coding for years

#

lol he just said hes new

tepid cipher
#

it's ok

velvet dagger
#

E c k

tepid cipher
#

it's why I said, it doesn't matter because you always find more efficient ways to do things

tepid cipher
#

just look forward on learning time saving ways

#

and then realize pain

velvet dagger
trim matrix
#

for real

#

If your trying to learn dont stress about it

#

writing amazing code

velvet dagger
#

Thankkk youuu

trim matrix
#

it will cause you more pain if you try and write amazing code while your learning

tepid cipher
#

@velvet daggerit's fine, prototypes are messy, and if you're learning that's what I did till i could rebuild, or throw the project away

#

I know i've remade projects

#

they turned out better because I can dump my experience in them

#

not just coding but gameplay too

#

then I realize my ideas were bad

velvet dagger
#

This is all UI elements built into the default 3rd Person Character in that template, just wanted to show that lmao :}

trim matrix
#

since if you spend 20 hours trying to make an super modular crazy system, while your still leanring basics. Then 20 hours later you will have learned new technique and all that 20 hours you spent was worthless.

velvet dagger
#

Besides the stuff on the right that's shooting and crap

trim matrix
#

lol we all been there xD

#

tangled mess

velvet dagger
#

My sister told me some people call it spaghetti coding or something

trim matrix
#

mhm xD

tepid cipher
#

oh

#

let me show you something to make you feel better

#

@velvet dagger

faint pasture
#

Does this pass the sniff test for the Gameplay/MenuUI control transition?

tepid cipher
#

sometimes mummas ravioli is unavoidable

velvet dagger
faint pasture
trim matrix
timid flint
#

I like to think there are 3 major versions in every project. The first one is a mess of a spaghetti that just barely works, but it does the job, although it's not modular. Then you need more features and you refactor almost everything which gives you the features, but end up with a ton of bugs. The third version is optimisation and bug fixing of version 2.

tight schooner
tepid cipher
#

can't condense it because of free look

trim matrix
faint pasture
velvet dagger
#

What does modular even mean?

trim matrix
#

lol dw

tepid cipher
#

I like to have my insides hanging out tyvm

faint pasture
#

Once you know what you're doing you can make BP very easily readable.

tepid cipher
trim matrix
#

make things straight

#

and use comments

#

and give nodes proper space

velvet dagger
#

Satisfying

#

How long have you been coding for?

faint pasture
#

Wait till you see my BP Pacejka tire model

trim matrix
#

Well prob like 5 years

velvet dagger
#

Ohhh I have a question about online gaming

#

So

#

I also planned on making everything for my character, and once I'm finished add the online elements and stuff to it. Is that an ok ideaaa?

trim matrix
#

Oof well.

#

Online is an entire other can of worms

faint pasture
#

but if you have to ask

tepid cipher
# velvet dagger ~~*What does modular even mean?*~~

expandable code, or code that you can remove and it doesn't break everything, when you leveled up enough, that's all how you code, another project i'm on we did this from the get go, added like a year or 2 of development but, made the transition to C++ a breeze, made it so when we polish the code everything just works howdy

faint pasture
#

don't do multiplayer for your first attempt

trim matrix
#

yea xD

#

Its litteraly like 3x complicated

#

and more to

velvet dagger
#

YouTube tutorials shall pave my way B>

tepid cipher
velvet dagger
#

Probably a bad idea

trim matrix
#

yea you gotta seriously take some time out and learn it

#

no colors are distracting

faint pasture
#

No, fuck that. Youtube enough to learn what the classes do and general concepts then do it yourself

trim matrix
#

makes it less readable

faint pasture
#

following tutorials will lead you astray IMO

trim matrix
#

xD

#

mhm

velvet dagger
#

Oh god

#

Well

#

Uh

#

That's what I've been doing for the most part ๐Ÿ˜”

#

BUT

#

I've learned a lot

faint pasture
velvet dagger
#

Yeah I really need that

#

I was confused when some guy started talking about classes

faint pasture
#

Then watch some of the Wadstein WTF is series for specific functions

#

and just make something TINY and complete. Like super tiny, like Brick Breaker

tepid cipher
timid flint
faint pasture
#

The great thing about UE4 networking is that if you do it right, your project should work just fine in single or multiplayer.

atomic lake
trim matrix
#

yea

faint pasture
#

Honestly if you're new don't even think about multiplayer, or you'll spend a year making something that doesnt even work

trim matrix
velvet dagger
#

Dang man

#

Wanted to make a shooter lmao

#

That's what I've been working on too x d

timid flint
#

that's why I've gone with chess for my first game. Only a bit more complex than tic-tac-toe xd

trim matrix
#

multiplayer hard

#

not ez wins

tepid cipher
#

run custom events, have server client in mind, replicate everything and test as you go, forget to replicate something? then it's going to cause desync issues out the wazoo

velvet dagger
#

Yeah it's a mess

faint pasture
tepid cipher
trim matrix
velvet dagger
#

Lmao

#

I'm gonna be struggling for a while ๐Ÿ˜…

tepid cipher
# velvet dagger Lmao

fun story, because this other project we didn't design multiplayer correctly, it cost us a years worth of dev time DogeSmile

trim matrix
#

lol it will be ok as long as not multiplayer xD

faint pasture
#

I started off with zero experience and jumped into multiplayer from Day 1. 7 years later and I have 4-5 unfinished projects in various states of playability.

tepid cipher
faint pasture
#

Make something small and complete it. Everything from main menu to win condition to game exit.

tepid cipher
velvet dagger
#

Is it ok if I work with 3D tho lol?

trim matrix
#

yea

#

2d honestly less obvious with unreal

#

alota wierd things with it

#

3d just makes sense tho

velvet dagger
#

I'd just use Gamemaker instead

#

I've used it before

tepid cipher
# velvet dagger Alright alright

after you complete projects for your confidence, filling your head with little victories, then you might have the resilience to deal with multiplayer

velvet dagger
#

Kinda gave up

trim matrix
#

rip

velvet dagger
#

Lmao

tepid cipher
#

i was a monogame/xna dev before unreal

velvet dagger
#

I appreciate everything you guys are telling me :)

trim matrix
#

gl

velvet dagger
#

I'm gonna need it

faint pasture
tepid cipher
#

i was lucky enough to be tutored and bought up to speed with UDK/UE4 and everything game related, then 5/6 years after of game dev everyday I still feel like a scam.

trim matrix
#

nah its ez wins just throw your head at the wall till it works

#

no luck needed

tepid cipher
#

luck is a scam

trim matrix
#

lol scam

velvet dagger
#

Sometimes I just slap things together and surprisingly (more like hopefully) it works

velvet dagger
trim matrix
#

yup

velvet dagger
#

Unreal in a nutshell I guess :)

tepid cipher
velvet dagger
#

Making UI is where I have the absolute most fun

trim matrix
#

Ikr Kek

velvet dagger
#

I love making little animations

trim matrix
#

So fun

#

oh lol xD actualy?

velvet dagger
#

Yes :)

trim matrix
#

the animations are fun tnh

#

tbh*

tepid cipher
trim matrix
#

widget hurt me tho

velvet dagger
#

Fr

tepid cipher
#

I hate everything UI

trim matrix
#

so tedious to setup

#

ikr

tepid cipher
#

I hate widgets

#

I hate the fact there's no child parent

trim matrix
#

xD yea

tepid cipher
#

i hate the fact they run like dogballs

#

i hate everything about them

velvet dagger
#

Trueee, but I really love designing things to be arranged really nice, my coding surely doesn't show that though

trim matrix
#

well you can use children with widget, they just wont keep the Widget elements

velvet dagger
#

I'm new to UI so I most likely don't understand your guy's hatred yet

#

Like

#

I don't even know how to make a popup

tepid cipher
#

i hate the fact if you destroy a widget and it's not referenced, it still acts as if it's referenced because you needed to recreate it but it grabbed the one pending delete from the garbage collection, so you have to ass about on why the hell your UI isn't working at all or updating.

trim matrix
#

just dont do widget

#

my fav thing todo

tepid cipher
#

lol

trim matrix
#

leave that till i have to

#

then sad for awhile

velvet dagger
#

Are there other methods besides widget?

tepid cipher
#

a texture on a 2d panel and have it 3d?

trim matrix
#

not really anthing ue4 has built in for ui

#

other then widget

#

not like some other ui system

velvet dagger
trim matrix
#

oh lol xD

tepid cipher
#

paper 2d was a bit of a nightmare too

trim matrix
#

well I meant i just focus on other things most of the time

velvet dagger
#

Ohhh

trim matrix
#

then slap the widget together and call it good

tepid cipher
#

don't get me wrong, I am now a widget master

trim matrix
#

not fun

velvet dagger
#

Whenever I can't get something done I just go and make some UI details and animations

tepid cipher
#

the pain to learn things is what builds your skill

trim matrix
velvet dagger
#

Yeahhh :)

trim matrix
#

nice

velvet dagger
#

Not gonna help me when I need to program tho ๐Ÿ˜“

trim matrix
#

they should just make ai that program our game for us

#

pls

velvet dagger
#

I have this question that sounds SO SIMPLE but I don't know what to do : (

#

So

tepid cipher
#

(also made a new emote)

timid flint
#

woohoo! now just waiting for the models to be finished

trim matrix
velvet dagger
#

I want to make some very simple dynamic music, just 3 sound clips. I want it where that when one sound clip is playing, all the others are silent, but there's something that triggers that sound clip to fade into the other sound clip and continue from where the first clip is at. Dunno what to do

#

Tried my best to explain it

#

Not the best at explaining :")

tepid cipher
trim matrix
#

you would have to create some sort of music manager bp

tepid cipher
#

yeah then manually play/stop on an event tick with triggers and what not, a hellish nightmare

#

it's not that bad but, it feels dirty

velvet dagger
tepid cipher
#

yeah but you would have to still get the player time and if a sound is finished or close to finished

faint pasture
#

We have dynamic music just driven by a Intensity parameter but that's a different approach

faint pasture
trim matrix
#

yea

tepid cipher
faint pasture
#

But don't get too scatterbrained, pick one thing you want to learn and learn it for a few weeks, doing whatever it is in your game you want that uses it.

velvet dagger
#

I've dealt with concurrency a bit, I think I'm good with cues

tepid cipher
#

an intensity controlled audio is different from a continuous one too, haha

faint pasture
#

Well it is continuous and synced, just the mix changes based on intensity

velvet dagger
#

Wish I could just hire people but I'm broke x d

#

OOps

tepid cipher
velvet dagger
#

I guess so!

trim matrix
#

yea lol no fun

#

that cheating

faint pasture
#

I mean if I won the lottery I'd go on a hiring spree, but I haven't, so I wear all the hats.

trim matrix
#

xD well yea

tepid cipher
#

without pain and learning, you won't understand the suffering wiseturtle

velvet dagger
#

That's what I want to do, so it's like, while you're waiting the music is low, in combat the music increases, then once you're done the low music plays again. Is that what that is?

#

Oops forgot the reply

faint pasture
velvet dagger
#

Would I make each track a different cue or all in one?

tepid cipher
#

it's been a nightmare to dev with this issue

velvet dagger
#

Got a gamer setup

trim matrix
#

i remeber having issues like that

tepid cipher
trim matrix
#

resolved itself tho since hasnt happened in forever

tepid cipher
#

the pin dragging thing really annoys me

#

i was wondering if my monitor is dying, it has gsync and it looks like gsync is failing or something

trim matrix
#

is it just that version of ue4 or something

tepid cipher
#

i didn't have it before i formatted my PC

trim matrix
#

idk then

velvet dagger
#

That seems super cool :)

#

I'm gonna go try that out right now

faint pasture
#

We use 3 layers of intensity and a low hp/danger track (the 4th one)

velvet dagger
#

The thing is though, I don't want the previous and current track playing at the same time

faint pasture
#

just change how the math works. I think setting mix volume to 0 pauses the track, thats why our min is 0.01

#

so you'd have track1 at 1.0 volume, when the thing happens, fade it to 0 and fade in track2, then reverse that when the thing un-happens

velvet dagger
#

Thank youuu

#

I'm gonna go test this stuff out

#

Sorry if you did that in the video, I didn't watch the full thing x ddd

fiery swallow
#

they should always start the conversation off with hello

trim matrix
#

well within each componet, you just need to get a reference to the other componet. If you need just a simple way todo that, you can use GetOwner which returns a actor reference to the actor which owns the componet. Then use that actor reference to find the other componet

fiery swallow
#

jokes aside what do you mean? They are in the same actor so all you need to do is drag the reference onto the blueprint board

trim matrix
#

another way,

#

On each componet, create a variable that holds a reference to the other componet.

#

Then on begin play in your actor

#

get each componet and set its reference variable to the other componet.

fiery swallow
#

they already have references to eachother... they're in the same actor

trim matrix
#

hes talking about from within each componet it sounds like

#

not on the actor itself

tepid cipher
timid flint
#

Is there an easy to way to only fly with wasd with a mouse button pressed, like in the editor? I tried hiding/showing cursor on mouse button press/release, but it behaves strangely

tepid cipher
#

make a boolean that is "flymode" and have that toggle

#

if a flymode == true then you can fly around, have it on when you press a key

#

you would probably want to turn it into a function called 'F_FlymodeCheck"

#

then just run that on your keys since it's repeating

timid flint
#

I guess the answer is "no" ๐Ÿ˜…

tepid cipher
#

it's easy enough, it's a boolean in a nutshell

#

much like jumping or is in air for animations

timid flint
#

I thought it would be an existing option or something

#

since it's there for the editor

tepid cipher
#

nah i don't believe so

#

it's for your chess game right?

timid flint
#

yy

tepid cipher
#

yeah i know what you're talking about but that's all controls you gotta do

timid flint
#

I want the mouse to click on things, but it's nice to be able to fly around

tepid cipher
#

yeah just a boolean to enable what you want will do

timid flint
#

exactly like in the editor

grave relic
#

Anyone that can help me with some reference stuff? Im spawning an actor, in that actor i have a reference that is "my spawn point" the spawn point is a separate actor. I need that "my spawn point" reference to be set when the actor spawns

boreal ether
#

@grave relic

quick summit
#

Hi guys,
I have a very simple question:

On my screens in my set i have a color-bar placeholder texture which later gets replaced by live video. However whenever baling lights the placeholder gets baked into the reflection captures. I figured out turning the screen material to black makes it look better in the captured reflections but i want to keep the placeholder in editor for visualisation..
Is there a way to make the editor automatically replace the texture just when baking?

fathom spindle
#

Hi all, does anyone know if its possible to make an actor blueprint that just makes a realtime copy of the skeletal mesh component of a pawn? i'm trying to crossfade between two materials with different blending modes on a character and the only way i can think is to have a copy or copies of the mesh with the same animation to fade in/out over the top like so:

fathom spindle
#

put more simply i guess is there a way to have a skeletal mesh actor that simply recieves and mirrors all the bone transforms of the mesh thats driven by the game logic?

fathom spindle
#

hi @half crypt do you mean all the stuff with behviour trees and stuff?

#

my logic is pretty simple

half crypt
fathom spindle
#

i see ok

#

was just attempting to script something

half crypt
fathom spindle
#

like a for each loop to get all the socket transforms from my main BP and set them on my instance

fathom spindle
#

i dont know what you mean

#

is that not possible?

half crypt
fathom spindle
#

yeah so i have a skeletal mesh that has some simple ai and animations, plus a ragdoll death sequence, and I want to create a copy of it that can exist in the same space so i can layer translucent and opaque materials for a dissolve transition

#

this works

#

sort of

#

using a posable mesh instead of skeletal

fathom spindle
#

it seems to follow the animation and the ragdoll

#

thats all i need

half crypt
#

i've got another idea

#

just try that

half crypt
#

then this will be on the player character

fathom spindle
#

ah yeah its ok though because this character isnt moving

#

but yeah that would be important if i expanded it

half crypt
#

you can also do the same for the move right event

fathom spindle
#

im not worried about player input and movement

#

i dont have that

#

just working on an effect atm

chilly jetty
#

Hi there, sorry to bother anyone but I have a question

#

is there a way for me to set the value of a custom depth material value I am using to change the custom depth value of an actor for them to match certain mats?

#

Sorry I meant for the texture

#

I have the actor

#

I want to know how to set the value for the texture

pastel rivet
#

I want to set the red squares relative location (Yellow) to the black circles location. (The red X is the squares origin)
The black circle is a relative location, while the black X is its origin.
How do i achieve this?
I have tried getting the world location of the circle and setting this to the world location of the red square, but this didint work

manic wigeon
#

hi guys, i have an issue seems like my main menu ruined the whole circuit of the arc viz (game). in the main menu my cursor is not showing. also the buttons all seemed to stopped working and if they sometimes do work its not letting me move or turn my mouse but just shows the spawn view of the character

#

can anyone help me

#

and when i open the main menu the cursor seems to not show anymore

#

which is wierd because mouse cursor is still on

#

i had previously changed location of the main menu widget node from the main menu to the fps character bp instead as someone recommended it for a cleaner workflow but i am not sure how i can retarget all the on clicked from the main menu bp to be called in the character bp

grand hawk
#

Here is two actors. The one is a raft which is simulating physics and another one is a paddle to control the raft but, it doesn't simulating physics. Let me attach the paddle to the raft as childactor. Then, here is the problem. The raft is launched like rocket. It looks some physics error occurred by overlapping with paddle. And I've found there is a function called 'IgnoreActorWhenMoving' which ignore all collision each other. So i used the function like the picture and it doesn't work. What am i did wrong?

#

The function AttachActorToComponent's parameter 'Weld Simulated Bodies' working only on actor whose root component is PrimitiveComponent. Could this be the same problem?

wise remnant
#

Hi could anyone help me with how I could go about changing a value pulled from a weather BP i.e "March" and then taking that into some kind of array and outputting a new value based on that? i.e "Jan, Feb, March" from the weather plugin could be called just "Spring" for example.

inner blade
#

@wise remnant An easy way to do this is have each month of the year be an integer. So 1-12, then just specify the month ranges for each season. So if month integer is equal to 12 for example you are in Winter.

maiden wadi
#

@manic wigeon Err.. I don't know who recommended that, but putting the widget on beginplay of the character is a little odd. Judging the style of the widget, that menu should likely be opened from the map blueprint of the map you load into for the main menu. There's no real reason for the character to care about that menu.

wise remnant
hard charm
#

Guys, how could I detect with a capsule colider that a sword enters me, for example, a weapon mesh?

opaque blade
little flame
#

hey guys!, I have a BP for zooming the camera on right click. however I also have a depth of field and thats not adjusting to the zoom, any ideas how to do that? here is my BP as it is (first person character event graph)

#

in the timeline node I have added a float track that controls the camera, but its rather new to me so I have the feeling it should be the same for depth of field i just dont know how to implement it ..

opaque blade
# little flame

problem is that FoV does not change the camera location while DoF is position dependant

You would need to recalculate your DoF distance based on your FoV, easiest would be to try

fovScale = CurrentFoV / DefaultFoV;
dofdistance = DefaultDoFDistance X fovScale;

*X = divide or multiply iam not sure 
little flame
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hey @sour slate! thanks for the quick reply! however I am not sure how that would look in blueprint? im really not program strong and especially not C++....

languid lion
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Is it possible to attach a static mesh to another static mesh's socket inside an actor?

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or can it only be done in the world editor

opaque blade
languid lion
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I do have a socket and I was able to attach to it in the world editor

opaque blade
# little flame hey <@140461073194156032>! thanks for the quick reply! however I am not sure how...

nothing specific to C++ there actually,

but you would have to wire up some logic in BP, a get the default FoV (at begin play maybe? depending on game and your other logic), the currentfov you just set it - so divide those

and to set the DoF Distance it is actually inside the postprocessing settings iirc - so that is painful to do in BP, but you can do it I believe in you ๐Ÿ™‚

( Get Camera, Set DoF )

opaque blade
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Other than that, you can utilize the Construction Script for it, and just attach it to the socket there

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Might be a static mesh socket thing that it cannot be set in the details panel linkShrug that is usually how it works for SkeletalMeshes

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And I did it for normal "sockets" ie. Programmatically added ones

languid lion
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The magnifying glass worked

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I feel stupid now

little flame
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@opaque blade thanks! I think I still dont get it though haha. I will manage, but im astonished that I dont find any tutorials since it must be a pretty ususal encounter?

opaque blade
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linkShrug I usually "zoomed" by changing the position of the camera, as it does not change FoV - which makes it also look not "normal"

lusty elbow
#

How can I draw a circle around a moving actor? I could just add a very short and thin cylinder, but there must be a much cleaner way

tawdry mural
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particles

little flame
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@opaque blade aha like that can you show me how?

opaque blade
little flame
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@opaque blade speak blueprint ๐Ÿ˜„

opaque blade
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that's blueprint...

maiden wadi
#

CubelikeImage = CubelikeImage + (OtherCubelikeImage * ThirdCubelikeImage)

open crypt
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anyone know how to remove a media texture from memory (without deleting the component, like a UMG media texture)

earnest mango
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@open crypt I think UMG widgets get garbage collected if they're no longer referenced -- perhaps this also unloads any assets they reference?

open crypt
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It's been awhile since I've delved into GC - how can I confirm it's physically unloaded from memory?

earnest mango
knotty knot
#

Does anyone know why when I PIE, my stamina bar starts unfilled? as soon as I press my sprint button it begins to fill.

open crypt
valid knoll
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Hi guys

open crypt
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It sounds like you just have it defaulted to zero on your variable that is on your widget

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@knotty knot

valid knoll
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Can i use Game ability System without C++?

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My team dont know C++, and we whant try GAS.

dark crow
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No

knotty knot
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@open crypt How do i check what the default value is?

dark crow
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You would need a plugin that exposes GAS to BP if you wanna go that way

knotty knot
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Nvm got it

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@open crypt Thanks that was it

open crypt
# knotty knot <@!273265779175194624> How do i check what the default value is?

if you click on the variable name, a "details panel" should be visible - scroll down you will fine it - but I highly recommend you do this video https://www.youtube.com/watch?v=EM_HYqQdToE

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

โ–ถ Play video
#

Pretend I am a version of you from the future and your future self begs you to spend the time watching this video

knotty knot
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Must have forgot to assign that a value, woops

#

๐Ÿ˜„

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Alright I'll have a watch. Thanks mate

open crypt
chrome fog
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Why can't I have the Delay node in a function?

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it's there in the Event Graph but it's not available from my custom function

dawn gazelle
chrome fog
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how do I do something after few seconds from a function then?

dawn gazelle
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Have your function call an event.

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Could even do something like this if you want the delay defined within the function:

chrome fog
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cool, what i'm looking for, thanks

solar dawn
dawn gazelle
solar dawn
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Yeah n also the create event, look simple but what for

dawn gazelle
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Set Timer By Event lets you have an event or function fire after a defined amount of time, and as you can see, you can also set it to loop, so it'll continually fire that event. The return value is a means of referencing the timer in question which you can then use to pause or stop the timer, or read other values about it (screenshot below).

The "Create Event" node is a means of calling a defined event, so if you have a function or event in your graph, it can call it - however, as this is an event fired by a timer, it can only be passed to functions or events that don't have any input parameters.

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So if you have something you want to do say every 5 seconds, you can have this timer set up with a time of 5.0 and looping true, it'll fire the attached event every 5 seconds.

solar dawn
#

I see, so such node can also being used for cutscenes right

dawn gazelle
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I would imagine, if blueprints are being executed in your cutscene

solar dawn
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Hmm I'm kinda relying on BP alot that's y i thought abt it

proud notch
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hi,

how can I make this into a function? I need to repeat this code a few times in my blue print, so I guess is better to have it as a function but timelines cannot be collapsed to functions or macros.

dawn gazelle
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Timelines are sort of their own beast - they are components that control their output. If you were trying to make a function with a timeline in it, it would be like trying to use the one timeline to execute everything.

livid vessel
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Is it possible, that get mouse position on viewport will always give out the last point, where a for example a click operation started and while performing these always choose the start point and not the current location?

proud notch
thorn fiber
dawn gazelle
livid vessel
proud notch
dawn gazelle
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So then you can't use one timeline. You'd have to use multiple.

proud notch
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so no practical way to convert that to a function since you actually need a timeline for each event?

dawn gazelle
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Correct

proud notch
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๐Ÿ˜ฆ well.. thanks for the clarification.

dawn gazelle
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Best you could do is maybe feed the output to a functon that can specify which object you're wanting to manipulate

#

But if you have overlapping events firing, then things will get messed up

proud notch
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mm I think I leave it as is, there arenยดt a lot of events/triggers in the tour anyways, I was just trying to clean up a bit my blue print.

livid vessel
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This override will also only give me the initial location of the cursor when left clicking and draging

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I found something in the forum about this problem but could not solve my problem because I dont see the pictures from everynone explaning his answer. https://forums.unrealengine.com/t/mouse-position-not-working-while-dragging-with-left-mouse-button/99266/9

livid vessel
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@icy dragon jes

livid vessel
small quartz
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Is there an option so that the same interaction destroys the horse that was spawned? Like on/off

cerulean fog
#

Does anyone know why my Sublevel's Eventick isnt Running?

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It is running in Persistent Level but not in this Sublevel.

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It works when Simulated but not in New Editor Play

open crypt
#

Anyone know a clean way to unload a media texture cleanly? this is a window capture plugin, but I get crashes when I exit (and it doesn't have a stop/deactivate that I can find)

soft scaffold
#

Hi! I have a timeline which is controlling my projectile movement. Unfortunately the timeline stops when I shoot another one. Any idea how can I make it to works with multiple projectile shoot?

dawn gazelle
gray hare
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It's not possible to set a scene component variable to a scene component at blueprint compile time is it?

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Not a TSubclass, a raw pointer to an instance. I'm guessing it's not possible, but if there was blue dark magic that made it work, that would fix my current bug.

earnest mango
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@small quartz Yep! Have OnInteractionStart exec into a FlipFlop, where A execs into SpawnActor (and then banks the spawned horse as a var) and B execs into DestroyActor, called on that var

iron umbra
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I'm having an issue with Groom Assets and specifically setting their Groom Binding at runtime. It seems to function differently when "Set Groom Binding" is called then when if you just set the groom binding.

Example: Create a character BP, add a character mesh, add a groom component to it, set the groom asset, set the groom binding. It works, looks good, is bound.

Now do the same thing, but call "set Groom Binding" on begin play, with the same exact binding as was used in the editor, and the hair now appears at the middle of the character.

It's a problem because I want to be able to change the groom asset and groom binding and have it properly bound at runtime.

Any ideas?

Btw, seems to affect metahumans as well.. I tried with them.. same thing. If I set the groom and groom binding in editor, works fine, if I call "Set Groom Binding" even to the same binding, the groom moves down. Although just a bit not to the middle of the character like with mine..

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Any ideas?

odd ember
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probably order of execution

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if you breakpoint it you might be able to see which gets loaded in first, and with which values

iron umbra
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I've tried every possible combo of order of execution, including with delays etc :/. The weird thing I just noticed is, this always happens when you spawn a new groom component. Same if you use a blank groom component attached to the character mesh. BUT if you use a groom component that has a groom set, it seems to function differently.

Blank Groom - > when you set groom and then set groom binding, teleports to center of character

Groom asset set but no binding -> now when you set a groom (even an entirely different one), and then set it's groom binding, it seems to work

In theory there should be no difference between a blank groom and a groom that has a groom asset, when you set a new asset and new binding.. but I suppose not. I guess I can just set one for now and have it invisible and work around that. But still a bit weird

#

Or I'm just not getting it, but been on it a while ๐Ÿ˜›

deft lichen
#

Hi.
I need help.
How can I correctly recognize a player by ai (on behavior)? Example - he looks at player 1s and is interested, after 2s he is aggressive. Anyone have any tutorial?
I did not find anything concrete

green fiber
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How do I add a point on a link between 2 nodes in blueprints, so I can move the line or start a new one from there ?

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I know there is a shortcut but I cant find it..

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Found it, its double click on a link

sick saddle
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hey im trying to make a workout app, where different animations for a mesh are shown, then once a widget button titled "done" is clicked it will show a new animation with a smooth transition (blendspace?). Can anyone give any input on how I should go about this i got nothing working so far

icy dragon
sick saddle
dark saddle
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how do i stop ue4 from randomly crashing due assertion failure? i narrowed it out from the crash log, it happens when the [draw material on render texture] node is called in a timer function happening every 0.1 s, but it already goes through a couple times fine, then after a few seconds this, ue4.22 version

trim matrix
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hi, how can I do cast like this? (without requiring white lines)

thorny marsh
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Right click the Cast Node

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There is an option called Convert to Pure

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You can reverse this with the same operation.

trim matrix
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thanks!

jaunty solstice
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The Content Examples Advanced Blueprints Level has a demo of scattering static meshes but there is no minimum distance between each so they can overlap.
How would I modify this so that there was a defined minimum distance between spawned static meshes?
How would I modify the demo so I could spawn on a publicly defined target mesh or plane instead of in a circle?

icy dragon
open crypt
atomic lake
jaunty solstice
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Probably a dumb way, but was thinking scattering on a grid, but randomly offsetting each by a certain amount.

cold raft
#

Is it possible to add a socket to a static mesh through blueprints? I want to join 2 bits of wood and have the nail position spawn sockets on each of the meshes to allow them to be connected

open crypt
open crypt
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But you need to try attaching the wood to the nail, that way the nail's position is used, not the wood (otherwise it will attach to the origin of the wood)

cold raft
dreamy kindle
true valve
#

What causes the ragdoll body to move around?

narrow kelp
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ragdolls use a bunch of colliders with constraints that simulate physics

true valve
narrow kelp
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yeah ive been working with unreal for years and still can't answer that ๐Ÿ™‚

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best thing I've found is to tweak the colliders and constraints

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let me know if you find anything useful

spark steppe
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just disabling ragdoll mode should do

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or stopping physics

desert storm
#

What's the best way to implement attacking with weapons, and all the stats that go-along-with that?
I've watched a few tutorials, and all of them handle the shooting in the character-BP, but surely it'd be better to do it in the weapon's BP instead, to keep the various stats separate.

spark steppe
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yea, you would catch the hotkey on the character and forward it to the weapon

candid nest
#

hey des anybody ever try to import a scene from unity to unreal

surreal peak
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๐Ÿง

candid nest
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i have done this thing very beautifully

brazen pike
#

Anybody know what would be the easiest (or any) way to recreate "Eagle vision" from assassin's creed?

I'm not doing exactly like it is in Assassin's Creed, but my main issue is I can't seem to find a way to make everything black and white EXCEPT certain objects which should glow a different colour. My immediate instinct was to create a post process material (which would be a glowing outline) and enable that alongside changing post-process volume settings to make everything black/white but the effect does not show any colour since the settings apply to the material as well.

I've been using unreal for a couple months, so I feel I have a solid understanding of blueprints but this has always evaded me. Is there any concepts I should look into, or is this something which might be a little out of my skill level?

dark crow
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Look into the Stencil Buffer

brazen pike
rotund pilot
#

Anyone heard about the issue where the details for a component declared in c++ doesn't show up in the blueprint of the actor it is attached to? Does anyone know a fix other than renaming/rebasing? (as those only temporarily fix the issue)

maiden wadi
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@rotund pilot What are the specifiers on the pointer's UPROPERTY you're storing it in?

azure smelt
#

Hey there good people, I need help with setting up this "Foot IK" for VR in blueprints. Background information is, I download this project https://github.com/kvoeten/ExampleIK I copied the blueprint nodes exactly for the "BP_PlayerPawn" and for it's Animation Blueprint and it works except for 1 feature which is the "Foot IK". In the exampleIK project when you crouch IRL so does the pawn and if you move to the side the character walks to where you moved IRL. In my game the only difference is that my character is C++ created and in the "ExampleIK" the character is purely blueprint made. Why isn't my Foot IK working?? can someone please help i've been stuck on this for days

GitHub

Sample project of a full-IK VR setup for Vive on UE4 - GitHub - kvoeten/ExampleIK: Sample project of a full-IK VR setup for Vive on UE4

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Is it possible it has something to do with my hierarchy of components? I'd really appreciate some help.

maiden wadi
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I'm not sure what the EditAnywhere does on that. But usually on pointers to default components, you want them BlueprintReadOnly, VisibleAnywhere. Cause you don't want to edit the pointer, but edit what the pointer points to and that UPROP is to the pointer.