#blueprint
402296 messages Β· Page 731 of 403
i need that
thanks!!!!!
i am really just getting into bp from learning mostly on the c++ side
but i see how important blueprints are
ok cuz my for loop is broken and the answer i got didnt help me much, reposting^^^
It looks like you or someone else edited the default for loop macro. Or it just randomly borked, but that's pretty strange. In any case I would suggest you go to another project and double click on a for loop to access the macro and copy it back to this project. I imagine you can click on the borked one and paste the correct Contents inside
hmm yep someone (or me) deleted it in some point, im testing in this project for a long time so maybe i did it
Well hopefully a new/another project will have it intact, or you'll have to re-download the engine or manually rebuild it to recover it, if it's actually gone from the engine files
Reposting a reposting ^^
This is what it should look like inside your for loop
That, or if the damage is so bad, verify the engine installation (which even then can't guarantee if it always worked)
Guys how can I stop a root motion of an animation by blueprint and then activate it all by blueprint
Ok so hear me out, I am making a machinegun with projectiles, but I don't want to make projectiles to spawn and be destroyed, I'm trying to use the object pooling method on them, and so I don't know which one would be more efficient,
Option A: Have 50 static meshes as components on the gun, upon firing, one of these meshes is shot( i will probably use a for each loop), its collision, visibility/hidden and ticker is enabled, after 0.1 seconds the 2nd bullet is shot, etc. until it reaches the target, when the target is reached, the bullet is disabled and hidden.
Option B: Have the same 50 static meshes as actors inside the level, upon firing, one of these actors (there will be an array inside the level blueprint called) gets gun location and target location and moves there, its collision, visibility/hidden and ticker is disabled until its shot. After 0.1 seconds the 2nd actor is called, etc.
You need to find every single level you load and make sure they are not loaded at all first
remember that a persistent level is simply the one that is currently "opened" versus streamed levels, which are streamed ONTOP of a persistent level - your trigger volumes are disappearing because you are changing levels from that persistent one - check your "world settings" and make sure your default map is set to the one that contains your trigger volume
Can I make a text render component not receive any shadows?
nvm, I've setup a second lighting channel
why would you not want them to be spawned and destroyed in this case?
well essentially i will end up having 300+ bullets in my game, it will be wave based, so imagine having to fight 100 actors each shooting 100 bullets, it would cost a lot
I will still have bullets spawning but that would be like a capacity per wave most likely
you think your solution is cheaper?
probably, what i usually do is i have 2 projects, one the basic way, and one the experimental way then when i play the game i run it in "new editor windows" then i press CTRL + shift + ,(coma) and tells me performance and other details im concerned about
you're not going to get any real performance data until you run it in standalone
but I don't understand why you're even concerned about this not having even implemented a basic version that works first
lol i do have a basic version implemented where bullets spawn and get destroyed just thought maybe theres a way to make it cheaper, not that its an issue but i want to have more room to add other things that i might come up with
but you dont even know if performance is going to be an issue yet
yeah i want to counter the problem before it comes, im making a space game so im planning on having a giant ship as a boss, but that in itself harms performance (tested it on my friend's phone), so im trying to save performance for as much as possible in the beginning instead of going back and changing everything
I mean how are you even going to know that you've optimized enough when you don't know the full extent of the issue? it makes no sense to optimize until you know what needs to be performant and what doesn't
but it's your project, so if you want to spend more time going in circles trying to optimize things instead of making a working prototype, don't let me hold you back
I mean if you think about it, there's 1000's of bullets, spawning and destroying them can become performant, changing this just by 5% multiplied by all 1000 of these bullets would give me higher ceiling of what i can have in my game but it seems like quite a lot of work, i will probably try to optimize other things before i tackle the bullets haha
you're not going to know what you need to optimize until you have the full picture
it's easy to fall into the trap of going back over what you know or have done but that's not how games are shipped
ah i see, wdym by "thats not how games are shipped"?
games are shipped by making a working prototype first
and then making sure that working prototype works performant
until you have all the variables, you don't know which variables you need to adjust
ohhh i see, yeah i guess we would have to ship it first, thanks for the advice, I will look at it from that perspective then
it will cost me time but as you said, better to fall for the trap than to struggle
if it's your first game, you can't expect to make it perfect either
da vinci didn't paint the mona lisa as his first project
How do you get the controlled player pawn from a player controller?
get the project working, see what fails, learn from those failures, take that experience with you to the next project
isn't get controlled pawn literally a getter function?
seems so
guess im blind π
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_K2_GetPawn_ReturnValue". is an error I get when trying to possess a pawn.
your pawn isn't valid yet probably
what do you mean by that
wait why are you destroying the controller
its destroying the pawn
debug it
with breakpoints
you'll be able to see where it goes wrong
maybe the pawn hasn't spawned yet
even if the function executes, something inside the function could go wrong
its the spawn actor
What is the node called that swaps between each use. I cannot remember its name lol. Like swip swap or switch swap or something lolol. I don't remember.
flip flop
thanks lol
anyone help
GetPawn isn't returning a valid value. Can you show some of your code where this is happening?
I mean I said already that you can probably find the issue using debug breakpoints
hard to say what's wrong just at a glance
i tried but i don't know what to look for
you can look at values
if you hover over the values you can see what they are currently
at each step of the way
so if your pawn is null (which it seems like based on the error) you can see where exactly it returns nullptr
try to adjust the collision settings?
still
oh hello bp people!
if im in my hud bp.. how does one call a function on my main character?
what is the node for that
how do you spawn the hud
good question
let me see
assigning it here
as part of the world settings
then events on my character like this launch widgets that are in the hud
is the hud spawned already?
where is that logic?
in which class?
thats my hud class
yeah but in which class do you spawn the hud
the full hud or the widget
the widget
Use this node then cast to your character BP class.
so player character.. then cast.. then I can call functions?
the better way is to pass the player as a reference to the widget when you spawn it
that way you have a reference inside the widget that is always correct
is that the owning player here?
and always referencing the player for whom the hud is relevant
I think that's controller
but yes, same concept
Is there a way I can plug in a red delegate wire without having to drag it from the event?
create event node yeah
Oh ok cool. Create event worked. Thank you.
can anyone help?
hello all im trying to spawn coins within a box collision. the result varies from spawning within the box to spawning outside the box. how can i make it consistently spawn within the box?
box collision
result
just using the reg infinity grasslands template
Is it possible to create a function with wildcard variables? I know it can be done in C++ but can't seem to find a way to do it in BPs
How would i go about getting a collsion socket from 1 pawn, and getting a collision socket from another pawn, and move 1 socket to the other
I want to make a player mount onto a horse, I made a socket at the player butt where it would be on the horse, and i made a socket on the horse saddle where the player butt would be
Im trying to use attach actor to component but i cant get it to work, let alone make it a smooth transition
When i do "Get socket location", it prints out all zeros, so i was also wondering how to get the world location of a socket?
To get the world location of the socket you can use a transform location node
using the world transform of the skeletal/static mesh that owns the socket
its still printing all 0s
MountPoint is the name of the socket on the horse, this snippet is in the player bp
Just realised Get Socket Location already should return world-location
Are you sure the socket name is correct?
is it in construction script?
That's weird it's returning 0
So i set up the same code in the horse blueprint, and it prints correctly
hmmm
maybe its something to do with the mesh for some reason
It should return the same value outside of the horse bp as well, perhaps the mesh reference is not correct?
thats what im trying to figure out
I have armor on the horse, but its a different name so imnot sure
Its literally the same code and same mesh, i made a reference to the mesh in the horse bp then called it in the player bp, and its still not working
why is this so dumb
i cast to the horse and created a variable
thats in the player bp
thats in the horse bp
But how did you acquire the HorseV3 Reference?
Do you think it has to do with the get player oawn
i always guess that the object is til i dont get an error
That would get the player character
anyone know anything about this?
not the horse
oh my god
do I just restart or
then what should the object be
You need a way of finding the unique horse actor the player wants to interact since there can be multiple horses in the level
For example when the player wants to mount they will interact with the horse, that's when you get the reference either via a linetrace or something else
i understand what you mean
itll be a multiplayer game so that will be needed
but how would i have a seperate object for each horse
Linetrace returns a single actor
so if a player interacts with the horse, a linetrace would return the exact horse actor the player is interacting
assuming the linetrace points at where the player is looking at
Something like that
Assuming LM1 is the interact button
But it wouldn't be this simple, the player isn't only going to interact with a horse the whole game.
You need to come up with a logic on how to handle that yourself
What's the issue here?
I'm selecting on the inherited object, and I can't get its Details?
(details panel blank)
Ok i understand, im trying to get it to work rn
I can't reproduce the problem, works fine on me
not sure
download sharecast - it's free and easy to use screenshot taker - literally puts it on your clipboard - you hit CTRLSHIFT printscreen and then CTRL V in this window
You can also use win+shift+s
Can you please send what is written in the output log?
ding ding
Make sure when you download the animations from Mixamo, key all frames is checked
its also error
i can import only with skin
when i download without skin and import it to folder its error
Hello people. I made a little quest system for my game. Now I want to add the Quest. How do I instantiate the quest? At this point i derived it from Actor. It's actually just a data class without the actor things needed. Could anybody help me get that AddQuest node filled and working?
@light token If your quest is derived from Actor, then you'll just call SpawnActor with it's class.
Alright! So thats the best way. Thanks a lot going to try this out!
right so i want to make the guns ammo chamber and the charging handle to move when shooting
this is my current layout
i tried using a bonespace node and it didnt work
what node do i use?
That should just be animation
You can start an animation when you shoot, and let the animation tell your script it finished
so i have to animate it?
Yep
can animation BP do?
Or at least, that would be the easiest way I know
ok then
Yes animation BP should work just fine
alright thanks
But if its only shooting/reloading it might be a bit overkill π
I usually go for animBP when dealing with a lot of different animations that need to blend
Such as characters
ill go for animBPs
unless ill have to ill animate
also is there a layout or node i should use?
i never used animBP before
and i guess its the perfect time to learn it
oh
It still needs itβs own rig etc
so i have to animate it then use the animBP?
AnimationBP is the brain that drives animations based on the nodes and states
Is it possible to have one mesh in the BP attached to the rig on multiple sockets
eg. the mesh gets duplicated across all the sockets I want to attach it to?
For whatever reason the text is never updated (The print statement gets called) I don't understand what's wrong here. Any help is appreciated. I feel like i'm missing something obvious.
Anyone know how to apply damage via line tracing?
I have my own damage system so just replace Apply Damage with that?
exactly
Great, thanks
hey i need a help i have a scen in which it is evening but i want tht in my room the room should be dark and exterior it should be evening only how can i do that the room is geeting light of evening and it is a close room
blueprints can't fix your lighting
okay thanks buddy
I want to track a vr controller's position after pressing a button and do an event when it hits a certain location
Right now I am doing this by saving the old relative location on button press and comparing it to the current relative location and then using add and minus to change the location of the old relative location
this system seems to work fine, I managed to put a cube there on a button press as you can see in this video example
the issue is.. nothing is happening, like the cube test system works fine but my actual system does nothing when i move my controller to the good location
the levationcheck is triggered somewhere to keep firing every 0.3 seconds to check if i'm in the right spot yet
I'm just really confused why my cube test system works and my actual system.. doesn't
I would love to get some insight because i am quite stuck
the inrange float checks the current controller location for the value
it uses the old saved location on buttonpress with a add and subtract for the y and z axis
upper inrange is for y, lower one is for z
it seems to be related to the y value
when I set the y branch to false it works when i move up
When I set the z branch to false it does not work when i move to the side
So i've done this but when the line trace hits an enemy it doesn't apply damage, anyone got any suggestions?
You're going to want to connect "hit actor" from the break hit up to "damaged actor" in any damage
that works thanks alot
also the line tracer seems to have a bit of a delay on press? you have to hold it down for a second to get one to come out
what's interesting is that the y value works when it's in the plus/right but not when it's in the minus/left
can you post the rest of the bp?
not sure why
ok so its this thats causing that but i'm using this for the fire rate too
it was at 0.25 when it had the delay
setting it to 0.0001 = no delay
you shouldn't have to hold it down to get it to work, especially if its a timer
lowering the timer makes it so there isn't a delay between me pressing left mouse and the line tracer actually appearing
when I had it at 2.5 if I just clicked the mouse it wouldn't show I had to hold it
you could set up a sequence before the timer and connect the sequence to the timer and a call for the event. That way it fires instantly and starts the timer
how would that look?
So I did more testing and both values update fine, but my inrange bool just straight up doesn't work
even if it's as close as possible
moral of the story? i'm an idiot who doesn't know basic math and didn't know i had to reverse my min and max values when i subtract vs adding
π©
Also just check for me real quick, does the "set timer by event" node have anything in the "initial start delay" field? You can get it by clicking the arrow at the bottom of it
yes it does
And does it work if you remove it?
it's at 0 by default
that works, thanks alot man, greatly appreciated π
np
Any hints on how to change the aspect ratio of the cinematic camera? Basically this here returns f1.77 then f0.5 - so it keeps resetting the aspect ratio somehow.
funny enough it will return f0.5 then f0.5 if the camera if the camera isnt blended
or posessed, tried that as well
for a normal camera it works fine, but for the cinema camera its not working :/
Engine bug?
Nah, I think I found it out on how to do it with cinema camera
(for filmback settings - its missing the aspect ratio itself sadly, only sensor width/height)
And then set its members
Does GetWolrdRotation return yaw, pitch and roll in degrees or radiant?
degrees
+/- 180 except for pitch which is +/- 90 IIRC
Thank you, so in order to get radiants is okay to multiply by Ο/180?
I couldn't say lol. I haven't done much with radians
yes, but there is a node for that. it's called D2R
Oh fine thank you! Whatβs the left block name?
break rotator
Nice thank you Iβm oretty new to blueprint π
Doctwor Node
So if I post some screen shots later of the blueprints of an asset later could someone help me modify it do I can edit it the way I want. I'm not at a pc rn. But I would really like help figuring out the asset to use it the way I need it to
need help here, is there a way to put these two nodes together, thinking i will add more pickups later so I dont have to cast to each everytime i want to call the pickup
possibilities: (depending on how different they are from each other)
- make a blueprint base class for them and inherit from it (rebase the existing ones), this way you have common functionality in the base class
- make an interface (downside is it cannot have variables), but you are not stuck to the same inheritance tree
- make a component - can have common functionality, variables and is not dependant on inheritance tree either, but might be harder to extend / overwrite functionality (especially in pure BP projects)
i will try thanks
Those are parameters, just convert a scalar to a parameter
hey guys, how can i get the selections on a sphere trace like shown in this picture? new to blueprints
the values dont correspond
right click on hit result > break struct pin
how do i change it to a 2 value point
ohhhhhhhh
yeah i looked into enums but i thought its weird that the guy would do that if in that scenario hes only using 2 outputs
thanks guys
not sure where enums figure into the question tbh
think its cos visually similar :p
but the quality was rlly bad
not sure why people are asking material graph questions here either but w/e
You set the values. Do you understand what a parameter is?
yeah, parameters have nothing to do with the question?
unless you mean the cpp & out parameter, but again, that has nothing to do with the question?
one more thing while im here, i cannot at all find this set thing, its not a variable or something right? I think its something common that is just not something i can find after 10 mins of trying π©
im trying to set a camera to smoothly move between two transformation with a timeline, when I do this with lerp transform it looks like either keeps adding or maybe multiplaying the coordinates and it overshoots where its supposed to go
nah that's someone's custom variable @sweet birch
could someone help me with that
but it's probably using the Out Hit Impact Normal
so if you just make a variable and hook it up to that, it should be fine
material graph isn't the same as blueprints
This is how its setup and I would like the camera to stop once it reaches CameraTransform1
any reason you're not using set view target with blend?
woudnt even know im very new
thats so toxic
lol
<@&213101288538374145>
set view target with blend may save you the trouble if you're using two cameras. transforms can be iffy if they're not set to be in the same space
so itd probably better just to set up as many cameras as I need and use set view target with blend? I'm trying to make the camera cycle 90degrees around the character on button press
@odd ember whoops I responded to the wrong guy. The guy I was responding to was wondering why his parameter didn't have a value of 2000.
I'm gonna try this thank you for the reply and your time
:triangular_flag_on_post: BaBa#2667 received strike 1. As a result, they were muted for 10 minutes.
Woof
:no_entry_sign: BaBa#2667 was banned.
Thanks.
@trim matrix any further questions?
That sounds like a you problem that's easily solved with the volume knob. Please read the #rules and behave accordingly.
One thing to maybe try would be to change SetRelativeTransform to SetWorldTransform.
Depending on where you got your target transforms from.
Is it possible to convert inherited components when removing parent actor?
I think SetRelativeTransform is going to take your actors transform into account?
Is using trigger actors with blueprints better for level streaming compared to streaming/trigger volumes? Or does it not really matter (different method for same result)? I've heard volumes tend to break when publishing the game so blueprints are better?
sadly not as far as I know. BPs are lacking in refactoring tools
its the character's camera that would follow them, thats what I would want right?
Crap, thanks for the fast respons
It really depends on where you're getting the original transform from.
Yeah, this has bitten me in the past.
I had set up the cameras and took their location and rotation and made them transform variables
I just looked into how I do camera. I work with RInterp or FInterp and avoid transforms
assuming this is third person
The methods that you use to get their location and rotation is gonna change the resulting transform, and then how you use that transform is going to change the results.
It can be annoyingly fussy. Sorry. : )
Ok thank you both, im gonna experiment a bit thanks for the help
I'm relatively new to Unreal Engine and I'm using UE4. I've been playing around with the FPS project and was wondering how I could stop the bullet drop from the ball being shot out the gun. I've been looking at the blueprints but can't find anything blatantly exclaiming what causes the drop.
hey guys, can anyone see any mistakes ive made here? Ive been trying to fix this for hours and cant get anywhere.
Iirc, the FPS tutorial project uses physics objects as the projectiles.
So I think it's gravity that is causing them to drop.
It looks like a lot of your objects aren't initialized or set anywhere.
So like "Q2Message" doesn't appear to be filled out from anywhere.
Yup, found the gravity.
ah, i see. Ye, Ive been adding things like Q2Message as a variable on the left hand side. Im guessing thats not right then.
hello there, i was trying to make 2d noise and it kinda of worked but it make this weird shapes:
and its just a test, i know.. its spaghetti
Variables are 'slots' in a particular shape. They're designed to hold things - but they are not the things themselves.
Somewhere, that object has to be created and put in the slot.
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 ends:
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 a few times and i got this:
maybe I'm missing something, but what's the point of making noise in BP?
how do you plan to use it?
for sure i wont use it, i'll need to turn it into C++
Hi! I have a really complicated problem. I have a projectile which movement is controled by a timeline. My problem is start when i shoot multiple projectiles, because the timeline cant start a new track for another projectile, so the last projectile dissapear. Any idea to fix this?
In the first image, the red nodes are the BP's Event nodes. They define what happens when the event is called.
In the second image, those blue nodes are used to call the previously defined event.
So they're different sides of the event.
Red nodes define what happens.
Blue nodes define when they happen.
So if you had an event called SayHello, it's red node would be responsible for printing the word "Hello", and it's blue node would be used to decide when to print the word hello.
I mean I would maybe consider it for something like a material function in HLSL, but even in cpp I'm not sure how you'd make use of it? what can you make with noise in cpp?
oooohhh my god that makes so much more sense than what I was thinking
bless you
π
now I'm wondering if you can actually make heightmaps in BP for landscapes
would be interesting if true
does anyone know why its doing this?
ok i see. how would you go about creating the object?
It's going to be very contextual to your project and scenario.
without knowing anything, it could be you're only multiplying both values during a single loop, instead of a nested loop pattern for each axis
In your example, I have no idea what QMessage2's class is, so it's hard to say.
wdym
how do you know about making noise and not know about nesting loops
for (x axis)
for (y axis)
this is probably one of those things where straight doing it in the compiler is better, but is there a way to populate structure variables from a spreadsheet instead of manually typing them in?
just show me an example
I don't think so, but ideally if you need data from a spreadsheet you use a DataTable
it allows you to import a CSV easily and store it as a Map of Struct you can access later
you didnt
this @winged thicket
i appreciate that was a really dumb question sorry. basically Q2Message is a blueprint consisting of a widget that has some animated text. I am trying to press a button - Q2Button - and have the animated text pop up -Q2Message. At the same time, i want the button to also activate some moving targets. So i gather thats why im having the issue of nothing working becasue i have tried to pull them by adding them as variables and picking them in the drop down menu. When you say create, so you mean somewhere in the current blueprint?
yea i didnt think so and I've done this quite a bit was just thinking a copy pasta instead of hit "new" type variable would be very efficient but anywhoes
πΏ
can you explain? you just said for (x axis) for (y axis)
for (x axis) {
for (y axis) {
// do stuff here that references x and y axis. This will go over all possible values of x and y.
}
}
(Simplified)
yes taht
Ah, OK. One sec!
I am also now learning about nested loops π https://www.youtube.com/watch?v=H7frvcAHXps
This video looks at nested loops, i.e. a loop inside a loop.
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yeah I mean a google search for the term would give you much better explanations
OK, so here's my understanding of what you're trying to do.
- you have a button
- when you click the button, you want to show some animated text and do some other gameplay stuff
There's two ways to do this, you can make the animated text part of the blueprint with the button, or you can dynamically spawn the animated text when you click the button.
precisely
So does clear and invalidate just permanently kill the timer? I want to kill it and re start it over and over but it seems to only work once. I added do once with a reset to try to stop it from deleting it again for some reason and it didn't work. Any idea how to stop a timer without permanently stopping it?
I would disagree that y would be the columns xD
i also think he's putting x and y in the wrong places in that video
I would probably make the animated text part of the main blueprint, and just have it be invisible until the button is clicked.
Then, all you have to do is change the animated text's visiblity.
And it will pop into existence.
so i need to make a loop for Y axis and a loop inside it for the X axis? i've watched a tutorial from the same guy and i dont think he did that
trying to get a target like shown on a set variable here
im so confused
cannot 
yeah, that way you go over all values
So right now, you have two widget blueprints, right?
One with the button.
One with the animated text.
Right?
these are what i have currently. Im working mainly withing the Q2_button_bp to execute everything
but i did:
loop X, end = do n Y (50), and loop X again,
and when looped Y 50 times it print the mesh
isnt that the same?
OK, is the animated text supposed to appear near the button (as in, there is one piece of animated text per button), or is it in the middle of the screen, or is it displayed in the 3D scene near the targets?
As always, the best way to do something is going to be extremely contextual to the specifics of your scenario.
nope. but also, try it and see why it's different
ok i'll try a nested loop, 1s
this is how the scene is generally set up. im hoping to duplicate this process for around 8 different buttons
Yes. If you call StopCardHover your timer will completely stop. You can pause timers.
(diagrams are great!)
lol π
Hey bro I understand your trying to help people but can you please post that in #cpp
Last guy got banned for this
worth a thousand words or something is the saying
if i wanted to have a moveable tripwire type thing attached to an enemy (follows it) would i do the trip wire as a seperate BP and somehow have it follow the enemy? Or would I do it as part of the enemy?
So in this case, because you have basically one place you want to show the message. It makes the most sense to have a single 'MessageDisplay' object that is in the map (like your button is there) but have it be hidden by default, and then have the buttons tell it 'Hey! Display your message now' and have it become visible.
(I do not know why this discord decided against letting people make threads, it really makes these channels much more confusing)
How... would a tripwire follow an enemy? Like, is it attached to the enemy's foot?
Do you a diagram?
You want a diagram? ok one sec π
100% yes sorry didn't know that kind of content was not allowed on this channel, many apologies.
maybe a motion detector would be a better word
and thank you for pointing that out actually.
@halcyon grove Hey man don't worry about it I'm just looking out for you
@woven wing
yea i really really appreciate it I use this discord a TONNE
He didn't get banned for posting in the wrong channel, he got banned for posting obscenities after a mod told him to move.
tripwire following you around sounds like low key horror
like no matter where you go you trip
So, don't worry. You're not gonna be banned for posting in the wrong place as long as you're not a huge asshole about it.
: )
basically like there's a device attached to the enemy that displays a laser beam coming out of it. and if it detects you you get discovered
the message has two different animations, one for transitioning onto the screen which im guessing with ur method could be deleted, and one for if the correct target was hit (part of the text changes colour to reveal the right answer). with the 'MessageDisplay' thing you mentioned, can i still keep the animation or is it just for revealing text?
i wasn't sure if i do the laser seperately or not.
yea the video was more about theory than straight "c++" but still it's not worth a ban for me
Oh neat! OK. Hmm - I'd probably make it a component - because then the laser could be reused between enemies.
Nothing wrong with responding to something that is on topic with a video that is still conceptually on-topic.... My 2 cents anyway.
this is kinda cool ngl
The idea that I'm proposing would be to have an object that is always in the scene that handles displaying and hiding the animated text.
Whether or not 'the object in the scene that handles displaying and hiding the animated text' decides to display that text with an animation - that's up to you, it totally can, it could not - it's entirely up to you.
Oh that's a good idea! I'll look into that. :)
Thank you! :)
π
do foreach x, for each y, random height (x,y)
π yes I believe so
wdym random height (x,y)?
ok i'll look into this more. thanks so much for explaining all of this to me π
making the same shape
Good luck!
@odd ember its making the same shape
X and Y are floats, but i save the locations in vectors so i can make a mesh with them
you should multiply instead of adding
at least from what I can see
on the noise that is
something so weird happening, it sometimes give me this, and the other times give me this: there is no middle point
I assume perlin noise has a random element
and that element is sometimes 0
but the first result is more correct
the issue you have is that your values are getting duplicated
so probably your loop setup isn't correct
but doesnt it just give me a value between -1 and 1
0 is between -1 and 1
i mean the duplicate part
so for each x value you go through the entire row of y values
yeah so you dont have a nested for loop
it seems
i do
where?
the for should be next to each other
whats the diff?
setting values inbetween may result in errors
basically the only thing you should have between them is for x (set x to a variable) then for y (set y to a variable)
then do your logic
otherwise the logic that you execute in the first loop only happens once per row
thats the point, once per row
every new row
Y
settings Y and moving it
and when i move it from there it still do the same thing
why are you moving Y?
hmm? cuz its 2d?
ok here
moved them
but it still do the same thing
here is all the code
maybe we're just moving so fast so it looks random?
nope
just copy the code I gave you
which one
did you not see the screenshot?
yes
that's noise
where is the 1d perlin node
you dont need one
in this case just multiply it by a random value
that's still noise
I don't know what it does tbh, or why it needs an input
you took a random float in range and perlin'd it
correct
it's just a smoothstep on a value
you just took a random value and made it random it
so what I gave you should give you perlin noise as you'd want it
In the fifth part of my Perlin Noise Tutorial, I demonstrate how to use two-dimensional Perlin noise in a p5.js sketch.
π» Code: https://thecodingtrain.com/learning/noise/0.5-2d-noise.html
π» Code (web editor): https://editor.p5js.org/codingtrain/sketches/2_hBcOBrF
π₯ Next video: https://youtu.be/D1BBj2VaBl4
π₯ All videos: https://www.youtube.com/...
watch this video
..
Wrong.
just took a random value and did some math and at the end its still random
That's RNG, not Perlin Noise.
Did web coders misinform you that much?
looks pretty perlinesque to me
he did: random float in range - 1d perlin noise
so its just a random value that is perlin'd
noise is just random values
you do understand this right
afaik perline just smoothes the transitions of noise, much like in the screenshot above
ya, but when you just put a random value in it, it does nothing
For all I care, there's also "1D Voronoi"
that's not true
Or should I say, "voronoise"
it is true
there's also
watch any video talking about it
you have to start with a value, dig?
Seems like there's some web coder misunderstanding going on here.
I know web coders are guilty of mixing up terms.
this is literally the formula for perlin noise
literally the dude in the video uses random
In this video I discuss the concept of "Perlin" noise, how it differs from regular "noise" (i.e. randomness) and how to make use of it in Processing.
The Nature of Code
http://natureofcode.com/
Twitter: https://twitter.com/shiffman
Read along: http://natureofcode.com/book/introduction/#intro_section6
basically he says it's value that goes between 0 and 1
ok good, that's exactly what you're looking for
you have to pick random number and make it go up randomly and 1d noise it and its gonna be smooth
that's exactly what I did
IT NEED TO GO SMOOTHLY
and it is smooth
can you make it go higher?
Smoothstep algo isn't enough for you?
I mean the perlin node literally handles the smoothening for you
I don't see the issue
all I did was input a value
I don't know why you're arguing when you couldn't even figure out what a nested loop was half an hour ago
I mean
Actual clouds
crazy innit
Of all the time I worked with web coders, they're often guilty of mixing terms up for the sake of simplification, but something like this happens when they (forced to) branch out
the values you made are so high that there isn't enough space to smoothen them out lol
what do you expect
0 on one node 10k on the next
I mean
try lowering the values a bit to see if you can get consistent results
We finally unlocked the secret of modelling brushes and fur in engine
lmao
groom TDs rejoicing everywhere
Noise is also random, and in many cases of 3D object spawning, it doesn't matter which noise algo it used.
Now, there are fringe cases like when you want to make sure the actors spawned isn't too close to each other, but that's a different story.
here
look
it looks smooth but its random and cuz a mesh is printing it looks smooth
my pc cant do better than this, and its so big
and is random
and in the video he didnt do random
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/Time/GetTimeSeconds/ try with this node
Get Time Seconds
he made a var called T that he change it every tick
he did random to show us whats the diff between random and noise
(seconds) it does everything in half a sec
@odd ember @icy dragon
so..?
do i win?
I dont even know how to google this but
how would I make it on a widget so that you can't navigate with keyboard on certain buttons
basically i have an inventory menu, i want the keyboard or gamepad to skip the items that have zero items
and only navigate the ones that have >0 amount
or how do i even google this lol
Safe to say we agreed to disagree on you.
just disagree or do you have anything to proof it?
Agree to disagree, because you responded corrections with slight hostility, it's just not worth correcting you further.
Wherever your navigation logic is, just check which widget you'd be selecting and, if it's invalid (because it has no items) test the next one. Keep doing that until you get a valid item or you've looped around to your current item.
you both were rude the whole thing
^
and btw, i just didnt know the name
I keep getting this error after I moved my FL to another folder. Its just a Bind on event function so that I can accept or cancel a menu action:
use frac on it
and we're trying to help you and you were being rude about it
so I don't know what you want
Did you move the files outside of unreal?
Because that looks like a broken reference.
I moved it from the root content folder to my custom plugin content folder.
OK, but did you do that in your windows File Explorer or in UE's content browser?
Content browser and then fixed up redirectors and saved all
OK, then I'm not sure what has gone wrong.
But I expect you'll have to rebuild that binding.
Hi everyone, i need some help, i was making a fire system from a tutorial and its have a animation. I did everything and call fire event in my shoot system but animation is not coming just my character is swinging
https://cdn.discordapp.com/attachments/225448446956404738/893266346203312148/2021-10-01_01-40-02.mp4
It was fine for the first two editor opens, but then it just broke on the third. I tried getting rid of the two functions, but the delegates are now ghost and are haunting my scripting lol.
oooh thank you - im just using the default navigation, so I'll implement a custom one
ok im sorry about that, you were calling me stupid from the start, and at the end you just told me to use a random float in range, and when i said you didnt even use perlin noise you just perlin'd a random float, the red line is random float - 1d perlin noise and the blue line is normal perlin noise
thats the diff
I don't know what 'Default navigation' could refer to when you're talking about selecting widgets in a grid or something - but good luck!
you just take a random float every tick, so its just random but remaped
It means it works out of the box. You just set the widget to have focus and then gamepad/keyboard works automatically.
You can navigate and press enter / A to click
Can somebody help me pls ? π
with?
Hi everyone, i need some help, i was making a fire system from a tutorial and its have a animation. I did everything and call fire event in my shoot system but animation is not coming just my character is swinging
https://cdn.discordapp.com/attachments/225448446956404738/893266346203312148/2021-10-01_01-40-02.mp4
That is my problem
If you dont understand my problem i will send another video π
whats wrong? everything is working
Ah, OK. Sorry, I've never used the widget focus system. My bad.
My animation is that
But animation is not working
Its have to work
But probably its a blueprint problem
Its playing
But not true
"not true"?
Watch that
This seems to be more of an ALS issue π€
I need to whip out my project that used my own animations on top of ALS, and see how I used them, but that'll took too long for me atm.
I watched a tutorial
Though IIRC, what I did is basically change the upper body overlay with the shooting anim montage.
Which tutorial you're following now?
In this video, I am going to add a upper body animations in the advanced locomotion system v4. There are many way to add the upper body animations, but I think this method is quite easy and the result is quite good (except for the spine's rotation because the spine of the firing animation is rotated to the right, if you find a animation that the...
Go step by step through the code from when you press the fire button to where the animation is played, and make sure you've got things right.
I will watch it again π
hey guys for throwing objects or adding impulse how can I do a stronger impulse based on how long an input has been hold for example the left mouse button was held for like 2 seconds it will be a weak impulse or throw but if we hold longer we throw stronger?
And make sure that you understand what you're doing, not just copying what someone in the tutorial does. You are probably a bit over your head right now.
Yes
Sure, just increase a multiplier value when you hold down the button, and bring the value to multiply the impulse when you release it.
Get time on button pressed. On release, get time again, check the time difference between them, use that to scale your throw
Or you can use a timeline, it'll effectively do the same thing
this is my code currently basically its a function with adding the impulse to the object based on the pawns camera forward vector but how can I manipulate the throw distance variable I have based on how long it has been held
oh ok
The simplest way would be a timeline with a float track outputting the throw distance
This is an okay approach, but might get exploited when there's a slow motion/bullet time mechanics.
You can get the time with time dilation
Or without, however you want. Or you can just use a timeline, there's a million ways to do it
I think adding with world delta seconds is more fool proof than simply using system time (which can fail in more ways)
Yeah, that's how I'd do it.
why is this happening? 
https://cdn.discordapp.com/attachments/847253861403197471/893276767647838228/tz3nsBBLxF.mp4
It is a very bad idea to make something like this dependent on tick
Hey im back
like it doesn't let me rotate, but it always goes back to where it was 
Are you talking about summing world Delta seconds until the key is released? Bringing tick into this? That sounds pretty janky
But then released button event only executed in next frame, so...
Due to how Unreal waits for a game thread to finish before moving on to the next frame.
Yeah, it would work fine.
thank you this worked.
It's unclear what you want to achieve here.
nvm, i'm dumb.
this fixed it
it just reset every frame of course
because i didn't add it to anything

That's not the case really?
And remember, Timelines tick.
I know they do but why the hell would you be summing delta t instead of just using a timeline? That seems so ass backwards
World Delta Seconds put Global Time Dilation into consideration
Timelines do that too.
And so can a timeline. So does get game time.
Also, correct me if I'm wrong, but in the event of one translating the code into C++, timelines might not exist and has to come up with curve like setup.
Oh yeah, curves.
I mean all a timeline is is a little object with curves in it that can tick and go forward and backward and reset.
I think curve assets is another option, though it might not be as elegant.
my goal is to rotate an object by any arbitrary pivot without using the transform gizmos. in this case, the camera is a child of the cube. how can i replicate this behavior with blueprints?
Is there any compelling reason you can't use the hierarchy?
Like... just make your cube the child of whatever.
Compose transform
You can make a transform that has your offset and rotation in it, and apply that to the cube. You have to think really carefully about how you do stuff though.
You can also do it element-wise like this
https://answers.unrealengine.com/questions/42605/how-to-rotate-around-an-arbitrary-point.html
yes i have my reasons for doing this
i see..
the top level answer won't apply any rotation though, right? like, it'll change the location as if the object rotated, but the actual rotation of the object would remain correct?
umm so i made a blank ue4 scene, and added a spring arm component & a camera into my pawn - and now i wanna use the scroll wheel to change the Target Arm Length on runtime...
So i can zoom in and out using my scrollwheel
but whatever i do, it won't budge.... If i change the target arm length on runtime, nothing changes π¦
even this doesn't do anything
not even for 1 frame or something
What kind of variable is CameraRotate?
And you are printing to make sure that it gets to there and it casts to the camera class right?
Maybe print the camera component's location during that stage as well.
Just to make sure it's actually changing something.
i mean- i guess i can switch out the spring arm component with an empty static mesh or a cube or something - and then just manipulate the local X axis of my camera....
But idk 
Hi
I think you skipped one step, but I'm not sure which...
If the camera location moves right, I'd check to make sure that your character actually has it's view target through it.
Im making a bullet hole system with line trace i couldnt find where do i need to spawn it
Can i get some help π
The spring arm length should work regardless of it taking inputs or not...
hm.... this works... 
welp whatever, i probably didn't set some option that enables the spring arm component in my pawn...
Since i'm not using an ue4 premade thing, but i made everything from a blank scene
Can somebody help me pls ? π
See #rules no. 2
I though nobody see my message
I writed it because of that
well or nobody knows how to help you / you didn't adequately describe your problem
uh.... this makes sense right?
because nothing is happening.... but this should work? 
this is the timeline btw
lol?? 
event tick doesn't work??? 
huh.
it seems to be an unreal engine bug that appears with newly created character blueprints... wtf...
i guess i'll just launch a third person character template, copy the character pawn blueprint over, and delete all the objects & nodes to make it work 
nvm, turns out i gotta recreate my project 
Rotation isn't affected by the offset.
@winged thicket
this is just one level, but you could layer it with multiple levels based on size, for more variety
finally it worked, ty
my problem was here, i was perlining them after * and +
there is somethings you forgot to add to your code: a var that is changed every row that X get reseted to
so its not the same row but with Y changed
Y/X need to be randomized at the start
otherwise you'll get the same shape no matter
... that's what I said about adding random noise. in reality you need a seeded approach
but that's outside of the scope of BP
the perlin node itself should handle seeding
well, you could take a random value at start and set that as a seed value to use, then multiply it ontop of the perlin values
Anyone have any good resources or videos for learning blueprints in UE5? My brain is fried from trying to understand enemy movement/detecting player stuff from a video I just watched and would like an explanation for dummies video lol
Problem 1 : You can fix this by setting the collision parameters on the sword to ignore Pawns.
Problem 2: Why not set the transform directly? If you remove the velocity on the object it should stay in the right position.
Problem 3: It seems likely that the object's 'Hit' event isn't being triggered by the collision with the ground. It's possible that static collision has it's Query off.
Hmm... I haven't seen any good UE complete beginner tutorials.
We don't have a Brackeys for UE.
Ah that sucks. Guess Iβll just figure it out as I go then. Iβll try again tomorrow
Any tips on how to make an UMG Widget which displays multiple quest details in a list? Should I use a wrapbox? How do I start off? I'm very new to UMG.
You'll probably have better luck over in #umg
This channel tends to be for gameplay blueprints.
Oh Sorry, I didn't knew that existed! Thanks a lot
No trouble. Good luck!
Is it possible to have one actor within another one? I made a button actor and want to use it in a couple of different actors, wanted to know if there was a simpler way to do that.
You can use a Child Actor Component.
But they tend to be... fussy.
yeahh it kinda seems like it. Is there a way to override a function in the child actor?
You can respond to an event from a child actor I think.
But I don't know if you can get automatic hooks the way you do with regular components.
Ohh okay I see. Is there a node for that? Or is it something more complicated.
You can override aswell
Well, like any other event, with a handle on the actor, you can access the event.
I don't think you can, not without subclassing.
Are we talking about another child actor than from sub classing?
I believe we're talking about having, say, five instances of the Button actor - and wanting to do different things when the buttons are clicked.
Thats possible aswell
Requires some extra magic tho
And its not overrides really
You could extend the buttons with a secondary claas tho
Or just... subscribe to the click event.
Y
Which is the better option.
Thats what i had in mind when i said extending it
But in this case, why would one not just sub class it ?
Because that would mean making five subclasses?
Seems unnecessary.
When you can just subscribe to the click.
What's gonna subscribe to it ? The same class 5 times? Because rhat takes us back to square one
And if its 5 different classes, unless you for some reason need them to be very different , doesnt make much sense imo
Nnno... you have five instances.
You subscribe to the click event in each of the five instances.
Now you have five events in the main blueprint that you can do stuff with.
Doesnt sound very reusable at all but maybe im not seeing the big picture here
Dont know to much about the use case either
I'll try to show u guys what I'm trying to work on
I have a button Actor that, when pressed, runs an event that so far only plays a sound. I want to import it into another actor that allows a function when said button is pressed
Same instance of the button, or a new one ?
I would assume a new instance. I'm likely going to use this button actor multiple times, but it will have a different function on the Pressed Event depending on where I use it
I would personally use a interface event. I have one called "World Commands" for this particular issue, since I want actors to behave differently.
I make the "Actors to Trigger" instance editable and then implement the interface into the actors and hook that into whatever function I want them to trigger
Subscription or hardreferencing would probably suffice
can also use soft references, this case I'm using hard references since I know both will be loaded
ohh okay, I appreciate the example. From what I'm hearing, subscribing to the event seems like it could be a good option, I'm just not too sure how it would work.
Subscribing in my opinion is a bit more work that you don't really need. I'm not doing it in my personal case because I'm doing a open world game and for a button, I assume you would then have the other actor subscribe somewhere around Begin Play and if you have several hundreds, it might increase loading times but maybe not
So you can access their spawned actor, cast to the class, and subscribe to the event.
You would need five such structures for five buttons.
This way your buttons are generic.
And you only need the one button class.
No subclassing required.
Subscribing and interface both achieve the same thing honestly, guess it's more just preference
where'd the 5 come from anyway, did i miss a post? π
π
different actors, not several buttons tied to the same actor as i read it. Anyways, 2 solutions has been proposed
ofc. Thank u three I appreciate the help a lot.
Main differences I see is that interfaces need you to do a For Each Loop while with a subscribe you can just call it and all the actors subscribed will trigger without a loop
I find subclassing and subscribing both very helpfull to their own use cases
yeah of course, all these ideas have their time and place
In this case, having a class per button seems excessive.
if the button is only supposed to do one thing, i'd say its better practice to subclass them
tossing 'all' that code into a singular bp can become messy
isolating them makes alot of sense to me
Yeah I'll definitely have to google it and research more later on
And does the Bind Event to node work with custom events that I made? It doesn't seem to be appearing in the search
Yes, it does.
Yeah, there's a small red box on the top right of your custom events
Just like this
Ah, you want to create an "Event Dispatcher" in the button Actor BP.
you must make a dispatcher event , or somehow bind to the click itself by getting the reference to what would be clicked(since that would have its own dispathcer)
And then, in the "Press" event, call that dispatcher.
In my dummy example, I'm just waiting a few seconds before calling the dispatcher:
But the principle is the same.
If you don't see it, check if "Show Empty Sections" is visible
Ah okay I see it.
Yep this is exactly what I needed it do. Thank you three I appreciate it a lot.
π
Why is this blueprint giving me this error? I don't get it...
https://blueprintue.com/blueprint/xo4vtfbq/
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Blueprint: CoinTreasures Function: Save Quests Graph: SaveQuests Node: Add
Array Length also gives this error.
It even happens when I use the Make Array method and use it. Can't I use arrays in pure functions?
@light token If your Quests array is an array of pointers, make sure to IsValid them in the loop before trying to get their ObjectClass, or Progress variable.
Alternatively, you can also just call Remove on the Quests array with no input, that'll clear out any invalid references.
Before the loop I mean.
@maiden wadi The problem is not with the Quest array. It'with the Quest Structures array
When I remove the Clear node
and retrieve it's length and call print. it also gives this error
I should have been more clear on that sorry
That's odd. Is that a function local variable?
Yes
It would be more easy with actual context as in a screenshot π
I'll do that right away
But yes it's a local variable. Should I make it a blueprint wide one?
Should not need to.
hmm it could be the problem
since it trows the local variable away but savegame still needs it/
is the savegame object you inputed valid?
yes

wierd
well have you tryed to simply the problem to debug it
like taking away all extra code
I think your Unreal is drunk and doesn't understand what it's trying to error on. Nothing in that function is wrong with the use of your arrays beyond missing validity checks on pointers.
just leaving add to quest structre, get quest structure
Well I would for sure start using breakpoints
yes I did a length print on the quest structure array and it immidiatly gives that error
i removed the clear node
and put it there
Even if you disconnect the Loop?
i'll dive in using breakpoints, never used it before
yes even if i disconnect the loop
I also restarted UE
Are these blueprint or C++ structs?
Blueprint
aside the point but if this is quest structres array is a local variable why do you need to clear it?
