#blueprint

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maiden wadi
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Also make sure that you're not hotreloading header changes.

rotund pilot
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I just tried that but no luck. Also, I'm not hot reloading.

manic wigeon
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can you help me pehaps in dms

maiden wadi
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@rotund pilotNot sure then. If you just have that property, and then in the class constructor(not OnConstruction), are calling CreateDefaultSubobject<>(), then I'd assume some form of corruption. May require recreating the blueprint. Though reparenting might work as well.

manic wigeon
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guys seems that i have lost control when level starts

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im not sure what happened

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i previously tried changing main menu widget from main menu bp to character bp for something i had to add

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and seems it has ruined everything

maiden wadi
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You can probably test it without any issues by just creating a new blueprint class from the C++ class. If you can see the component there, I'd assume it's working fine and the other blueprint is corrupt. I'm not sure of any ways to fix that bug easily.

mellow trench
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Hi all. Has someone a good weblink or tutorial on how to setup "Tutorial Blueprints"?

maiden wadi
# manic wigeon can you help me?

Not fully sure what your issue is. If it worked the old way, I'd change it back. I'm not sure why someone suggested putting it in the character to begin with.

manic wigeon
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look. i moved the widget calling begin play from the level bp to character bp' begin play.

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so i tested a button and instead i tried this

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not sure whats wrong about it

maiden wadi
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What was the original reason for moving this main menu widget to the character?

manic wigeon
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because originaly i was trying to play a cinematic video

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i dont know onestly i forgot

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im trying to get everything working again

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because it ruined everything

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OHH

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i remeber why

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its because i wanted to have skip and pause

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on the scenematic video

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and in order to link it

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i had to reference the main menu

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which required me to create the widget in the same character bp instead of the main menu level bp

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it forced me to put the create widget in the same character bp

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so i had to connect it to the characters begin play

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but now there is something wrong. because the main menu only has controls button and the back button from the controls which work

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and all the other buttons either are not working or are not removing the main menu from parent

maiden wadi
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There's still no reason for it to be in the character. If you want input to affect the menu, create some bindings somewhere like GameState, have the widget bind some functions to the event from a main actor like GameState which is easy to get and have your character get and call that binding, or call a function in GameState that calls that binding. Or better yet, make the input from the controller, since that kind of input functionality doesn't really need to be in the character.

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Your character class should be able to be dropped into any level and just work. If you drop your character into a new level and it's still trying to open the main menu, that's going to be a problem.

manic wigeon
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so now how do i do this system

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but able to call the main menu and the video at the same time

manic wigeon
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in the main menu this button is suppost to play the media player and have the function to pause and resume

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and when finish it goes back to main menu

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because in main menu widget its not going to let me call skip action

azure smelt
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Hello there, I have an error. Blueprint Runtime Error: "Accessed None trying to read property Player Mesh" . Player Mesh is my pawn's skeletal mesh. I'm not sure what I need to do to fix??

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I'd really appreciate the help.

ruby meadow
azure smelt
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I'm not sure, I'm new with Blueprint nodes

ruby meadow
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He's getting nullptr, when trying to get access to mesh.

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Because he's not existing.

azure smelt
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This is my "Event Graph" I'm not sure if the Cast to BP_PlayerPawn is an initialization or not

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@ruby meadow Any suggestion how I could initialize it?

ruby meadow
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Show me, how you initialized this variable.

azure smelt
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@ruby meadow Not sure what initialization looks like in BP nodes. I took this code from an example project.

ruby meadow
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What do you put in variable?

azure smelt
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Is the left hand column where the initialization takes place? sorry that for my lack of knowledge

ruby meadow
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What do you put, right side show me.

azure smelt
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Is this what you want to see?

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Should I change the variable type?

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@ruby meadow I appreciate the help by the way ๐Ÿ™‚

ruby meadow
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Is this exists in World?

azure smelt
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I will try that thankyou @ruby meadow I will use a different variable instead of changing it, effectively the same thing.

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Yes it does

ruby meadow
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Okay.

azure smelt
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It does exist in the world

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@ruby meadow The error went away but I lost functionality

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Also I can't connect Try Get Pawn Owner to Set As BP Player Pawn

surreal peak
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You need to connect TryGetPawnOwner to the cast node

azure smelt
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@surreal peak Like this?

surreal peak
azure smelt
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@surreal peak I appreciate the help ๐Ÿ™‚

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@surreal peak It didn't work

surreal peak
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That's how it's done though. Rest is up to you

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The only reason this would not work is if the PawnOwner is not a BP_PlayerPawn

azure smelt
surreal peak
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The Target was correct

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Not sure why you are changing that

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You are lacking a huge part of the fundmanetals of c++/BP programming

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You should read up on casting and references

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It's not helpful at all if I draw you the pins you need if you don't understand why you have to do that

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5 nodes later and you'll be lost again

ruby meadow
azure smelt
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@surreal peak I'm familiar with casting and references in C++, Just not in BP nodes. It is helpful because I learn from what works.

surreal peak
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But then why are you trying to cast a variable to the same type and then use that for the totally wrong target

azure smelt
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I'll check it out @ruby meadow

ruby meadow
azure smelt
surreal peak
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The code I showed you with the red lines was correct

ruby meadow
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Damn, rest man.

surreal peak
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I would need to know what exactly isn't working then

ruby meadow
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And back to work after resting.

surreal peak
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If the cast fails, then the AnimBP is not used on a PlayerPawn class

azure smelt
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That's the skinny of what i am doing

surreal peak
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They idea stays the same though

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The AnimBP is assigned to a SkeletalMeshComponent

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That SkeletalMeshComponent is on a Character

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Or whatever Actor

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The TryGetPawnOwner returns that Character

azure smelt
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This is set in my BP_PlayerPawn

surreal peak
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And PlayerPawn is a Pawn/Character?

azure smelt
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I don't know why it says _C though

surreal peak
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That's normal

azure smelt
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It's a Pawn

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It was a character hahaha but I discarded it after talking to some devs about how pawn's are more optimal for VR

surreal peak
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Yeah okay

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So, is the Cast failing?

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That's something you have to tell me

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The one based on the image I gave you with the red lines

azure smelt
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I believe the cast is working Yes, If it wouldn't work then the functionality would be gone i presume

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No errors are coming up for the cast either

surreal peak
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Okay, so then the cast is fine

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What error are you getting?

azure smelt
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haha it's the same error as before

surreal peak
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Can you post it for me

azure smelt
surreal peak
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Okay, if you are familiar with C++/References, then this is a nullptr exeception

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So basically the PlayerMesh variable is null

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Not your PlayerPawn variable, but the PlayerMesh one you pull from it

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What is PlayerMesh and where are you creating/setting it?

azure smelt
azure smelt
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It is placed in a few places.

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The PlayerMesh Variable is created in the BP_PlayerPawn

surreal peak
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Is it mean to be valid and you don't know how to set it?

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Is that an actual component on the actor?

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Or just a variable you named like this

azure smelt
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I took it from the components

surreal peak
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Can you show me the C++ code that creates it?

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Because if it's invalid then you are missing something

azure smelt
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no problem, do you want the H file or CPP?

surreal peak
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Both, but only the parts for the component

azure smelt
surreal peak
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```cpp
Your code
```

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That would be optimal but screen also works I guess

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Okay, that looks fine

azure smelt
surreal peak
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Hm that looks fine too

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๐Ÿค”

azure smelt
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In the example code I had it wasn't attached to anything

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Where as i have it attached to the VR root here. not sure if it matters.

surreal peak
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no it should still be a valid object

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Does it spam the error forever or just for a few frames?

azure smelt
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When i test it in VR it seems to work fine for the Hands and Head IK,, but not the Foot IK.

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All i want is the pawn to crouch like the example project i downloaded

azure smelt
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but it does have the same error appear alot

surreal peak
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Well the ABP ticks

azure smelt
surreal peak
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Not sure atm why you get the Errors.

azure smelt
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I'll show you some more nodes

surreal peak
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The AnimBP exists on the SkeletalMeshComponent that you call PlayerMesh

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So the PlayerMesh being invalid is kinda impossible

azure smelt
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Foot IK Function in animation instance blueprint

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only the first half of these nodes

surreal peak
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Yeah if you plug an IsValid at the start with the PlayerMesh as param, then it would stop

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But that doesn't solve the issue

azure smelt
surreal peak
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No clue

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Doubt

azure smelt
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Literally The only difference from the original BP_Node code is i am now using a C++ inherited Skeletal mesh component instead of a BP inherited.

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Should I make a cast at the beginplay and Set the PlayerMesh?

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I appreciate the help @surreal peak And i learned a few things from ya

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or what about if I discarded the "Trace Ground" Function and just used the code inside of it? though that would be alot of work and not sure i'm know enough to implement it properly

surreal peak
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Na you should focus on getting that proper pointer there

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I'm not sure atm what to do about it

azure smelt
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@surreal peak I wanted to show this b4 i go. I changed the Set to PlayerMesh Instead of BP Player Pawn. And it got rid of the error, but instead I lost all functionality and the error changed to Access none BP_PlayerPawn. So i think i have to Make an extra Cast just for the PlayerMesh, not sure where but i think that might solve it.

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@surreal peak Thanks heaps, I'll tinker with it tomorrow. Catch ya mate.

drowsy ridge
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hey guys, how do I add an anim notify state in UE4.27? It looks like it disappeared from the anims I'm currently using!

manic wigeon
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hi guys, anyone can help me with this?

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i want that my main menu cinematic button will play a video and when it finishes it takes me back to the main menu

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but unfortunately it is not popping up when i click. i have tried running print string every step of the way and showed that the flow is working so i dont know why its not working

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would really appretiate it

azure smelt
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@manic wigeon I'm not a bp expert but Either make a new InputAction for the play button. or your FlipFlop node needs to be swapped around, A should be play and B should be pause. I don't see any code here that indicates your media player will close when the video is done, only that it will be visible when clicked.

manic wigeon
azure smelt
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I think if you had a new InputAction Dedicated to playing the media player it would work.

manic wigeon
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i just wanted this button to do it tbh

azure smelt
# manic wigeon

Try YouTubing a Menu Widget Tutorial, sorry i can't help further

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@drowsy ridge Is this what your looking for?

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This is in an anim montage btw

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@drowsy ridge https://www.youtube.com/watch?v=A0rkOSDp_jQ This guy has some really great tutorials for animations, it's mostly C++ stuff but also has editor stuff too. ๐Ÿ™‚

Today we are going to take a little break from our regularly scheduled series and go over a few Unreal Engine C++ Fundamentals.

This tutorial is going to cover UAnimNotify and UAnimNotifyState (s)

For this tutorial you will want to grab the started project from the links below as well as see a bit more detail in the blog post.

Jolly Monster ...

โ–ถ Play video
clever cedar
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From an Editor Blueprint Utility, is it possible to access this collision data for a StaticMesh? I don't see anything.

earnest tangle
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I answered this the other day on #gameplay-ai when you asked about it

thorn fiber
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What is the consensus on Git Flow branching and blueprints?

hoary ore
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Is there a "best practice" for configuring a reusable variable, such as "Health" that can be set for each npc, enemy, etc.?
For example, if I create a node flow that controls how health in general should act, and where it should display for each type of actor, what is the best way to avoid having to do this for every iteration?

I've looked up global variables but there seems to be mixed feelings with those. I think I may need to utilize the cast system but I'm not sure how it would apply to this case specifically.

clear solar
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guys sorry if it'll sound stupid but how can I recreate the mechanics of the first resident evil games? I can't find a tutorial that does something like this.

eternal reef
hoary ore
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@eternal reef Oh sweet, I haven't even seen something called components in the editor yet. I'll look those up and try them out. Did you follow any specific guide/tutorial?

hearty barn
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I've got a player pawn that I want to attach some child blueprints to does anyone know how to stop these blueprints for moving out of sync from the player? essentially when the player turns they turn too but move beyond what the player does almost like they are separate

eternal reef
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I think DevAddict has a video about it, but cant remember which one

raw orbit
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how do i insert a enum / int bitmask into a data table? i can add integer variables to a data table but i cant find the option to make it a bitmask

hoary ore
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Thanks!

green eagle
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Quick question if anyone knows.

My blueprints no longer show a thumbnail of the object in them. Anyone know why? Or how that works?

midnight kiln
raw orbit
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but thats just the enum itself, i want to create a bitmask flag based on the enum

barren belfry
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Hey folks, what would be the best way of making an observer pattern system in blueprints?

barren belfry
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Hmm I couldn't get it to work tho

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I'll wait for the UE4 to install on my home computer and show the blueprints I made ๐Ÿ™‚

odd ember
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generally you have to bind them manually if you want them to work

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there are certain exceptions that are really useful where you don't have to bind them manually but the general idea is that they are working dynamically

formal wren
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doesnt GetCollisionUV work with skeletal meshes?

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works fine on static ones but returns false on skeletal meshes. Even with per poly collision enabled

barren belfry
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@odd ember
Lets say I have 4 actors of class BP_Broadcaster in my scene, then I have to bind each individual actor on my listener blueprint?

dawn gazelle
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Yes, unless you have a some other actor that your BP_Broadcasters can call to which executes on a more global event dispatcher. Eg. You could have it so you have an event dispatcher in your gamestate that your actor can listen to, then when any of your broadcasters need to send the message, it does through an event on the gamestate which calls that event dispatcher.

barren belfry
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Hmm

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What is the reason why this doesn't work, if I may ask?

odd ember
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order

barren belfry
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Like it works only once it seems

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How would I go about doing something like this?

odd ember
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not use get all actors of class

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notuse begin play

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generlaly you need to setup an architecture for an observer pattern to work best

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beginplay isn't deterministically ordered

barren belfry
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Hmm, would an interface be a better solution in this case?

odd ember
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an inteface isn't going to solve your lack of architecture

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you need two blueprints to communicate in some way

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so you need to understand how they can get to a place where they can communicate

barren belfry
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So apart from my broadcaster and my listener, I need a third blueprint?

odd ember
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no, you need to figure out how to get two blueprints to communicate

barren belfry
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Well, they can communicate with each other already

odd ember
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then you shouldn't have any issues

barren belfry
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But I cannot have multiple actors of the same class assigned to one event in my listener

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And a single reference to the class will only make the listener respond to the one reference of the class I have...

odd ember
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each class should have responsibility for itself

barren belfry
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Red = broadcaster,
Blue = listener

odd ember
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generally you should have a relationship that is something like:

  • parent (that has the call)
  • spawns children (that hook up the call to events)
    then when parent makes the call, the children already have their responsibility set
green eagle
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How do you get a "static mesh" variable to change the "Static Mesh Component" of an actor?

Using an array of meshes to dictate what the static mesh component is.

It won't let me use a "Static mesh" array/variable to input the set static mesh component.
If I convert the array to a "Static Mesh Component" array/variable .... it won't let me set any values..

I assume there is a simple explanation that I am just not familiar with.

green eagle
# dawn gazelle

bad naming convention I think was to blame... though.. nvm.. but i knew i shouldnt of named this test event "SetStaticMesh"

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Thank you

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im anxiously excited about the issue I am sure I am going to face very soon ๐Ÿ˜„

dawn gazelle
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Why are you using a float for an item ID @_@

green eagle
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Laziness while testing.. lol The message was made first and I per habit used a float then my first idea with in the builder was get index etc etc...

green eagle
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Another probably easy thing

Some reason the message isn't sending. Did break testing and.. im lost.. no clue what I am forgetting.. idek how to ask a question.. fuck me

green eagle
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the interface itself and the interact function is working everywhere else

carmine peak
dawn gazelle
carmine peak
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okay thanks

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so basically remove these lines

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to the bottom code

dawn gazelle
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Yep

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Because if you happen to click continue, before clicking new, then the reference to that save game object doesn't exist.

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So when clicking continue you should be trying to do a load save game and specifying the values you want to load

carmine peak
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that doesnt exist

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yes?

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but then how do i acces the .sav file?

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as im new to the saving function

dawn gazelle
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You can't really rely on saving the slot and index into the save game itself, otherwise you won't be able to really reference it it any meaningful way as your game needs to know those values first before being able to load it.

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You can have a variable within the save game to store the "name" of the save that is displayed to the player.

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But the slot name and index are something you have to control yourself.

carmine peak
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hmm thanks for the help

dawn gazelle
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Here's an example of something you could do - if you wanted to display a list of save games to the player. The Create Load Game Widget would be where you'd create the widget, and you can feed in the index value to it, so when the player clicks on the button or selects that widget, then you can load that particular slot number.

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and then when actually loading:

green eagle
dawn gazelle
unkempt aurora
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When one uses creates a child actor in the editor using the green +Add Component button in a blueprint actor the Child Actor Template automagically appears (below). If one adds a child actor via blueprints using the Add Child Actor Component function there is no child actor template (next post)...

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Is there a way to add a child actor template via blueprints?

green eagle
dawn gazelle
unkempt aurora
# dawn gazelle I think this might be what you're looking for?

I was using the Set Child Actor Class (what you proposed) but that doesn't permit one to add a template (at least the options are not visually visible of course). If you click on the Add Child Actor Component and change it directly there than the template options are available.

fleet cedar
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Anyone know how I can use blueprint editor utilities to create a new asset?

dawn gazelle
# unkempt aurora I was using the `Set Child Actor Class` (what you proposed) but that doesn't per...

Ok I see, I'm not really familiar with using Child Actors, and I've actually never noticed the template option. From what I can tell it's supposed to be an easy way to pre-define and set values within the child actor. If you're doing this at run time, then it doesn't make a lot of sense as you can't really define a template on the fly.

To achieve what you're looking for, I think you would need to:
A) Subclass the child actor class you're using if you want it to have specific predefined values and then use that class as a "template" when you "Set Child Actor Class"
B) Manually populate any values within the child actor after using the "Add Child Actor Component", which would allow you to calculate and specify any values you need to feed into your child actors however this seems like it would be harder to manage if you had to populate a lot of values.

dawn gazelle
green eagle
low rock
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Hey all, I'm trying to setup a way to configure import options (like Import Textures) based on whether the source FBX is originating from a Character folder on disk. Right now I have a functional editor utility blueprint that is enabled on editor load and when a user imports an FBX file, OnAssetPostImport and OnAssetReimport (from the Import Subsystem) fire off accordingly and do some things. For what I'm trying to do, I added in OnAssetPreImport with the intention of using this to detect if the FBX mesh is coming from a Character folder on disk, and if it is, configure all the properties in the Import Window appropriately (that, or bypass the import ui window and just automate the import with the properties set).

What's eluding me is how to get the path to the FBX file on disk (i.e. C:/Users/Me/MySourceFiles/Characters/SK_MyCharacter.FBX). I need this information to set the AssetImportTask's filename property to do the import of the FBX file. Does anyone know how to retrieve this information in Blueprint? (I believe this is the const FString& InFileName variable found in the FbxFactor.cpp file, but I don't know C++ very well).

quartz pawn
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Hi! I have a quick question about my multiplayer game. So, when someone hits an object that is in the map, I want them to possess another character. However, whenever this happens, the server host is the one affected. Please Help.

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Game Instance BP

hallow nebula
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Perhaps stupid question, but how do I allow the mouse to interact with my Tank Commander UI widget (drawn as an attachment to the Widget component on the actor)? My blank canvas widget drawn to player screen used to allow panning and zooming keeps handling mouse events, and I'd like to somehow order it behind any tonk commanders.

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Before you say anything, no, Z-order being changed when adding to player screen doesn't affect the end result--it seems like anything added to player screen will inherently be layered above anything rendered by an actor.

remote wadi
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Hi!
Can somebody please explain. Im undergoing training by next link:
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/QuickStart/
In the last point there is exercise "Using Timelines, add some animation to the Box Mesh to represent it launching the character."
So I add timeline and create vector curve. But if I do not connecting "EventTick" to "AddLocalOffset" the box isn't returning to previous (correct) position. As it should. Even if values from Timeline is correct. I've sat for several hours until understood that reason may be in ticker.
As I understand "Timelines" is working by ticks. But if I don't connect any function to ticker it will be not synchronous? This is so unobvious behaviour for novice.
Video under spoiler.
Thanks.

Get up and running by creating your first Blueprint.

hallow nebula
hallow nebula
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So, I've identified three possible issues.

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  1. You're adding relative offsets, which isn't a problem in itself. However, you're starting this animation from the very beginning each time someone steps on the launchpad.
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If you very quickly step on the lanchpad multiple times in a row, you can start the animation (so that it raises up)...

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And then you step on it again and it plays from the beginning, so instead of lowering back down, it raises up further (like what you've seen).

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So what you can do to fix that is make sure that it's hooked up to Play and not Play from Start.

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And then reset it's position once it finishes.

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  1. Your vector curve is unbalanced. You want it to fly up and then drop down to the same height it was at before the player stepped on it.
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Again, this is fine, because you have it set to relative.

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But to iron out any potential wrinkles, you could make it an absolute offset by grabbing the actor's location at the start and then modelling off of that.

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  1. Lastly, minor optimization here, but if you're only affecting the Z value, you could get away with just doing a float track and breaking the Location's input pin.
hallow nebula
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Here's an idea.

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Now, this is stupid, but give it a try.

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Hook up "finished" to "set new time."

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You can type in "rer" to add a reroute node while you have the pin from "finished" dragged off to the side.

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That lets you twist it backwards.

remote wadi
hallow nebula
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Hm.

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Let me test it out on my own.

hallow nebula
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Instead of doing a vector track, which messes with three floats (and you only actually use one), you can do a single float track.

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Then you just break up your Delta Location.

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This one is really basic.

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Minor FPS boost. Probably 1% of a frame.

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Anyways, give me a sec to focus on the meat of the matter.

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Got it.

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It's the curve.

remote wadi
hallow nebula
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Here, I've set up a duplication of your situation.

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I'm working on a fix.

glass crypt
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Is there any way to speed up adding / removing HISM instances? I've chunked them into multiple HISMs but each time it gives me around 2 seconds of lag. I'm assuming making the chunk size smaller would help but that'd increase draw calls.

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Would adding / removing in C++ help?

remote wadi
hallow nebula
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First things first, for this, I just used the simple collision (box) and the platform (cube).

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Beginplay, you get the platform (cube)'s starting Z.

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So, you just do "Get actor relative location".

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Then right click on the vector output, split structure, you only need the Z.

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No need to waste data.

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Next, you have the actual overlap. Upon Box begin overlap, you play the timeline.

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Which just looks like this:

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Length of 1 to make it one second long, and the values can be whatever.

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Next--

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Every time it updates, it moves the relative location of the cube. This offset is multiplied by 25, but this way you can change how much of a bounce you get just by adjusting this one variable until you end up with something you like.

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So at any point in the animation, it's just (where the box was before + how high the box is at this frame in the animation).

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And that'll do it! As for me, I like it when jump-pads keep bouncing you if you somehow land on it before it finishes resetting, so this just prevents you standing on the pad and it not bouncing you.

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When it finishes the animation, it just does this check-- Did the player somehow step back onto me before I finished? If so, launch again--don't wait for him to leave and then begin overlapping again."

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I've tested it and it works splendidly.

hallow nebula
remote wadi
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Yes. Much thanks!
As I see there is additional calculations and Function calls. So I not sure which decision is faster.
Guess this depends on situation. Cause you can set external variables. For your case

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Additionally I suppose that "Lerp" can be used in your variant

hallow nebula
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Yeah, that's true.

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And to answer your original question of "Why is it that this only works when Tick is used?"

#

I think it's because Timeline's default value for your original curve is -1, so ever tick, it was adding that -1 to the offset.

#

Whereas when you remove the tick, it's only adjusting the offset every time it updates the timeline.

hallow nebula
tight schooner
#

@glass crypt if you're creating so many instances that you're inducing several seconds of hitching, maybe look into Niagara mesh particle systems? Sorry I don't have a direct answer to your question

#

Another approach is adding instances gradually over time on tick or whatever. That might work

open crypt
#

Question - is there anyway to stop my streamed level from causing slowdowns? I don't have "should block on load" check - I don't care if it takes longer, I wish I could tell it, "load everything slowly and gently' but I'm not sure how to do that exactly
[9:20 PM]
To be clear - this is a packaged build - while these are not "small levels" they are not huge world style either - the hitching is occuring

quartz pawn
#
regal fulcrum
#

Can you just delete assets from file explorer that are not referenced in any levels / other assets and have it not mess things up?

#

or is there some metadata database that would still have records of those files and it would cause problems down the road

dull hatch
#

Hello I have a question about a special jump im trying to get would that be posted here or under gameplay?

hoary ore
#

Hmm anyone know why setting a cast's object reference to itself within a totally different class' blueprint would solve an error I was getting about not inheriting?

Specifically the Cast To Attributes_Characters node...

mortal laurel
#

why wont my animation roll?

regal fulcrum
#

Because you didn't ask it nicely to roll

#

animations generally are not replicated btw

#

might need to do a multicast event or somethigng

#

*something

woven wing
#

Because the cast appears redundant, which is why you have a NOTE there - it's already an 'Attributes Character' object.

hoary ore
woven wing
#

What was the error you were getting?

hoary ore
woven wing
#

Oh uh.

#

OK.

#

Well, good news, this fixable.

hoary ore
#

And this was when I tried to reference the player character:

#

And oh, cool

woven wing
#

If you delete the cast and connect these two nodes, it should work:

hoary ore
#

That got rid of the errors, but now it's not outputting to the progress bar hmm...

woven wing
#

You have to reconnect the white line to the return.

#

From the character cast.

pastel vector
#

Hello everyone

#

how do i get this node?

woven wing
#

Type "*"

pastel vector
#

oks

mortal laurel
hoary ore
#

@woven wing You are a champ. I'm dumb for not reconnecting the white line. Thanks a bunch, that makes things a lot cleaner.

woven wing
#

If you are absolutely certain there are no references to the files you're deleting, or they all only reference each other, then you can delete them off the disc without breaking anything.

#

But you'd have to be very certain.

#

And it's best to use the Content Browser.

civic briar
#

Yeah it's best just to NOT delete from file explorer. Especially if you use GitHub / other version/source controls. It screwed up my project in the past. Just when you think there's no links, it'll come back to haunt you.

mortal laurel
#

so i try casting and stillno roll animation works.

civic briar
# mortal laurel

How are your booleans being handled ? Have you tried running debug in the BP at runtime to see what's executing ?

mortal laurel
#

๐Ÿ™‚

brazen pike
#

Anybody know if there's a way to apply a mask using the custom stencil buffer to a particle system?

(I have a desaturation post-process material which applies a mask to highlight certain objects. I would love if I could also make a particle system be exempted from the desaturate)

woven wing
brazen pike
#

Alright thanks!

radiant mural
#

Can someone point me towards a tutorial on multiplayer character system. I am missing a simple thing, i know, but i cannot seem to get over this particular hurdle. I am having trouble keeping the settings for Char1 seperate from Char2. I just need an overview of a multiplayer character selection system. Conceptual level is fine. Thanks

civic briar
# radiant mural Can someone point me towards a tutorial on multiplayer character system. I am mi...

This should help to better understand ownership, etc. https://youtu.be/JOJP0CvpB8w

An overview of the essential concepts for writing multiplayer game code in Unreal, in under 25
minutes or your money back.

Sample project: https://github.com/awforsythe/Repsi/
Patreon: https://patreon.com/alexforsythe
Twitter: https://twitter.com/alexforsythe

00:00 - Introduction
01:24 - Net Mode
03:33 - Replication System Basics
05:13 - Acto...

โ–ถ Play video
radiant mural
civic briar
#

Ownership section shows an example of a weapon. It's easy to understand. Dude did a great job

radiant mural
#

Cool deal ๐Ÿ™‚

radiant mural
#

@civic briar You were'nt kidding, that is a great presentation and was very helpful. Thanks again!

autumn plover
#

Why can't client shoot dead bodies (no ragdoll), but the server can. When hit blood vfx splat shows up.

sand bloom
#

hey there i'm trying to add a little color per liquid drop collision with my liquid plane but it's not working it's completely ignoring my lerp and timeline and instantly adding a color

#

can I not smoothly update with the set vector parameter node?

brazen pike
velvet dagger
#

Very simple, doesn't work, it's killing me

sand bloom
brazen pike
sand bloom
#

I made it 5 seconds to be sure but it still happened instantly lol

velvet dagger
#

What do I connect it to I thought the boolean would activate it :' d

sand bloom
#

going to try and use a lerp inside my material now and see if that works better instead of the blueprint

sand bloom
#

if this is a health check/death check a tick or event timer generally works

velvet dagger
#

Holy fuh

#

I did this earlier

#

Omg : (

#

It works lmao

brazen pike
#

I think I saw the last time too haha

velvet dagger
#

Well thank you lol :>

sand bloom
#

hmm so this timeline isn't working either

#

figured i'd try a lerp inside the material

#

but nothing

#

๐Ÿค”

brazen pike
#

put a print string in the output value to see what the timeline is giving out

#

then if its correct, you'll know its a problem with the set scalar param value

sand bloom
#

good call

#

seems to do something

#

although these numbers seem odd

brazen pike
#

wtf lmao

#

whats inside the timeline, could I see that?

sand bloom
#

yeah idk what's up lmao

#

it's basic af

#

oh wait i think I know what happened

#

I have multiple bp's doing it

#

must be someone in the background also triggering

#

muddying up the print

#

but it seems to work fine then

#

idk why it isn't working

#

timeline on it's own is fine

#

it works in the material preview

#

so for some reason i'm just not changing it?

brazen pike
#

so it doesn't start?

brazen pike
#

so it was set back and forth between two timelines, causing problems

sand bloom
#

I think I finally got something to happen

#

hmm yeah that could be it

#

the timeline or lerp seems to be the main issue

#

I can instantly change a color but the lerp seems to be messing things up

#

I used a do once node to try and avoid the timeline running multiple times

brazen pike
#

yeah that means that probably you have that BP two times in your level, or you have the same blueprint section in another BP elsewhere

sand bloom
#

I need to change some math but finally got the lerp to work somehow

#

it just keeps becoming whiter over time which makes sense

#

not sure what exactly went wrong but thanks for thinking with me lol

ripe rose
#

is overlap more expensive than sphere trace?

maiden wadi
#

@sand bloom On an unrelated side note, your color setting is very complex. Could be pretty simplified with many less lines.

sand bloom
#

Considering a hueshift but idk what i'll do yet(i'm an idiot who wasted about an hour or more on something that could have been done in 5 min but hey I made it work, I need to stop trying to overcomplicate things lmao)

dreamy solstice
sand bloom
#

we would need to see your blueprint

kindred tinsel
#

How can I make it so that if 2 different player characters run into each other they can push each other around? Trying to make a third person brawler type game (a little like stick fight and smash)
I'm using the default third person project

faint pasture
kindred tinsel
#

You mean prediction to make it multiplayer compatible?

dreamy solstice
kindred tinsel
#

@faint pasture what do you mean by prediction?

dreamy solstice
#

@sand bloom

#

here ya go

kindred tinsel
#

So far I've been trying to add force to what ever player you run into but it seems you can only add force to the blueprint itself or the player, which in this case is both the player lol. I would like to use the "Other Actor" from the EventActorBeginOverlap but it doesn't seem to be compatible @faint pasture

dire frost
#

so unreal predicts where's the the other players to make the gameplay look smooth, you can notice it in games like splitgate if you turn off your wifi mid-game you will see people just drift away

dreamy solstice
#

planning to animate the charging handle and recoil with it

#

im still new to BP so dont expect anything good

sand bloom
dreamy solstice
#

wait lemme check

sand bloom
#

maybe if you go inside the shell fx you can see whether it plays instantly vs taking a bit

faint pasture
#

@kindred tinsel I mean movement prediction, where you move instantly on your own screen even though ping exists. It'll be very very hard to do something like that with prediction. If you don't care about prediction (your movement is already pretty slow) then it can be done pretty easily. I'd make things physics driven in that case.

kindred tinsel
#

Could you make a physics driven player character from the default thirdpersoncharacter blueprint?

faint pasture
#

I wouldn't, just make a new pawn and give it a capsule and skelmesh

#

Character and CharacterMovementComponent are very tightly linked.

dreamy solstice
#

i sort of check, i dont see/know if anything causing it to delay

faint pasture
#

@dreamy solstice just play the FX, does the shell eject instantly at time 0?

dreamy solstice
#

nope

#

i thought it was loop duration but when i set it to 1 it just stucks at 1 second

#

the time for the fx is 10 seconds

faint pasture
#

What time does the shell eject?

dreamy solstice
#

around 1 second to 1.3

#

somewhere in the middle i guess

faint pasture
#

Ya u fucked up somewhere

#

Is that when it spawns as well or just starts moving?

dreamy solstice
#

actually wait a minute

kindred tinsel
dreamy solstice
#

nvm

#

loop delay is off

dreamy solstice
#

the moving is right after spawning

faint pasture
kindred tinsel
#

ah, cool thanks!

faint pasture
#

@kindred tinsel I would think carefully about going down the physics route, it all depends on your game design. Physics is great because stuff just works the way you want it to regarding forces and impulses and stuff like that.

kindred tinsel
#

Well my plan it to have physically animated third person characters which can punch and bump into each other all using a smash bros esq health system with the same falling off the map to die mechanic.

#

sort of a FallGuys/StickFight/SmashBros type thing. Do you think physics would be a good route for this or nah?

faint pasture
kindred tinsel
#

currently i'm only focussing on local multiplayer

faint pasture
#

Yeah for local things are a lot easier. I would go with physics

kindred tinsel
#

out of curiosity, later down the road when I'm using physics for my characters, how hard would it be if I then wanted to add online multiplayer through steam?

faint pasture
#

Pretty freaking hard. Online physics is very very difficult to do well, and it's harder the more fast-paced your game design is. It multiplayer flight simulator would be super easy compared to a physics based fighter or something like rocket League

kindred tinsel
#

damn, would unity handle multiplayer physics things like this easier?

#

or are there any marketplace assets that can handle most of the multiplayer physics integration?

faint pasture
#

Not really, if it's your first game, do not try to do multiplayer physics unless you want to spend 4 years getting the thing to barely work.

kindred tinsel
#

I've been learning UE4/blender on and off for a little over 2 years and I'd say I can navigate and create some basic games but nothing special

faint pasture
#

There's some stuff coming down the pipe in ue5 to make physics replication a little bit better but it's fundamentally a very hard problem. If you don't care about ping, it's easy. But nobody wants to wait 100 milliseconds to punch.

kindred tinsel
#

so are games like Fall Guys, Stick Fight, Human Fall Flat, and all those in reality very hard games to make? I've always thought because of their simple design that they would be in some ways very easy

#

though it now makes sense that I'm wrong

faint pasture
#

It all depends on how much prediction you need. That will depend on your game design. I'm not familiar with stick fight but something like super smash Brothers in terms of speed would be way more difficult to design its net code than something like human fall flat.

kindred tinsel
#

gotcha

#

anyways is there any way I could add players moving each other using add force or anything?

faint pasture
#

With the CMC it'll be tricky. Go with physics. Using physics, it'll just work.

kindred tinsel
#

gotcha

#

thanks! ๐Ÿ™‚

faint pasture
#

At a minimum you'll need to tune your friction and also have the applied force on your capsule depend on input and current velocity(so you have a speed limit).

#

Something like

ForceVector = InputVector * MoveForceScalar + VelocityVector * DragForceScalar 

Would be a good start

#

Moveforcescalar being positive and DragForceScalar being negative.

#

2 characters pushing at each other would respond correctly.

#

And a punch could just apply an impulse.

#

Jumping would be an impulse.

manic wigeon
#

hi guys. so i have a scenematic that plays on button pressed in main menu game instance. but when it finishes it does not hide the image widget that runs the media player in order for the menu to be visible again. here is my main menu widget and code for the video to run

gentle urchin
#

You should bind to on mediaplayer finished

#

The logic doesnt quite add up

zinc blade
#

How would one bind a C++ implemented event? Like how would it look like in BP

#

oh is it like bind (listen to) it in Event BeginPlay?

tight schooner
# zinc blade like this?

can't tell you about the C++ side but yeah that's how you bind events in BP. Drag out the "Event" delegate pin and type create new event or something.

zinc blade
#

hmmm

open rose
#

I'm not sure if this is where I should ask this, but I have an issue with animation blueprints, I'm trying to make it so that when the AI Enemy crouches, it plays the animation for crouching, and no matter how much I try, the cast to will always fail. I've tried using Cast to Character and Cast to AI-Enemy1 in both pure and impure cast, I've tried plugging basically everything into the object port, I've tried variables for the crouching in my enemy blueprint, Variable for the Pawn in the animation, I just cant figure this out. (Sorry for the length of this message btw, image attached is of what I'm trying to fix)

tight schooner
manic wigeon
#

not sure i understood

tight schooner
#

and the "create event" method...

languid lion
#

Hi, I'm using a spring arm's camera lag options

#

but it seems to also affect rotation on x-axis

#

is there a way to constrain it?

faint pasture
#

@languid lion so you want rotation lag on z but not other axes?

languid lion
#

I want it on y and z

#

but not on x

#

since x doesn't get altered at all but spring arm camera lag is somehow affecting it

zinc blade
#

how do you restart the game again?

#

oh wait

#

I think I did it ๐Ÿ˜…

acoustic sand
#

hi, I lost my Event Bind on button when I package for android

#

Any good idea for fix this

#

I had try on launch mode and package on my phone Samsung A42

#

And I both try this two

manic wigeon
#

its not working ugh

kindred tinsel
#

So I'm using launch character to blast enemy players away with the projectiles from my fps gun. I noticed that the blast would be too strong in the air where theres no friction, and too weak on the ground where there is friction. I fixed this by having 2 different amounts I launch the player, 1 for the air and one for if they're on the ground. Only problem is if they transition from being off the ground to being in the air (like they get hit off a platform), they go flying at a million miles per hour. How could I fix this?

#

I would just call it a feature but since you can't tell how close a ledge is behind you in first person I feel that'd be broken.

kindred tinsel
#

I'm testing the same basic "smash bros" esq system but now using an FPS project I had already made. The main goal of this thing was just to see if I could recreate the smash bros health system with people getting blasted farther depending on their health%. I also wanted to at some point make a physics based (possibly multiplayer) game but I guess 1 thing at a time would be smarter.

faint pasture
#

You'll have to really fine tune your air and ground friction settings to get the CMC to behave the way you want it to for something like this. I would honestly just start with a physics Pawn from right now.

kindred tinsel
#

hmm, for this specific project I'd have to redo alot of movement mechanics. I might just check after a second to see if they are still on the ground or not and if they are not then add a counter launch or cancel out some of their velocity. Weird work around but just to get this health and damage system working, it'll be fine I think until I figure out something else I think.

#

If anyone has any good ideas thanks I'll check back tomorrow but im going to bed.

#

I will put down creating a playable physics pawn as something to try in the next day or two and if it works out ill go with something more in that direction.

manic wigeon
#

hi guys. so i have a scenematic that plays on button pressed in main menu game instance. but when it finishes it does not hide the image widget that runs the media player in order for the menu to be visible again. here is my main menu widget and code for the video to run

#

thats the video image widget

summer jetty
#

Can anyone help with loading/unloading levels? I've been stuck on the same issue for several weeks now. Keep coming back to it hoping to find a solution, but so far nothing has worked.

I've posted the full issue with screenshots of the blueprints on the UE answers site, to save blocking up the channel here.

https://answers.unrealengine.com/questions/1051607/character-not-triggering-anything-in-level.html

Basically, my characters isn't triggering anything in the level (streaming volumes, trigger volumes, trigger boxes, etc). I don't know how else to get the level maps to load. And the game is too big to have as one single map.

gentle urchin
#

There's a bunch of options you can bind to

manic wigeon
gentle urchin
#

The branch is just bogus as it is right now imo

#

So in the widget, when "play cinematic" is pressed, you want to start the video, AND bind to event "On End Reached",

#

which will go to a custom event, removing said widget

#

Not sure why you have the Mediaplayer in the pawn in the first place, but it could make sense i suppose.. Havnt played much with it

manic wigeon
#

the reason was that i needed to call input actions from character bp and couldnt do it in level bp

#

so i had t call the action into the character bp

gentle urchin
#

Not sure why it'd exist in the level bp anyways

#

So somehow you need to use a response event

manic wigeon
#

how can i bind the finished playing to actually knowing when it is finished

gentle urchin
#

If you encapsulate it in a function, you can always return the event aswell

#

The mediaplayer has those event delegates integrated,

#

so it knows when it reaches the end of the media file

manic wigeon
#

should this work?

gentle urchin
#

If the media player reference is correct, sure

manic wigeon
#

after the cinematic its stopping like this but not sending me back to the main menu. since technically the vidoe is an overlay widget

#

it should be removed and display the main menu again

gentle urchin
#

You need to do something in the finished playing event

#

If you add a print string to it, you should see that it fires correctly

#

but you need some logic on it

#

Sort of the reason why i prefer the callback method via the passed by reference to the end event is easier to work with, since whoever called it can get the return delegate

manic wigeon
#

it stopps like this

#

i added that event to the end reached

#

since i cant reference the media player from the character

#

i used it after the set visibility from the main menu bp

gentle urchin
#

If you try to follow the logic you're using,

#

you should see that the event ur binding to probably is on either not a player, or a different player altogether

#

since you're not fetching the characters mediaplayer

#

nor can i see you updating the variable

manic wigeon
gentle urchin
#

You're not getting the mediaplayer from the char as the code is now, no

manic wigeon
gentle urchin
#

Right, but that media player reference is not the same as ur using in the widget.

pastel rivet
#

Quick question

gentle urchin
#

casting doesn't make any variable used after that suddenly originate from the casterdobject

pastel rivet
#

is there anyway to get the response to an executed console command?

gentle urchin
#

sounds like something you'd need to get through cpp

manic wigeon
#

these two you mean?

gentle urchin
#

yepp

manic wigeon
#

they both have the same media player ref?

#

in the outliner

gentle urchin
#

I somehow doubt that its an actual instanced ref

#

but i could be wrong, havnt played so much with them as i mentioned

#

But If they somehow are the same, then adding print to the finished event should print perfectly

#

does it?

manic wigeon
manic wigeon
gentle urchin
#

No...

#

wrong

#

Add the print to the event that comes from the delegate

#

the "finished playing"

manic wigeon
gentle urchin
#

Still prints?

manic wigeon
#

no

gentle urchin
#

^Case in point

manic wigeon
#

hmm

#

so the reference isnt reference the media player ?

gentle urchin
#

Correct.

#

Thats why encapsulating it in a function, like i showed you, gives you an easier handle to this

manic wigeon
#

im not sure why. because in the outliner its chosen the same media player

gentle urchin
#

returning the delegate through the event called.

#

that way the "caller" can get the event when the player is done.

#

Its probably some base class which is instanciated...

manic wigeon
#

i did use this instance to identify the first time the menu is open

gentle urchin
#

Not sure how that's related

manic wigeon
#

ye nvm

#

so tha caller needs the red one which is the delegate

#

some how linked to the media player thats references in a differnt bp

#

i assume copy and pasting wont work

#

this is the ref im using for the video / image widget to start

gentle urchin
#

I showed you how

#

Instead of using a Custom event, use a function.

manic wigeon
#

yes but i didnt understand you clearly in text format

gentle urchin
tardy prawn
#

How make that mesh (skeleton with animation) follow to the player ?

manic wigeon
#

because the media player ref is not compatible to target self

gentle urchin
#

. . . . . . . . . . . .

#

Remove that custom event.

#

Call the function directly from the widget.

pale orbit
#

im trying to remake valorant character flashbang does anyone know what could i change to make the actual sphere in the middle of the screen like they do?

#

thats how mine is atm

manic wigeon
gentle urchin
#

In this widget.

#

Instead of calling the event "media player"

#

call the function you've created

manic wigeon
gentle urchin
#

yes

manic wigeon
gentle urchin
#

After Set Visibility, remote the "Bind event on on end reached"

#

you dont need to plug the media ref into the function, its already there..

#

but remove the entire event.

#

delete these two

#

endless loop callback.

manic wigeon
#

no but this is so that the pause action connects to it

#

on the right its the action to pause and continue the media

#

not sure if it works without it connect to the end of video main menu

gentle urchin
#

You still havnt deleted the custom event.

manic wigeon
gentle urchin
#

It starts from the widget

#

inside the function you get the media player reference, and start the video.

manic wigeon
#

ok so no need to connect anything infront of it?

gentle urchin
#

remove it.

#

no need to have it there.

manic wigeon
#

but dont i need to connect the media player to the input action space to pause and space again to continue?

#

that media player ref

gentle urchin
#

the stuff on the right, sure.

manic wigeon
#

ye

gentle urchin
#

the function itself uses the same meda player ref.

#

inside.

#

so nothing to connect there.

manic wigeon
#

so il just remove the end of video from character bp and leave it only in main menu bpo?

gentle urchin
#

y

manic wigeon
gentle urchin
#

that's to my knowledge the only affected party that needs it

manic wigeon
#

but stays like this

#

the thing is i cant remove from parent because that would remove the main menu from it too

gentle urchin
#

So now you have the proper event callback once its finished

manic wigeon
#

yes when it finished it poped up that the print worked

gentle urchin
#

So now you just need to add the logic needed.

manic wigeon
#

i need it to hide the specific widget layer

#

to collapsed

#

without hiding the other layers from the main menu

manic wigeon
#

would this work?

#

nvm

#

nop

gentle urchin
#

the set visibility collapsed connected to finished playing?

manic wigeon
#

i think i have to put the collapsed to the print string

quartz pawn
#
manic wigeon
#

it workssss

#

thank you so muchhh

#

so why was a function good and a custom event not in this case?

#

so i can understand it

gentle urchin
#

Mostly because Events dont return anything

manic wigeon
#

return meaning allowing an action when it realizes it has finished?

gentle urchin
#

For example. Or if you wanted to return a result

#

like you've created this extensive math operation for when damage is taken ,

#

then you might want to be able to return that info to the "sender" aswell, so it can know how much damage was actually dealt

#

Or if the player died from it or whatever

manic wigeon
#

so like i recieve 10 damange and my ui shows me 90 instead of 100 u mean

gentle urchin
#

could be

manic wigeon
#

so its giving me a return of what just happend

gentle urchin
#

it can , yes

manic wigeon
#

okok

#

thanks again

gentle urchin
#

Events dont do that ,

#

they just happen, sort of

manic wigeon
#

appretiate learning these things so i can impliment them next time

gentle urchin
#

You should first try to understand the flow of execution and data,

#

always question your variables etc

#

like this reference issue.

barren temple
#

Hi. can anyone recommend a good book to learn blueprints?

icy dragon
#

The rest of which are free.

open rose
icy dragon
pale orbit
summer jetty
#

Can anyone help with loading/unloading levels? I've been stuck on the same issue for several weeks now. Keep coming back to it hoping to find a solution, but so far nothing has worked.

I've posted the full issue with screenshots of the blueprints on the UE answers site, to save blocking up the channel here.

https://answers.unrealengine.com/questions/1051607/character-not-triggering-anything-in-level.html

Basically, my characters isn't triggering anything in the level (streaming volumes, trigger volumes, trigger boxes, etc). I don't know how else to get the level maps to load. And the game is too big to have as one single map.

#

My thirdpersoncharacter and playerstart are saved in the P level, as well as the trigger volume and trigger box (gave up trying with the streaming volume in the end). So at the very least they should recognise them on collision and return a print string. But nothing happens.

open crypt
#

Can you get any trigger volume to work at all?

#

One thing to see, is your ACTIVE level - are you sure the trigger volumes are placed in the persistent level?

pale orbit
fleet cedar
#

Does anyone have any thoughts on how I might create a spinning attack that is triggered if the player rotates the joystick clockwise a few times

#

literally have no idea how to input that

distant void
#

i would probably be looking at character Z

manic wigeon
#

does anyone know hwo i can fix this issue?

maiden wadi
#

@open rose It is very likely that you're looking for TryGetPawnOwner, cast to AI-Enemy1

fossil skiff
#

idk if this is possible but here goes. i want the box to not collide with the third person player but rather the katana(static mesh) in the third person player bp instead. How do i do that?

earnest mango
#

@pale orbit Couple different ways you could do that. You could attach it to your pawn in a position where it's visible from the pawn's camera, or you could implement it as a UI widget that you add to the viewport

fleet cedar
#

@distant void yes, the character rotates, but how do I determine if he's rotated quickly in more than one circle? I assume the player would have to spin the joystick more than once 360 degrees in a short space of time

manic wigeon
gentle urchin
summer jetty
hoary ore
#

For something like weapon attributes (like damage output) that will be used by a bunch of different items, is it better to use actor components with int variables or structs? Or something else?

summer jetty
#

I tried setting the trigger box collision preset to OverlapOnlyPawn, but that didn't do anything

gentle urchin
#

Theres usually no one best way

paper quest
#

Hey guys, I've been creating my dynamic material instances in BeginPlay for a long time now. A friend of mine says it's fine to do that in the construction script but I have some concerns, yet I can't really find a definite answer online. So I'm wondering, what is your preferred way to do it?

hoary ore
#

Thanks @gentle urchin I don't know why that option didn't occur to me haha. I think items might actually be "easy" then... Now my biggest challenge is setting up a character species chooser and visual customizer. ๐Ÿค•

gentle urchin
hoary ore
#

That's something I struggle with. I'll typically spend 12 hours banging my head against a problem, finally solve it, then not want to touch that portion for a long time. You're totally right though.

earnest mango
#

@paper quest The only thing I'm aware of that's affected by creating them in the construction script is that you may get lag when moving the actor in the viewport, unless you turn that feature of the construction script off

paper quest
#

Hmm yea I see, but it's safe otherwise? No weird issue with serialisation?

gentle urchin
faint pasture
#

It's probably a lot easier with the new indev input system

hoary ore
gentle urchin
#

So there's no need to check and direct player input actions based on the widget that is currenty displayed etc

hoary ore
#

That's clever, any guide/docs you're going off of? Sorry to talk your ear off.

gentle urchin
#

Just trying to think practically, dont have any tuts or docs for it

#

Can share some inside info when i return to the pc tho

hoary ore
#

Sweet, I'd appreciate that, feel free to ping me!

open rose
gentle urchin
summer jetty
#

Noob question... is a trigger box considered a 'trigger actor'?

summer jetty
#

My thirdpersoncharacter is ignoring streaming volumes, trigger volumes and trigger boxes. Someone on another group suggested I use a 'trigger actor with collision setting OverlapPawn' (then disappeared so I couldn't clarify). However I thought a trigger box was that?

#

I already have OverlapPawn set on the trigger box. So I'm not sure if there's a different alternative I haven't tried aside from the above 3 methods to load/unload levels?

gentle urchin
summer jetty
#

What should the collision settings be on the thirdpersoncharacter? I thought they were correct, but now I'm doubting everything!

#

I currently have: Simulation Generates Hit Event: (unchecked)
Phys Material Override: None
Generate Overlap Events: (checked)
Can Character Step Up On: No
Collision Presets: Pawn

gentle urchin
#

Collision is a two-way handshake sort off

#

Sounds correct with pawn preset tho.

summer jetty
#

None of the tutorials I've seen mentioned changing anything on the character

#

ok

gentle urchin
#

And the setting on the trigger?

open crypt
summer jetty
#

On there it's:

Simulation Generates: (unchecked)
Phys Material Override: None
Generate Overlap Events: (checked)
Can Character Step Up On: Yes
Collision Presets: OverlapOnlyPawn
Generate Ovelap Events During L Streaming: (unchecked)
Update Overlaps Method... : Use Config Default
Default Update Overlaps Method... : Only Update Movable

open crypt
summer jetty
#

How do I get around that? Overlap all?

gentle urchin
#

Would be a start

summer jetty
#

I think I had that previously and it didn't fix anything.

gentle urchin
#

Dont be afraid to test things ๐Ÿ˜…

#

Is this a new project ?

summer jetty
#

No, it's about 9 months old

open crypt
summer jetty
#

Otherwise I'd scrap it and start over. But can't really afford to lose all the work (had to restart several times already for other things)

open crypt
#

and watch a video on it

#

once you make the trigger volume happen in one project, open up the other one and compare the collision channels on both trigger volumes and both actors

summer jetty
#

oh I've got it working in other projects. It's just this one that seems to ignore it for some reason.

open crypt
#

remember that a character has a mesh but it will usually have a collision box/sphere/capsule (usually a capsule component) and THAT is the thing that triggers collisions (much cheaper)

#

so copy the ones that work over, and make them work in your project

#

then compare the actors that do work with the actors that don't

summer jetty
#

I did that to begin with, but it just ignores it

open crypt
#

like literally open up both windows and look at the collision channel for each one side by side

#

the odds of this being an engine bug are very, very low

summer jetty
#

in my other projects I could get both level streaming volumes and trigger volumes/boxes to work fine

open crypt
#

the odds of this being a lack of understanding or the wrong tick boxed are extremely high

summer jetty
#

yeah, I don't think it's a bug. I think it's something to do with the actions that happen before the level even loads. At least that's the only thing I can think of that's different in this project.

open crypt
#

try hitting simulate

#

as a game mode

summer jetty
#

The other projects don't have other levels being loaded in and out before the game begins

#

ok

open crypt
#

then you can see in the world outliner and actually click on objects there

#

if they don't exist, then your references might be thrown off but as far as I know, if the overlap event doesn't even fire it's because

  1. The volume doesn't exist at that moment
  2. The collision is not setup correct on either the trigger volume (less likely) than the collidING actor
summer jetty
#

now my character isn't loaded!

#

ok, ignore that. It loaded it a long way off from where the level POV started

#

but the trigger volume and box hasn't loaded

open crypt
#

use "Simulate" you can actually click on the object in your world outliner and hit F to focus on it

open crypt
summer jetty
#

the trigger volume and box aren't listed at all

open crypt
#

it's extremely common to have this bug happen-it's one of the first things I checked to make sure that I've spawned the actual object in the world before actually see if anything is wrong with the blueprint/code on it

open crypt
#

show me your levels details panel in your editor, a screenshot

summer jetty
#

how does that happen? I mean, outside of simulate it shows that they are saved in the persistent level.

#

1 min...

open crypt
#

you want to make sure that absolutely no other eyeball is on - if none of the other levels are visible then when you look in your world outliner, the only objects you should see are the ones that are listed in that particular persistent level

summer jetty
open crypt
#

drag that to a new tab so you can see that and the world outliner at the same time

summer jetty
#

it shows objects that are in another map too (despite that map not being visible).

#

although I think that's because that map is loaded when the main bit of the game runs

#

ok

open crypt
#

no, right now do it WITHOUT simulate on. stop the game

#

we need to see for sure what is in your persistent levle

summer jetty
open crypt
#

toggle off those two lower levels there, click the eyeball - I guarantee your trigger volumes will disappear

summer jetty
#

That's what I see when I stop the game (haven't changed anything else)

#

ok

open crypt
#

to fix it, you need to make sure you have your persistent level active (double click a level to make it active, yours already is because it's in bold) then you make the other levels active (so you can find the trigger volumes) right click on the trigger volumes and look for move selection to active level

#

if they are there when the game starts (hit simulate then hit pause) watch the trigger volumes - otherwise you need to use a FIND IN ALL BLUEPRINTS and see if those are getting deleted somehow

summer jetty
#

ok...

#

did a search for both the trigger volume and trigger box. Both only came back with one reference - the onactorbeginoverlap that's in the persistent level blueprint

open crypt
#

put another new actor, a sphere, anything into the persistant and make sure it is there, that will tell you

summer jetty
#

ok..

#

created a trigger sphere in persistent, ran simulate again, the sphere doesn't show up on the World Outliner objects list : /

open crypt
#

you are loading another persistant, find it in the content browser, the one you are currently using

summer jetty
#

So for some reason it's either not saving things in persistent or not displaying anything other than the thirdpersoncharacter and player start (but then why would those two things show up)?

open crypt
#

or search your BP for "load level"

summer jetty
#

another persistent?

#

ok 1 min...

#

there are several load levels... not sure what you're refering to? If you look at those screenshots (on the unreal answers page) I have several levels loaded via blueprints before the first 'playable' map is loaded.

#

when I search in the Content browser, only one 'Persistent' level map shows up (plus the BuiltData for it)

jagged night
#

Hey uh im using the TutorialTPP and when i enable the physics on it it erratically twitches non stop

open rose
#

so my anim bp can get the rotation of my enemy, but it cant get the crouching, it always outputs crouch as false? i cant tell what im doing wrong, if anyone can help itd be appreciated

dawn gazelle
summer jetty
#

@open crypt thanks for trying though

open rose
#

also its on a sequence rn so it should work

#

but it doesnt

dawn gazelle
open rose
#

yeah they both work, but the crouched is always false

dawn gazelle
#

Have you allowed crouching on your CMC on your character?

open rose
#

and when i try to test it by clicking this on the anim bp, it doesnt check it at all

open rose
dawn gazelle
#

That's all there is to it. Having "Can Crouch" enabled on the CMC, Having Player Actually crouch by using the "Crouch" node on the character, in the anim graph getting the character and getting it's CMC and checking if crouching should tell you the value.

trim matrix
#

hi, why does my AnimNotify not trigger if I place it near the end of my montage but triggers if it's at the start?

open rose
dawn gazelle
#

I think what Lorash said may be it - if you're looking at the debugger, you may be looking at the Anim_BP's instance. Make sure you select the right instance:

#

Oh its real bad.

#

It's the ALS character anim. It's huge.

open rose
#

it was set to this preview instance which looks right, but no matter what i select its the same, and its not just the anim graph that has the crouch issue, its also ingame where it doesnt play it.

dawn gazelle
#

Yea that's the one you don't want selected.

#

Run your game and select a different instance.

open rose
#

ive done that and it still doesnt crouch

#

the only difference is that i can now preview the crouch in editor, when running the game the ai still doesnt play the animation

summer jetty
#

Is it better to use LoadLevelInstance instead of OpenLevel? Or LoadStreamLevel? Or will that make no difference and/or screw things up even more?

dawn gazelle
open rose
#

i have this in the actual actor

#

which is set off by eqs

#

this is "get into cover"

dawn gazelle
#

You're sure your enter cover event is being called?

open rose
#

i mean the hitbox changes, which only happens when the ai crouch happens

#

so im pretty sure it gets called

#

i tried making it only call the get into cover, and it doesnt play the animation then either

#

wait nvm it doesnt get smaller

#

thats odd

#

get into cover doesnt seem to activate at all

#

oh

#

its because it needs the findcover to work, so its still broken

#

yeah cause move to cover uses locations from find cover

#

so the getintocover is called and the anim is still returning false ):

hardy merlin
#

Hello Slackers. Is there a way to script a projectile that is blocking but may pass through an object on hit if it meets certain conditions?

#

I have a projectile that is meant to pass through the first 4 pawns it collides with

woven wing
#

Yeah, and have it count how many pawns it has passed through.

honest tide
#

guys do u know how can I make a ping counter

winged thicket
#

i've made a 2d noise with trial and error, i know thats not how to do it, but it worked, and i wanted to know what i did wrong that i can improve

#

if my code was so spaghetti to understand what i did:
random value for X and Y,
a var called (Was) that saves what X was before, and a simple 1d noise based of X+Y that when it hits a wall:
X reseted to (Was) Y get changed a little bit and it move to the right a little bit, and var (Was) get changed a little bit too.
Loop 500 times and i got this:

lyric holly
#

I am trying to set a variable and then get that variable in a different blueprint class. But I am getting an error telling me essentially that it cannot find the variable . I'm lost. Seems like this should be working

rugged wigeon
#

@winged thicket

  • Use a for loop. Not this weird cyclical exec loop that has Do N on it.
  • Exec pins should basically never go right to left. Only left to right. Reroute pins are generally a bad sign.
  • Graph is too big and is not labeled. Collapse nodes to identify individual tasks. Give them clear names. Graph should not require someone who is new to the codebase to parse the logic in order to understand what it does. Nicely collapsed tasks are better than big giant comment blocks.
tight schooner
# lyric holly

Is that "BP ambient base" variable in your first screenshot valid? Like is that variable set?

lyric holly
#

yes that's the other class

#

i "got" it

tight schooner
#

But is that the variable that's producing errors?

lyric holly
tight schooner
#

Yeah, so it's not set. Accessed none means there's no data there.

lyric holly
#

hmm

tight schooner
#

An actor reference variable points to a particular spawned actor in your world, but somewhere in your BP it needs to be set with that data

winged thicket
lyric holly
#

how do you set it?

#

i must be way off in how i thought this works

#

i.e. getting references

tight schooner
#

@lyric holly is your BP trying to fade out the audio of a BP Ambient Base actor upon overlapping with it?

lyric holly
#

yes

quick pilot
#

Hello
I have an inventory system and slots are swapping -1 when an item removed.
I suppose in blueprint system the arrays work like linked array logic.
What should I use instead remove index?
I tried set array element and it works but it obliges me to insert an empty slot for new one.

lyric holly
#

exacl

#

exactly

rugged wigeon
#

@winged thicket I can't comment on the specifics of what you're trying to accomplish. fwiw I would strongly recommend using a for loop instead of this loopy pattern with Do N instead of what you got here even if it's just a test.

tight schooner
#

@lyric holly on the overlap node you got an "Other actor" data pin. You take that, and then you need to do a cast. A cast checks the class of an actor. The node in particular would be "Cast to BP Ambient Base"

#

If it passes the cast, you can use the output of the node to then get the Wind Rain Audio component and fade it out

lyric holly
#

ok trying

tight schooner
#

(You can also save the output of the cast node to your variable if you want to use that reference elsewhere)

#

So yeah, overlap events are one way objects can pass references to each other

lyric holly
#

hmmm

#

Like this?

tight schooner
#

Connect Begin Overlap to the Cast node (execution wire). Also connect "As BP Ambient Base" into the target pin of "Wind Rain Audio C" @lyric holly

rugged wigeon
#

@winged thicket Your for loop node should look like this. I don't know what you have.

simple dragon
#

hi someone have idea why return from consume input is always 0,0,0

winged thicket
lyric holly
#

thank you so so so so much

#

idk how i could have figured that out

rugged wigeon
#

But basically you tell it the first number and the last number, and then it will run the Loop Body logic that man times, with the value of the "Index" pin changing accordingly.

When it's done it will run the Completed pin.

lyric holly
#

wow that was so much more complicated to get a reference

tight schooner
#

@lyric holly you should look up a primer on "blueprint communication" to learn about references, casting, interfaces and whatnot