#blueprint

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maiden wadi
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At this point I'd purge it with fire and remake the function with a slightly different name.

trim matrix
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yea sometimes unreal do be like that

light token
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I want to make sure it's empty

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But I guess it's always empty

trim matrix
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yea lol

light token
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I remade the function but it gives me the same error ๐Ÿ˜ฆ

timber knoll
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Did you get rid of the clear?

light token
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yes

timber knoll
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  • you said you are using it as a pure?
light token
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I don't really know what a pure is. This is a function not a custom event.

timber knoll
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The checkbox when you click on your function

trim matrix
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worry did you check the box that says Pure

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to make the function a pure function?

timber knoll
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That should be set to false for something like this

light token
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Ah now I see

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no It's not a pure function

timber knoll
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Ok good

trim matrix
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So did you try to make a different function, and use a different struct?

light token
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It's in the level blueprint

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maybe thats the problem?

trim matrix
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tbh prob lol xD

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Idk why exactly that would be an issue but being in level bp always a problem

light token
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Ok I'll try to make that variable a level blueprint wide one

timber knoll
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Yeah it shouldnโ€™t be the issue

light token
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Oh ๐Ÿ˜ฆ

timber knoll
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But just avoid levelBP in general

trim matrix
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yea lol

light token
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Alright didn't know that.

gentle urchin
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There's no property flag on the array that could cause this right?

light token
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Nope

maiden wadi
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What function line calls this function?

timber knoll
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I would also just get rid of the local variable since it could be having initialisation issues

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You can just use the quest array yoi have

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Clear it and then do the same thing without set at the end

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Makes it more readable as well

light token
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I made a level blueprinnt wide variable

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and it still gives the error

trim matrix
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Just to be clear, you tried this?

light token
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@maiden wadi

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Not exactly that

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will try that

trim matrix
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do that please

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and do this

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put the function

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to run

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first thing on begin play

gentle urchin
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Even if the array was empty tho, It shouldnt have issues with the loop should it?

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I'd expect it to just instantly complete, not executing loop body once

timber knoll
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It will skip body

trim matrix
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yea

timber knoll
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Like normal code behaviour

gentle urchin
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So even if its empty, it shouldnt throw an error

timber knoll
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Correct

light token
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Gmm

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yea know it's returning 0

trim matrix
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ok good

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so we know unreals not just being super drunk

light token
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lol

trim matrix
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now start layerinf bits of code back into the function

timber knoll
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Wait a second

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Are you sure you are not using a delay while looping through this array?

light token
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yes not using dely

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ay

gentle urchin
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Just to have things clear, who is calling this function, and when is it called?

timber knoll
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When is above

gentle urchin
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Im seeing SaveGame ?

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But what calls the SaveGame event

timber knoll
light token
gentle urchin
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As long as its nothing crazy like construct or something, sure

light token
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and Check Autosave is called every tick

gentle urchin
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o.O

timber knoll
# light token

Okay first of all, always use a boolean or something before saving

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You want to make sure your last save completed before starting a new one

trim matrix
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have you tried this?

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my names are way different, but i think you can see what i mean

timber knoll
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It serves no use in his case

light token
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OK Ill try that @trim matrix

gentle urchin
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I'd also remove the check autosave, and put it on a looping timer but thats not really important

light token
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Ill write that one down

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@deep phoenixa the Array Set method is working fine

trim matrix
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ok and the codes running in the inteded spot right?

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not on being play like i said todo before?

gentle urchin
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Is it just one error, or do they keep coming for each autosave?

light token
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yes

trim matrix
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good then

light token
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Ill let it run for 60 seconds

gentle urchin
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or reduce autosave time to like 5 seconds ๐Ÿ˜„

timber knoll
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I would check this: cast to your player and print string in for loop body (quests array)

gentle urchin
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if it only happens once, chances are that this is called pre dependency initializion

light token
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@gentle urchin it happens every time

gentle urchin
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I'd say that's good, in this case ๐Ÿ˜›

light token
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@timber knoll Quest array or Quests Structure?

timber knoll
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Ignore the local array

light token
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ALright

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Ill add empty struct maybe that works

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Yeah an empty struct is working

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wtf

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so it must be with the thing coming out of the for loop

trim matrix
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yep

hushed hinge
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is there a way for me to make a button look like its being pressed from blueprint?

I am triggering an ability from blueprint that can either be done by a clicking the button or by pressing the hotkey and i want it to look pressed either way

light token
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its the progress thing

timber knoll
hushed hinge
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i was thinking about potentially setting the style when its pressed

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but not sure if that would work

timber knoll
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so you have your functionality in place

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and just need to fix the struct that you add

light token
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Yeah

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The problem is with the progress integer

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When I add that it starts to bug

trim matrix
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lol is that what the error means

timber knoll
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do all of them have the progress int?

light token
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Hmm let me check

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it's on the parent

trim matrix
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the problem would be then an invalid reference in the array prob

light token
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I might not have set it on the child class

gentle urchin
trim matrix
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do that

timber knoll
hushed hinge
timber knoll
light token
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yeah

gentle urchin
light token
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I can't set progress on construct it will break

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my gameflow

timber knoll
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no you shouldn't

light token
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but if it's already initialized by the parent I shouldnt need to do that

timber knoll
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if progress is a variable in parent

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it will exist in child as well without an issue

light token
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yes

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oke

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now why is this a problem

timber knoll
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but try what morgana said

hushed hinge
trim matrix
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yea try that

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if you see a false print

gentle urchin
trim matrix
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its just invalid index in the array

light token
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Alright sorry missed your message

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will try that right away

hushed hinge
trim matrix
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400% thats it

timber knoll
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long live C++

trim matrix
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sometimes those error msgs are misleading

gentle urchin
timber knoll
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haha it's alright in blueprints

hushed hinge
light token
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it's false

hushed hinge
timber knoll
trim matrix
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yea

light token
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ahh

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damn

trim matrix
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Bruh i hate those error msgs, i immeditly thought it was this but then got distracted by everything else going on

timber knoll
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so basically you were creating structs from data that no longer exists

gentle urchin
light token
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AHhh I think I get it

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I delete the quest item after it's added

gentle urchin
trim matrix
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Barry, its best practice to always check if a reference is valid before using its data

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do that from now on lol

light token
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I will, thanks a lot!

gentle urchin
light token
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Ill die into this right away. Thanks for your help I hope I can solve it now.

hushed hinge
light token
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Found it

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I forgot to connect a node

timber knoll
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happens ๐Ÿ˜…

light token
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wtf, so much thanks guys I was banging my head against my desk

timber knoll
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just keep that valid check in there

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always a good idea when saving, to make sure you don't corrupt data

light token
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Will do

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It's even saving well right now

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I've been busy with this problem for 4 hours now

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time to take a break xD

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Thanks again, can't thank you enough.

hushed hinge
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is it bad to store the game mode in a controller rather than fetching and casting it every time you need it?

trim matrix
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no thats fine

urban aspen
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Hey. I have an issue that is bothering me, maybe you can help me ๐Ÿ™‚ I created an actor and an AnimationBlueprint for him. The AnimationBlueprint contains a state machine for an idle animation. The character contains various movement logic and flags his variable "IsMoving" to true when he is moving. The animationblueprint checks this variable and switches between moving and idle animation when this variable is changed. Now I'm getting into behaviour trees and let this charactor roam to random locations. Im using the Task "MoveTo" but then the character of course wont start the movement animation because the variable isnt touched. I now created 2 tasks as a workaround that are casting the character and setting the variable to true. So Im using 1. task start moving animation. 2. task get random location 3. move to 4. end moving animation. It is working but I have a feeling that there is a better way to control this, but I just dont know it^^

azure smelt
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Quick question, Are there inherit problems with copy and pasting blueprint nodes when taking them from a project?

urban aspen
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Thats so obvious..... I'm a bit ashamed that I didn't come up with it myself.... Thank you ๐Ÿ™‚

sonic pine
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Hiho i have a very specific question about character stats.
My Character Stats are still working in the CharacterStats_Widget but there are some bugs.
For example my character will start with a Max Health value and if i open the Widget the new Max health will be set, thats why i try to calculate the Stats in the CharacterStatsComponent or in the Character_BP.

My Problems with calculation in the Character are:

  • I cant view the Stats into the Stat_Widget
  • my regeneration will not work correctly
  • i cant use BHealth (Base Character Health) i can only use Max and Current Health
  • i will get some errors if im not CastTo CharacterStats
  • CastTo CharacterStats will get a warning (will always Fail)
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My final Question is:
Im using the Character BP, Character Stats_Widget and CharacterStats_Component (All Calculations Weapon + Armor + Skills = StatAll (Vita_All) Vita All will be caluclated to Max Health and Physical Deffense .
Is that a good way to calculate or should i use an other way?

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If the Question is too big to answer here pls PM/DM me so i can explain better ^^

gentle urchin
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Widget should not do any logic beyond showing stuff. So in this case i'd say it'd make sense to create a delegate in the char (or component since ur using that for calculations), for whenever a stat changes

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Basically
BeginPlay -> Create widget -> Bind to all relevant event dispatchers (health updated, attribute updated etc)

Then whenever you do any of these changes just call the delegate! Possibly also directly return the new value of it, if it makes sense in that scenario

sonic pine
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ok

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i have 2 different Character Windows the Overlay where the Player can see his health- Mana and EXP bar and a seperated windown opend by pressing C

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and the C window will not get the Values

gentle urchin
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Same idea really

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just bind the C window to the relevant dispatchers on creation

sonic pine
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i think, i did^^
This was logic in widget

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and now nothing ^^

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I "linked" the character Stats (C Window) as Text to the value

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This is what i did in the Widet directly and it was working

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And now im casting to but

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I think my problem is the communication between the charater and the Widget (Send calculated stats -> Widget as Text)

gentle urchin
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This is what i mean;

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Lets say your Pawn has the health info, and pawn creates the widget

sonic pine
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ok

gentle urchin
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In said pawn, you'd make a dispatcher

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With some sensible name

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It's setup with inputs in this example

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What we wanna do is to bind up the widgets updateHealthDisplay event to this dispatcher

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to do that, we need a function with a matching signature

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In the widget, we create said function;

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Now, to bind it up to the dispatcher, we drag and drop the dispatcher into the event graph in the pawn, and select "bind"

sonic pine
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oh ok

gentle urchin
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Since pawn creates the widget, the binding is fairly straight forward

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create widget -> bind to delegate -> Create event , and select matching function from the widget

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(dropdown list will update automagically)

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Now that the binding is setup, all we need to do is call the delegate

sonic pine
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wow ok a lot of new stuff ^^

gentle urchin
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This delegate must be called whenever the health value in the pawn changes

sonic pine
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ok thank you !

gentle urchin
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To avoid missing it, one could encapsulate it in yet another function "set health" in the pawn, which only job is to set the new health value, AND call this delegate

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you can easily connect several widgets to the same delegate ๐Ÿ™‚ It will fire to all of them

gentle urchin
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Hope it helps.

sonic pine
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ofcourse ^^

gentle urchin
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Ofc, this would probably require quite alot of work for you x)

sonic pine
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thats no problem im here to learn ^^

gentle urchin
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but you can combine them to a few bigger dispatchers if that makes it easier

sonic pine
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i will need a bigger despatcher i think, i have a lot of stats so i try to create only one dispatcher for all stats

gentle urchin
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^^

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So something like this

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Make sure to instantly call it aswell, to fetch the initial values ๐Ÿ™‚

sonic pine
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onelast question if i have you here, im using a sequencer, so i dont need to have a 100 meter BP line, its ok?

gentle urchin
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depends on for what i guess, but most likely no problem ๐Ÿ™‚

sonic pine
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Each line is one Stat and a calculation from the main stat into 1 to 2 different stats.
For example:
Vita = Max Health and physical Deffense
Strenght = physical Attack
Wisdom = max Mana and magical Deffense
and so on

gentle urchin
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but this makes it hard to call the dispatcher ๐Ÿ˜„

sonic pine
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aha ok ^^

gentle urchin
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cuz you'd sorta only 'want' to call it once when things are updated

sonic pine
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i will call 2 different things
All stats are fixed but some stats will be changed in a fight by defbuffs.
the current health will not be needed in the dispatcher

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Here i dont need the current mana or current health so i dont need to send this information to the widget

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The Health and Mana here is only the max value so this shouldnt be chanced in a fight i think

gentle urchin
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You're probably right. I mean, you know your system and setup the best ๐Ÿ˜›

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i just proposed a method of updating them ^^

sonic pine
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ok i will try it ^^

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i have to see what is comming out to understand my mistake ^^

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so usw discpather and the sequencer will destroy it ^^

high ocean
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Is it normal for int to byte conversion to be +1? Doesn't seem like it
for instance, INT = 0 (tobyte) BYTE = 1.

maiden wadi
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@high oceanNot normally. The only time an int to byte will change is if the integer is outside of the range of 0-255

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-2 integer for instance should become 254. 270 integer should become 14. If the integer is in range, it shouldn't change.

timber knoll
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I'm pretty certain two's compliment doesn't work like that

maiden wadi
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Vaguely.

timber knoll
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but it's been a while

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yeah negatives start with a 1

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but either way it should be 0

maiden wadi
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Just tested to confirm.. -2 turns to 254. 270 turns to 14.

gentle urchin
tight schooner
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@azure smelt Not that I'm aware of. It will throw compile errors for variables and functions etc that don't exist on the BP you're pasting to ofc. And god forbid the project you're copying from made changes to the standard macros...

azure smelt
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I appreciate the reply ๐Ÿ™‚

timber knoll
gentle urchin
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didnt know it counted upwards from max min, on negative sign

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the more you know

timber knoll
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yeah it's a bit weird how two's complement works at first

gentle urchin
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One would expect me to know this already lol.

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Guess its just rare, atleast for me, to work with bits on a negative integer

timber knoll
gentle urchin
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I just ment in my line of work one would expect me to know how ints work on a binary level ๐Ÿคฃ

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Beyond just knowing about the types :p signed/unsigned

timber knoll
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yeah I should know as well since I'm studying game dev ๐Ÿ˜‚

gentle urchin
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Wouldnt think it appeared as much in general game dev beyond typical conversions anymore

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Since optimization on a bit-level isnt necessary anymore

timber knoll
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binary files

gentle urchin
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Right, but do one really work in or with binary files these days

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Atleast so far i havnt even smelled on them

timber knoll
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idk, I just know we have to use them for a game engine we make ๐Ÿคทโ€โ™‚๏ธ no clue on actual industry

high ocean
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@maiden wadiThanks! upon further examination I found out that the problem lies in byte to enum conversion. Byte x, returns the enum at x+1 ๐Ÿคทโ€โ™‚๏ธ

crude birch
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hey there. i have a beginner question i guess - let's say i have several actors, based on different blueprints and i spawn them in the game at some point. they all have a certain variable (bool) with the same name.
on hover i want to check if the bool is true or false for that specific actor, regardless of what blueprint it derives from, but when getting the variable, i am always asked to provide a specific blueprint as from where to get the variable from

timber knoll
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you could be using an interface afaik

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and then you can see if that actor has the interface, and get the value from there

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or a component would also work, which can be attached to any actor regardless of base class

timber knoll
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yeah I would recommend components in this case, it gives you the ability to have a single point in which you can have the same behavior for all those actors

crude birch
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i guess i did not get far enough with the tutorials and documentation. thanks a lot, i will look into these topics!

wary shadow
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Hi, GetPhysicsLinearVelocities returns in cm/s or m/s?

limpid latch
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Hey guys, I would like to emplementplayers in my game to be able to add custom name, number and eventually pick some sponsors logo to their character.

Something really close to what you can see In Supercross 4 (which is ue4 based) for example.

Does anybody knows in the big lines how I could achieve it ?
I can't find any similar question online.

quartz pawn
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hi, so my character's head bone is being hidden and a separate mesh that has a head is being shown to other players except the owner. however, whenever the owner looks at his shadow, it shows no head. how can I like make the head bone shadow appear or make the multiplayer mesh shadow appear over the other mesh

maiden wadi
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@quartz pawn There is a setting for that on the mesh component somewhere. I don't remember the name exactly, but it's like "HiddenShadow" or something.

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Oh, wait, that might not work for bones hidden. Maybe? I've never tried it beyond hiding the whole mesh.

quartz pawn
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I enabled it, it doesn't work

maiden wadi
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Nice. Will keep that in mind. ๐Ÿ˜„

quartz pawn
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well atleast I know about it for the future

maiden wadi
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@limpid latch I'm uncertain of there are other ways to accomplish this. But the way I generally know that people handle that sort of thing is either to use multiple UV Channels, or better yet to set up their materials in a way that they can add a texture mask over the material and blend them together. That allows you to select the overlay material like the logo from blueprints pretty easily by getting the mesh's dynamic material and setting parameters.

limpid latch
maiden wadi
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I personally have found this easiest by using multiple UVs. It's much easier to set up if you know how to add a UV channel to a mesh. But there are some major drawbacks. Notably it's harder to blend the overlay material with what is underneath of it. Like say.. Blending a logo with the fabric pattern it's supposed to be on so that it doesn't look out of place. Also multiple UV channels means extra processing versus just an extra decal texture usually.

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Miniscule point though. The look is the most important.

limpid latch
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OK got it. Thanks a lot Authaer. Crazy there is absolutly nothing online about in Game skin/livery creator.

woven wing
dawn gazelle
woven wing
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Huh... that's an interesting one. How would that work with skinning?

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Like - if you're 50% weighted to the bone?

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Does it blend out?

faint pasture
woven wing
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Weird.

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I think, if you're doing separate heads, you're probably better off having the separate heads as separate meshes.

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And not using this.

dawn wigeon
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hello guys

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is there any tutorial for blueprints ? cuz im confused there's too many tutorials
material blueprints is different than another blueprints Am i right ?

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im a Beginner in UE5

faint pasture
dawn wigeon
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hmm....u can say beginner i just finished python and i know the basics like boolean and variables .....etc

faint pasture
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Just open up a template project and try to make the character do 1 new thing

dawn wigeon
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but why ?! i need to understand blueprints first

faint pasture
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Just dig into it, if you've done python it's not any harder, in fact it's easier. Just look at how the third person template character is set up and then you can dig around and try to make it do something new. Or just copy a bunch of tutorials and learn nothing, however you want to do it.

dawn wigeon
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i don't need to copy a bunch of tutorials

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i need to understand how blueprints working to know how to use it

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specially materials blueprints

brazen pike
# faint pasture Just dig into it, if you've done python it's not any harder, in fact it's easier...

imo, copying a bunch of tutorials isn't as bad an idea as people make it out to be. I did that and I just slowly worked out how everything can be used. Yeah it sucked only knowing the worst and easiest ways to do things for ages, but since I wanted to learn, I was able to see WHY there were better ways. It just matters if the person watching the tutorials is willing to learn or if they just want a door to open

woven wing
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I find tutorials best for teaching me what's possible. Like "Oh! You can do that!"

I might not remember how to do it, when I come back to do it on my own - but just knowing you can is useful.

cinder raven
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Whats the best way to make a character mesh(or the whole character) snap to a new rotation based on the direction of movement? I've tried using Rinterp and it moves the direction I want eventually but very slowly.

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Or maybe its SetWorldRotation thats making it move slowly because it will not snap even when I take rinterp out

faint pasture
faint pasture
cinder raven
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Is there a way to snap the mesh into the rotation it finds?

faint pasture
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Just set world rotation.

cinder raven
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when I set it the mesh rotates smoothly in the direction its moving instead of snapping

faint pasture
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What you posted isn't orienting anything to movement, it's orienting to camera.

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You probably got multiple things setting the rotation of it

snow halo
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Afternoon all. I'm getting into adding Tick Prerequisites in BP (to begin with, cpp later). I was wondering if I can use the add Tick Prerequisite actor or component nodes in the construction script or when is the earliest i can add this so I can ensure the first ticks I'm trying to order initially fire in the correct order?

faint pasture
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@cinder raven the code you've got there can be done just by using control rotation and having the pawn inherit control rotation.

cinder raven
onyx token
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why does this not move in the relative x or y axis if i rotate CameraMain?

rustic orbit
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Hey guys, I'm trying to understand the TopDown template better, would you say is bad practice to move the logic from PlayerController to PlayerCharacter? I'm not sure I understand completely why the move function is set up in the Player Controller. Lets say for a single player game, would it be better to have that in the PlayerCharacter?

woven wing
keen monolith
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Hello. I have a class reference variable (to BP_X) - I would like to store this class variable on a database, which needs it to be stored as a string reference. What would be the correct round trip to get the class reference from the variable to a string format, and then back from the string format to the class reference?

faint pasture
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@cinder raven how do you want the character rotation to be driven? By camera orientation or movement?

cinder raven
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i tried rinterp and thought it was that that was making it slowly rotate but its not, also tried changing the rotation rates in character movement details panel and that didn't change it either

dawn gazelle
keen monolith
woven wing
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I think you can also do it like this, but I haven't tested it. The Low Entry Extended Library is handy regardless.

cinder raven
woven wing
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Looking into this more, you need to use the Asset Management system to expose the Asset ID's.

odd ember
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if so you can store the class variable as the class name

faint pasture
snow halo
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I have another question plaguing me right now. I have an actor (a character) bp and a bp scene component in it. On begin play in the component I call Get Owner in the component's begin play and sometimes get owner returns null. The hack we have in place is a delay 0.0 so that we have one extra frame to get owner. But why the hell would begin play on the component fire before the outer actor is valid?

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shouldn't component's begin play always fire after the outer actor is already constructed (for lack of a better word)?

woven wing
snow halo
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oof, what would be the least hacky way then to make sure a component has a reference to its outer actor at the earliest possible stage of the component's existence?

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this just feels sus

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i don't like using delays this way

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i also can't use tick in the component to check if owner is valid because tick is disabled on the comp

lyric holly
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Why use event ActorBeginOverlap vs OnComponentBeginOverlap when working with a box collision? I am trying to understand the two events

woven wing
faint pasture
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@snow halo why not have the character set that reference to self?

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I would double check that you're getting the problem you think you are though, it seems weird to begin play would fire on anything before they are constructed

gentle urchin
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Or adding it dynamically. Then owner is guaranteed to be valid , if inserted

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But as Adriel says, it sounds weird in the first place

snow halo
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@faint pasture ikr, been checking - it is surprising that it's happening

faint pasture
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Yeah I can't think of how get owner would ever return null, how does a component exist without an owner?

gentle urchin
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But, dynamically adding it should solve it

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If you dont wanna do some init function from char instead

tight schooner
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Delay is the least complicated thing I can think of though. You may as well keep using that...

snow halo
#

our game is multiplayer so the functions/events in the component that get called through rep notifies are a question mark - so it is possible that an event in the component which needs the valid out actor reference is getting called before the component's begin play (if that's even possible)?

gentle urchin
#

Delay is more like a bandaid and not a fix imo ๐Ÿคทโ€โ™‚๏ธ

faint pasture
#

Delay is gross

snow halo
#

yup re the delay this way

#

it is clean, but it

solar dawn
#

Hi can anyone recommends tutorial of connecting score UI to level bp? Example, once the game lost/win, player will be sent into a certain map for game over

snow halo
#

is a clean bandaid lol

faint pasture
#

Shouldn't touch UI

solar dawn
#

If score=win?, The rest I know but this one is a problem

faint pasture
#

Check if the win condition is met every time you update the score

tight schooner
#

@snow halo I poked around what's available to BP components as an off the shelf event. Maybe if your components start deactivated and bind to "on component activated", your host actor can explicitly activate its BP components upon which they Get Owner

faint pasture
#
Score++
If(Scoreโ‰ฅScoreToWin) OpenNextMap()
tight schooner
#

Hopefully the binding happens before the activation lol

#

Otherwise you get the opposite problem

gentle urchin
#

Dynamic add component should also work ๐Ÿ˜… wont be added before owner is rdy !

faint pasture
#

@snow halo Is this on multiplayer or no?

snow halo
faint pasture
#

Is there any sort of pattern to when it fails?

snow halo
#

unfortunately, we haven't narrowed it down that much yet. still debugging

faint pasture
#

I'm guessing it's pretty much always on the clients though right? never on the server

snow halo
#

ya we only locally set the float and the server reps it to everyone

#

all remote clients have their own unique float value that the local clients need so all remote clients look correct (it's a component for player calibration in VR)

faint pasture
#

No I mean the owner problem, nothing to do with this float

snow halo
#

mm, if i understand you correct, yes the error is always on the client

#

the null error i mean

faint pasture
#

I'm trying and I can't replicate it.

#

tried 3 clients, all seperate processes, bad network conditions, nothing is making it return void

#

what's your test setup?

snow halo
high ocean
#

I've been looking everywhere but can't find an answer. Why is the output not showing in console? - when i press tilde twice - I don't even know how to look for help on google. This is the problem:

fossil osprey
high ocean
#

@fossil ospreyIt just looks you are setting its location on tick... Current position is say 300, 300, 300; you add to the vector 10, but the next frame, it updates back to the location which was set the previous frame. I'm pretty sure you don't want to "add" to the forward vector and move the ship like that. Have you tried looking into the hovering component? - If i remember correctly, that's how it's called.

fossil osprey
#

Ship moves to the top

#

When top location is met, he goes to the side

#

Beginning of the level

#

Rotates to side

fossil osprey
faint pasture
#

Setting location on tick is fine if you're using Vinterp to constant.

#

It looks like it's spacing because it's iterating back and forth between the approach modes. You need to simplify and separate your movement and control logic.

#

Have a Target location, have a function to fly towards the Target location, and have logic to update the Target location.

#

Once it finishes one approach phase, transition to the next without transitioning back.

quartz pawn
#

how can I make an actor not collide with the character, but still generate hit events?

faint pasture
quartz pawn
#

well a character hits an orb

#

i want it to be walk through

#

but still generate a hit event

faint pasture
quartz pawn
#

its not moving

faint pasture
#

Then just use overlap

#

Thats what its for

quartz pawn
#

well what about the overlap location?

blazing comet
faint pasture
#

you trying to clamp into a rectangle or a circle?

quartz pawn
#

another question, what the difference between a player controller and a main player controller

blazing comet
faint pasture
#

never heard that phrase.

quartz pawn
#

with variables

#

like I have a Player Controller

#

and in order to run a function in that player controller, it requires a main player controller

faint pasture
fossil osprey
quartz pawn
#

so that will get the local player controller correct?

#

the cast

#

cause my game is multiplayer

blazing comet
#

That's my plan. I'm not sure if it's a good plan.

faint pasture
#

Or, as a shortcut, you can do some transform and inverse transform stuff to basically shortcut the same math.

#
ClampedPointPosition = PoinOnSplineTransform(ClampLocation(PointOnSplineInverseTransform(UnclampedPointPosition))

Something like that

blazing comet
#

Ok, so I have to calculate the clamped distance along the up and right vectors, which makes the ClampedPoint. That's cool.

#

What do you mean by the Transform and InverseTransform?

faint pasture
#

converts position from world to local space of a transform

blazing comet
#

Ok, that's a local coordinate system for any position on the spline? How do I make those Transform and InverseTransform functions?

#

(If you have something to google, that would be super helpful.)

faint pasture
#

something like that should work

blazing comet
#

Dude, that is so awesome! THANK YOU!

faint pasture
#

might have the order of transforms backwards but you get the picture.

covert arrow
#

hey guys, I need help on a physics sound system when impacting with other objects so is there any suggestion to this blueprint it doesn't work entirely flawless but its my way at going at it.

faint pasture
#

@covert arrow I like to use impulse

earnest tangle
#

Window->Find in Blueprints

#

You can also click the binoculars icon in some of the other search boxes to "promote" the search to a project wide search

covert arrow
dull hatch
#

Hello I am new to unreal and looking for a bit of help

#

I have this as part of the code

#

and it works fine for walking/running but i want to include a jump option when for example you hold shift then click but he only jumps up then down

#

Any thoughts on maving a charecter "jump" a certain max distance or less if the mouse is not that far away?

#

This is the jump/dash feature still tweeking but a few parts i dont like is when he get to the destination i click i want him to stop not slide till friction stops him and i dont want to jump so far due to launching the charecter i want it scaled depending on where the mouse is clicked.

#

This is a single player game the possed pawn part came from a tutorial set up to move to click and he set it up for both single and multi

#
  • Update i figured out the stop on land part just increased the friction to a lot but still curious on the distance variable any thoughts?
green fiber
#

I have a character blueprint with a simple Health variable.. How do I access it in a behavior tree I made ? I tried to make a decorator but same problem, I can't access my health variable. Where do I find it ?

odd ember
#

get owner > cast to character > get health

#

or some such

#

alternatively pass the value to the behavior tree when it loads

zealous moth
#

Can the player controller get an actor component? Not at my pc atm

woven wing
green fiber
#

thanks guys ! @odd ember exactly what I needed, thankkkkkkss

trim matrix
green fiber
#

my problem was ........context sensitive tick bbox.......

#

aaaaahhhhhhhhhhh

green fiber
#

is it possible to access the behavior tree blackboard from a character blueprint ? and modify some values ๐Ÿ™‚ ?

odd ember
#

all actors can get actor components

#

but I don't think all actors can get scene components

odd ember
woven wing
#

Yeah, usually a blackboard reacts only to it's behavior tree.

timber cloak
#

I can get info about On Hit and OtherActor from Capsule. But how to check whether that Other Actor is in front without using Linetrace?

woven wing
#

You kinda don't want components injecting new state into a blackboard outside of the tree nodes.

odd ember
#

reminds me that I gotta do a dot product check too on my interactions

timber cloak
#

i thought there would be something simple

odd ember
#

you check the forward vector against the forward vector of whatever you're trying to work with

#

so basically you're saying "which way is this actor facing compared to this other actor"

timber cloak
#

wait, i only need to know whether it's in front instead of multiple Actor's Forward Vector

#

in case i misunderstood

odd ember
#

well you need another forward vector to check against

timber cloak
#

the one (A) being hit and the other one (B) that hits. Both Forward Vector is required instead of Actor A's?

odd ember
#

the way I would do it would be something like dot(player.forwardvector, (player.location - actor.location).normalize())

woven wing
#

Yeah.

#

You need to get the offset between the two characters, and see if the dot product of that offset and the forward vector is positive.

odd ember
#

that way if the player runs around the object, it will still return true no matter which way the player is approaching it from

lusty wave
odd ember
#

probably

sonic pine
#

Hiho i have some Errors about my Update_Health and _ManaBar, i dont understand.
i have tested different types of Players for example "Self" and "ThirdPersonCharacter"
The Update Functions are from the Character Widget and they are used in the ThirdpersonCharacter.
Anyone have some ideas? (Bearbeitet)

woven wing
#

You need to get access to the instances of your classes, otherwise you can't do anything with them.

timber cloak
#

my intention is just to see whether that Actor hits Player, is in front of the Player.

odd ember
#

then use the code i wrote verbatim

timber cloak
#

i will try play around with Dot Product, though i don't quite get it. Too stupid to understand

timber cloak
odd ember
timber cloak
#

interesting.

odd ember
#

it's a 1..-1 range value for unit vectors (e.g. forward vectors)

#

which can be converted to a degree number using uhh

#

what is it

#

acos?

#

I forget

sonic pine
odd ember
#

you should encapsulate the logic of the health bar iinside the health bar as much as possible

#

then you don't get issues like that

#

you're probably updating the HP bar before it has spawned

#

or after the character is dead

#

or another such case

woven wing
#

Yeah, if it appears to work, but gives you those errors, the problems are probably happening only rarely.

#

If it doesn't work at all, then it's not being set up properly.

sonic pine
odd ember
#

breakpoint it and see if it happens after the character's death

#

my guess is that is where it happens

woven wing
#

Yeah, or put in a 'is valid' test and breakpoint that when it fails.

#

To determine exactly when it starts failing.

odd ember
#

yeah isValid is a good tool

#

for this

#

or validated gets

#

whichever gets you up in the morning

past raven
#

I'm about 10 minutes late with this but it might help anyone who wants to learn more about dot products and basic vector operations
https://www.youtube.com/watch?v=O9pkcjFfKNQ

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โ–ถ Play video
onyx token
#

i have a function in my game that shows the mouse cursor, and one that hides it again.
But if i click around, and then hide the mouse cursor, mouseX should just run automatically-

But i have to click into my window to make it run

odd ember
#

I think there's an option for that somewhere

onyx token
#

yea, like is there a way for me to click into viewport via blueprint?

#

right now i got this

#

i show the cursor & i lock it into the middle, incase the player plays in window mode

#

THAT works - but for the XY mouse movement to be available - i gotta click into the window again Sad

odd ember
#

I think it's a project setting or something

#

I remember seeing it

#

I don't remember where

onyx token
#

oooh i found it

odd ember
#

oh my bad, I thought you were looking for the option to ensure that the cursor is focused on the game window without having to click it first

onyx token
#

yea that's what that does
atleast for my case

winter kettle
#

I was using this node inside a function, what I bound to it was a function, but it wasn't working, instead using the node through an event, and binding an event worked, is this expected behavior?

rancid steppe
#

That's awesome

crimson nacelle
#

hello pls help i made a projectile i want it to spawn particle when it hit something but it does not work with even hit is the way i do is wrong or its a bug Thanks ๐Ÿ™‚

faint pasture
odd ember
#

no it's not

#

cross product is the vector you get between two vectors

faint pasture
#

You're telling me the dot product of 1,0 and 0,1 is 1,1?

odd ember
#

dot product is a float value

faint pasture
#

What should the dot product of (0,1) and (1,0) be?

odd ember
#

0

faint pasture
#

so what is that square for? Unless i missed something

odd ember
#

you're conflating two terms

#

cross product is finding another vector

#

it's unrelated to this

#

dot product finds a distance along the unit circle between two vectors

#

you use that together with acos to find the angle between two unit vectors

#

pretty standard stuff

#

this is cross product

#

entirely different

faint pasture
#

I know exactly what the dot and cross product are, I'm wondering what that diagram is trying to show lol

odd ember
#

and yields a vector, not a float value

#

a distance along the unit circle

faint pasture
#

That's not related to dot product at all. The distance along the unit circle between (1,0) and (0,1) is 90 deg or pi/2

odd ember
#

yes, acos(0) is 90 degrees

#

the value of the dot product isn't automatically in degrees, however

faint pasture
#

But yeah, I thought your diagram was trying to show something like this, where magnitude of cross product is area of parallelogram

#

I've found this sort of diagram to be the best way to teach intuition about dot product.

#

But if the dude was trying to find angle between vectors than yes, get the acos of that. Although I'm pretty sure that breaks down in code, i remember needing to use the acos2 approach.

#

or maybe that was just for tan operations

odd ember
#

there isn't an acos2

faint pasture
#

if greater than 0.7, it's in a 45 degree cone, etc

solar dawn
ivory adder
#

How would I make the player go over this jump without the possibility of falling off like the cannons from mario kart wii

#

Like from DK summit

#

I tried using collisions that add to the players velocity but it was too unreliable

#

I tried this but its too unreliable

#

nvm I think I found the thing I need

onyx token
#

why do i always get the weird yellow Target when i call an interface?

#

in all tutorials, the target is a blue object reference, not a yellow blueprint reference...

#

and i feel like that's also the reason why my interface doesn't get called somewhere else

drowsy osprey
#

Hi folks, Has anyone ever created a camera array for many cameras in world that you could just check off bools in a box collider BP so you could limit which cameras you can cut to?

I have a lot of unlike cameras I works on vehicles, and in various BPโ€™s and would love to be able to call them based off tags, but limit which ones are โ€œin cueโ€.

I feel like thereโ€™s an easier way to express it than Iโ€™m currently thinking. A reusable BP for bounds would be cool but unsure of where to begin since there are so many cameras (25+) to filter.

timber knoll
drowsy anvil
#

Hello, on the tutorial video I am watching, the right image has these options I am supposed to select, but I don't see them on my nodes list? what can I do?

timber knoll
#

You need to drag out of a vector node

timber knoll
drowsy osprey
#

There's a reason I'm using this many POV's in a single scene.

#

And it isn't a video game per say ๐Ÿ™‚

timber knoll
#

What youre mentioning at the end canโ€™t help you?

#

Like creating an actor to hold a few cameras with same tag?

#

So you have less to filter, and can then swap within that actor

#

Idk itโ€™s hard to imagine your use case

drowsy osprey
#

For this, just being able to check off boxes quickly and make instances would be wonderful.

drowsy anvil
ivory adder
#

How do I get any object that overlaps with a box to be launched to a precise location, I asked this before and said I found something but I just tried it and it doesnโ€™t work for what I need, any ideas?

timber knoll
drowsy osprey
#

I have a giant map to cover with them, and generally only need to setup a few, but I'm cutting through the scene with various paramaters, and automatic cuts based on time and events.

timber knoll
drowsy osprey
#

If I can centralize the "cutting" to be within one blueprint it really helps me automate and parameterize the scene. When the actor is in "x" bounding region, it just includes only the checked. Kind of like a music BP I just made with sounds in an array, but that was easy.

#

They were all the same kind of object.

#

With this, would I need to do a get all of class with tag and somehow add that to one array?

timber knoll
ivory adder
#

I tried that, using a spline and stuff but it sent my vehicle to 0 0 0

drowsy anvil
drowsy osprey
#

The world has three zones, and each has specific areas where in world cameras here or there have better qualities for when the actor is in one area or another. It's a bit of a parameterized edit, like how a tv show would play out cutting. But still dynamic.

timber knoll
timber knoll
drowsy osprey
#

In that scene theres 8 in world object based cameras.

#

But there are times when I want to say, make only one type come up from all the areas. Hints why I want them all in each instance to uncheck.

drowsy anvil
drowsy osprey
#

Like If I want to call all three close up cameras in the ship interiors etc from three areas. Having a global list to pick from would be stellar. I'm just not sure the route that's easiest. It's like there needs to be one BP thats the bounds telling another BP "hey only these cams now"

timber knoll
#

Which you can fill with arrays

drowsy osprey
#

Hmm not sure what you mean.

#

Like set a variable that has specific arrays I make?

timber knoll
#

Nono

#

A set is a type of container

#

Which matches a key to a value

drowsy osprey
#

set array elem?

timber knoll
#

So your key can be used to quickly get the items you want

#

And that would them be an array or another set

#

When you create your variable, you can choose Set as a type of container

#

Where an array looks like this {elem0, elem1, ...}

#

A set would be {{key0, elem0},{key1, elem1},{...}}

drowsy osprey
#

hmm I'm trying to figure out, Key you mean like the dropper?

#

Like when you make it public?

#

Sorry I'm so visual. I'm going through nodes looking up

timber knoll
#

Key is the naming for the thing as my example

#

The first value in the pair is called a key ๐Ÿ˜›

drowsy osprey
#

I see a Set Selected Key haha. Is there a way to screen shot or are you afk?

timber knoll
#

Wait a set isnโ€™t even what I mean lol

#

Jesus containers are so confusing in bp

#

Squize hey help me out haha

gentle urchin
#

Sounds like a map variable

timber knoll
#

Is there a kvp container in bp?

#

Yeah a map of some sort

timber knoll
gentle urchin
#

Saame.

#

Walking the dog so cant rly screenshot anything ๐Ÿ˜…

drowsy osprey
#

Is it this?

gentle urchin
timber knoll
drowsy osprey
#

So I could map/name all the cameras with the string int and map those to integers, then those would be fed into the array so it knows what cams?

#

I don't know why this one feels so abstract to me

timber knoll
#

Well the easiest I figured is map based on area

#

So you each collision tells the map, this area

#

And then you could store arrays inside that map

#

So it knows which cameras for that area

gentle urchin
#

You could probably also just add a second tag to it

ivory adder
drowsy osprey
#

Oh like call each one a number

timber knoll
#

But all this nesting etc sounds more of an issue easily solvable using cpp instead of bps

drowsy osprey
#

sadly don't know c++

timber knoll
#

At least to me, im still learning a lot about blueprints and its limiations

drowsy osprey
#

This is one of the last major things in the way of a finished demo and looks like I saved one of the trickiest for last. It's a crazy thing as the game has very little possession and is mainly NPC.

gentle urchin
#

You could make some arbitrary camera manager class and use that for global reference to all the cameras, and feeding it with whatever criteria for enabling cutting or not

timber knoll
drowsy osprey
#

ohhhh there we go thats an idea.

#

So cam managers can get all cams?

gentle urchin
#

Not the default ones

drowsy osprey
#

Or do I still need to manually set each

gentle urchin
#

But a custom one, sure

ivory adder
gentle urchin
#

Its a single get all actors of class call

timber knoll
#

On

ivory adder
#

K i will check

drowsy osprey
#

C++ custom or BP

gentle urchin
#

Bp

drowsy osprey
#

In my case I have a few cam types

gentle urchin
#

Right, but they're all just cameras in the end

drowsy osprey
#

Gotcha so it shouldn't matter for it

#

Because I have a player controller with a lot of them already setup

gentle urchin
#

Unless you've gone and used actor as the parent class for them...

drowsy osprey
#

Some are actors because they're these dynamic objects that snap to AI and do specific things like lerp in patterns

gentle urchin
#

They should probably all share the same parent class either way

#

Sounds like some are components aswell?

drowsy osprey
#

yep

#

Some are level actor cams, some are cams that snap to things and track and perform animations, some follow shared points in the world. We programmed each bot in the world to have specific traits. Some are character BP

gentle urchin
#

Guess it would be 2 calls to fetch them all then. And probably 2 or more arrays

#

Same principle anyway, just a tad more work

drowsy osprey
#

Is it just standard get all of class with tag?

#

haven't made a cam manager before but looking now

gentle urchin
#

If some are components then i believe you must also do a fetch all components by class/tag aswell

drowsy osprey
#

Gotcha

#

So make sure those are tagged. So far on some I've just been able to call the actor and I manually unselected the cams I didn't want in them. Like our AI drones

gentle urchin
#

Its kinda hard to see the specific usecase here really,

#

But i found manager classes to be very helpfull in general. Got the same for the NPCs

drowsy osprey
#

Easiest way I found to manage the world is letting the actors in it kind of be like little wind chime elements, and as they trip bounding boxes by exploring, the edit changes. Even the cutting pace elevates depending on world conditions and state. So far I've been mostly using a controller mapped in a specific way to manage "like groups" and cut back and fourth. The whole world is always loaded and there is no loading time at all cutting.

gentle urchin
#

Sounds pretty interesting tbh ^^

drowsy osprey
#

It is. But that doesn't make me a good enough dev, even tho I already did all that. haha

#

(had help from a few of my amazing dev friends and team mates also) but this is the end of a year long exploration

timber knoll
#

Yeah it sounds interesting and fairly complex so for sure not bad stuff ๐Ÿ˜›

drowsy osprey
#

If I can get every single camera in world all within one central point, and then just hit the thing with event dispatchers and such, or setup timers I can set with bools, we can have a lot of fun. (we even have some parts that cut via sound)

#

But managing it all the way I am now in multi bp is a nightmare.

chrome fractal
#

I need to run my game on max fps but I got a massive fps drop in it. how can i fix this?

gentle urchin
#

Setting up the manager, and possibly adding an interface to all the related actors could centralize handling to some extent

ivory adder
timber knoll
#

Usually you still want to limit fps in general

#

To some high number like 300-500

drowsy osprey
timber knoll
ivory adder
#

?

timber knoll
#

Have you tried just disabling collision while on the spline?

ivory adder
#

How on earth do I do that?

timber knoll
#

Or is there more wrong that I donโ€™t see

#

On whatever has collision you can set collision enabled (node)

ivory adder
#

On the spline object or vehical

timber knoll
#

For your vehicle

ivory adder
#

Wont I just fall through the floor

timber knoll
#

Not if you only disable it during that movement

ivory adder
#

How do I do that

chrome fractal
timber knoll
#

Its a bit much to explain

timber knoll
#

On complete, enable it again

ivory adder
#

What command to i use

timber knoll
#

SetCollisionEnabled

#

I think, Iโ€™m on phone

ivory adder
timber knoll
#

Eeeuh ive never used that one before

#

But you have a similar on components

#

If you first drag in your component and go from there

ivory adder
#

The vehical dosnt have this code

timber knoll
#

You can try that node tbh probably does same

ivory adder
#

Nope it did nothing

timber knoll
#

Your vehicle might not have it because it could be visuals only

#

But there will be a component with collision somewhere

ivory adder
timber knoll
#

Otherwise it would fall through floor ๐Ÿ˜›

#

Yes that should work if its the one that collides

ivory adder
#

Itโ€™s connected to other comp on a on overlap

#

Its still broken

timber knoll
#

Wait other component?

ivory adder
#

Yeah

timber knoll
#

Thats not your vehicle

ivory adder
#

Its the only on it goers into

timber knoll
#

It needs to disable on the playercar

#

Oh well actually component like so might also work

#

Unless thatโ€™s not all the colliders on your car

#

I would make a function or so in the playercar

#

Which enables and disables the collision

#

God why is explaining through textchat so hard xd

ivory adder
#

Lol

#

I will test that out later I gtg

#

Thx so much

timber cloak
dire reef
#

i'd be appreciate that of your help in advance

nova finch
#

get controled pawn doesnt exist

#

plz help

#

nvm

#

found it

#

context sensitive

dire reef
nova finch
#

no no i got it

#

context sensitive hided it

#

This blueprint (self) is not a Controller, therefore ' Target ' must have a connection.

#

help

#

@dire reef can you help me with this

icy dragon
nova finch
icy dragon
nova finch
#

thank it works now

#

but it doesnt move

icy dragon
velvet nymph
#

hey guys, I am trying to implement a line trace from a 3rd person (over the shoulder) camera with a spring arm so I can add item/object interactions. I have a pretty simple setup getting the camera position and rotation. It seems to start off in the correct position rotation however as I move around the line trace becomes inaccurate. Not sure exactly what I am doing wrong here.

velvet nymph
#

nvm my math was wrong ๐Ÿ˜„

solar dawn
#

Hi guys, so I've set health bar for an actor and my player supposed to protect it otherwise game over. So i've succeeded making it game over but the actor has health bar with 100% and the hit object just one hit killed it which it is not what i want. the bp i made seems do not detect there's a health percentage, can anyone help? BP images coming right up

#

the actor that needs protection

#

the hit object which goin' to hit the actor

#

the health bar ui, i put the health bar not in viewport but in an individual bp. and in the bp there's no code

dark crow
earnest tangle
velvet nymph
winter pebble
#

Hey guys, is there any way to compare the speed of two pawns (moving via the floating pawn movement component)?

#

I'm not a maths whiz but this is the best I've come up with so far and it seems to sometimes maybe work:

earnest tangle
#

so you want to compare their speed only on the x/y axis, regardless of direction otherwise?

winter pebble
#

Yep, spot on ^.^

earnest tangle
#

you could multiply the velocity by another vector 1, 1, 0, and then use get vector length

winter pebble
#

Awesome, thanks very much zomg, will give that a shot! ๐Ÿ™‚

fading oak
#

is anyone avaliable to give me some advice (not really advice, more so tell me what im doing wrong)

dark crow
#

Yeah! Not posting your problem is what you're doing wrong ๐Ÿ’ž

fading oak
#

ooft, My bad, am used to asking first rather than just plonking my problem in ! sorry

#

so this is what i have in my level blueprint atm, and what i want to do is slow down game time but have my payer moving at the normal speed

#

but the problem is my character isnt a "character" its a "pawn" so the "set custom time dilation" doesnt seem to affect it

dark crow
# fading oak

Dilation works for every actor

Custom Time is just a multiplier of Global Time

Aka if you have Global to 0,1 if you want your player to go normal speed then set Custom of it at 10,0 (0,1 * 10 = 1,0)

#

And be sure to have it in the Pawn then

fading oak
#

so put the blueprints in my player blueprint not level blueprint?

dark crow
#

Put that in your players yes

#

Level Blueprint is not where you should do things at all

#

Player or Controller

fading oak
#

thank you

#

sorry to be a pain

#

but does this look right?

dark crow
#

Yeah

fading oak
#

this is in my player blueprint

dark crow
#

Try it out

fading oak
#

my player is still moving at .1 speed

dark crow
#

Odd, works on my side

fading oak
#

hmm

#

i also dont have a "player movemnt" component, will that effect it?

dark crow
#

Doubt since it's a global parameter

fading oak
#

would anything else be stopping it?

#

or is there another way to achieve the same effect?

#

could it be because im using torque and Physics to move my player?

dark crow
#

Could be cause you're not multiplying it by delta time

#

Add a Pin and multiply both with Get World Delta Seconds

fading oak
#

sorry how would i do that, i am fairly new to this

#

this didnt work so i probably did it wrong XD

dark crow
#

Oh no

#

I mean here

#

Add pin +

pure terrace
#

Hey guys, I am trying to make a selection rectangle, but I am running into a few problems. I saw a few tutorials on how to make a RTS camera, so I have a pawn that can move around with WASD. My problem is I am not sure how to add a hud to this pawn. I have 1) a CameraPawn 2) a HUD 3) Blueprint Interface.

I have the pawn that can move around. I have the HUD and blueprint interface, but in my pawn event graph, I cannot 'get hud'. Am I missing something fundamental? If I make a playercontoller that controls the pawn, how do I possess it during spawn ( I only plan to have 1 of these pawns)?

river pine
#

HI, its the first time i try to count hits... well i have a sowrd and hit a door 3 times, then it breaks..BUT this setup here calls the Destruction on the firstt hit already..whats wrong?

dawn gazelle
river pine
#

yes maybe i just was seeing this befre somewhere.. so i try that then with the door itself

#

@dawn gazelle nope same

dawn gazelle
#

Maybe your Hit event is being called rapidly? Put a DoOnce after your cast then add another pin to your sequence, attach to a short delay (probably .5 will do) then plug that into the DoOnce reset.

river pine
#

ok i try this

dawn gazelle
#

Should look somethin like this:

river pine
#

WORKS!

#

Thanks man

meager spade
#

Is there somehow I can find out how long it will take to interp between two values based on what speed value I input?

dawn gazelle
# meager spade Is there somehow I can find out how long it will take to interp between two valu...

Only if you're doing a constant interp as the other interps usually have a smoothing curve to them that slows down as you approach the value.
The time it takes is effectively the difference between the values with the interp speed being the number of steps taken if you're using something like Tick for your delta time.
So if you had a current value = 0 and a desired value = 10, with an interp speed of 1, it should take approximately 10 seconds.
With an interp speed of 2, it would take 5 seconds.
If you started with a current value at 5, and a desired value at 10, and an interp speed of 1, it should take approximately 5 seconds.
With an interp speed of 2, it would take 2.5 seconds.

visual vigil
#

Can any1 tell me what causes remove from parent to not work in some cases

eternal reef
#

Wouldnt it also be dependent on the framerate?

dawn gazelle
meager spade
lapis zenith
#

Hey guys, I recently started learning about splines and I was wondering if it is possible to create a spline and add points so that it follows the position of an actor leaving a trail behind it

woven wing
glass stump
#

what's the best way to make it so an enemy's speed increases?

#

(like when they detect me, to chase. i've already set up the detection code, just don't know how to make them increase speed.)

#

so i need to create variables for it?

#

it's a character but the variables aren't there.

#

ah, thank you, i've got it! :)

onyx token
#

okay-
Short question - did i screw this up?
I make a button, and give it some text that says "Farm"

#

i make an interface, to send that signal out of the HUD-

#

and then in my camera BP, i spawn it.

#

But dis shit don't work

#

have i fucked up somewhere?

#

not even this works rooHold

#

but the button does work, because if i put a print right behind my "OnClicked" - it prints. For some reason my interface seems to not work Cry

dark crow
#

Where are you calling Spawn Building

onyx token
#

in my UI blueprint

dark crow
#

And where is Event Spawn Building

onyx token
#

on my character (which in my case is a floating camera) - blueprint

dark crow
#

You messed the Interface

onyx token
#

so on my pawn

dark crow
#

You have to make a Call from the UI, not directly use the Interface Function

#

Call Spawn Building

onyx token
#

call spawn building where?

gentle urchin
#

Target must be char

dark crow
#

I think he has the Interface in the UI too and is calling the Function

#

UI interface basically

onyx token
dark crow
#

That won't work

visual vigil
#

Can any1 help me , my loop is creating more items than intended

gentle urchin
#

Player pawn doesnt implement the interface

dark crow
#

Cause you're using the UI interface

onyx token
#

wait- so i can't use an interface communication between my UI and my player pawn? rooThink1

dark crow
#

You can

#

Let's start with this

#

You have the Interface both on the UI and Character no?

onyx token
onyx token
gentle urchin
onyx token
#

if that's what you mean

#

(i called the interface buildings)

dark crow
#

You don't need it in the UI

#

You need to use a Message

#

You can call an interface from anywhere

onyx token
#

oh- you're right lol

dark crow
#

Having implemented it in the Actor means it will respond to it

onyx token
#

i see, okay neat- but it still doesn't work

gentle urchin
dark crow
#

Use a message

onyx token
#

like i just get the call, not a message

dark crow
#

Literally type

#

Call Spawn Building

onyx token
#

yeye, but i don't get it

dark crow
#

Not from the Exec pin

onyx token
#

only the call, not the message

dark crow
#

Cause context sensitive strikes in like that

onyx token
#

why

dark crow
#

Context Sensitive

#

Use Message

onyx token
#

alright... So from now on - when using interfaces - don't go from the exec pin

dark crow
#

And as a target use Get Owning Player Pawn

onyx token
#

but instead do it somewhere else

#

ok now my interface works, thank you so much

dark crow
#

๐Ÿ‘Œ

onyx token
#

i was this close ๐Ÿ‘Œ on starting to fuggen inherit the shit out of everything rooHold

#

and bool my way through this kek

dark crow
#

Scaryy

odd ember
#

inheritance may be better in these situations purely because it gives you a better overview of how classes are connected. but ultimately EC(S) is the best way to go

onyx token
#

hang on, you seem smart - can i ask you something else? rooVV1

dark crow
#

Am not smart in the slightest, but sure

onyx token
#

when i spawn an actor, and i click my button - does "GetClass" work in this instance? rooThink1

visual vigil
gentle urchin
#

Not if the reference is invalid , which it probably is(?)

dark crow
#

Yeh, i think ref has to be valid, not sure it points without a ref

#

Can try tho (?)

#

At this point i would directly store it as a class tbh

onyx token
#

hmm a class reference doesn't change it either rooThink1

#

it is just a run of the mill BP...

odd ember
#

what's the issue

onyx token
dark crow
#

Class Ref points at the Class, so no need for a Object Ref

odd ember
#

getclass like you've done is correct. it will get the class

#

but you don't check for validity

onyx token
#

oooooooh

#

nvm

#

i promoted it to a variable

#

im dumb

dark crow
#

I think they're trying to spawn something based on an UI click

#

In that case directly Class ref is better

onyx token
#

i forgot to set the default value

odd ember
#

ah yeah I mean you don't need the object instatiated

dark crow
#

Farm simulator

onyx token
#

tbh, i'm just gonna hardcode the class references to the buttons. fuck it rooMad

odd ember
#

that's right, I do none of the work and take all the credit

#

๐Ÿ˜

dark crow
#

You can hardcode and make them soft class pointers

#

then async load them or something

pale blade
#

Is there any way to detect/auto-remove these unconnected reroute nodes?
Anything

onyx token
dark crow
#

It's alright, basically doing that doesn't load them in memory till you actually need them

#

a soft reference basically vs a hard one (always loaded)

odd ember
onyx token
#

lol

#

since noone wants help right now - time for meme

#

=>

#

incoming!!

dark crow
#

It's impacting itself

onyx token
#

yea, i didn't mask the collision kek

odd ember
#

farmhouse projectiles, very baba is you-esque

dark crow
#

let it be and market it as a feature

gentle urchin
#

its not a bug, it's a feature

onyx token
#

btw- if i use github locally...
and not upload it anywhere...
does that defeat the purpose and thus makes me dum? rooThink1

dark crow
#

It's something...

#

Look into Microsoft Azure Devops

#

Unlimited space, just pay the users (only above 5)

odd ember
#

it's a backup if nothing else

onyx token
#

so can i revert code even if it's just saved locally?

dark crow
#

Yea

#

Should still keep track

#

But fr consider Azure :p

onyx token
#

looking into azure, that actually does seem really really neat