#blueprint

402296 messages Β· Page 733 of 403

onyx token
gentle urchin
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Azure is nice !

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Still requires 3rd party software tho, doesnt it ?

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Atleast when i was using it ..

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The git integration wasnt superb

onyx token
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well right now i'm just using github desktop shrug

glass stump
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i've got an enemy who moves towards the player, is there a way to get him to simply carry on going in the direction he is after 5 seconds instead of continuing to follow the player?

dark crow
gentle urchin
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I was using gitbash

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But had like a million issues with authentication

odd ember
onyx token
glass stump
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@odd ember @onyx token Ah, good ideas! Thank you, I shall try these out. :)

odd ember
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if you're talking about having an AI lose sight of player realistically, you'd need line of sight

glass stump
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well, the character is more like a homing missile, where it homes in on the player but then, after a while of trailing them, i just want it to continue going straight (so the player has a chance to avoid it) until it collides with a wall.

odd ember
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the formula I gave is for the direction of the player from the enemy at a given point

spark steppe
odd ember
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so at the end of your missile lifecycle, you can calculate that once, and move in that direction

spark steppe
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if it's AI logic you could just put a delay of 5 seconds after your start action and cancel the follow activity

spark steppe
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is that onTick?

glass stump
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well, there's like a trip wire, so it's 'On Component BeginOverlap' with the tripwire, then the missile begins following the player.

spark steppe
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as i'm curious if that method selfupdates with the new location if the player moves

glass stump
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well, actually i just realised the tripwire is apart of the missile

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so, yeah it's overlap with it.

spark steppe
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so, put a delay of 5 seconds behind, and create a new Ai MoveTo action where you put in a destination instead of the actor

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you can calculate a destination by using the current forward vector of the missle (current missle world location + forwardVector * 10000) for a goal 10000 units away

glass stump
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so something like this?

pale blade
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I figured one solution to detect unconnected reroute nodes at least, using advanced search
Nodes(ClassName=K2Node_Knot && Pins(PinCategory=wildcard))

odd ember
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I wonder if you can make a blutility for that

spark steppe
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which takes the actor reference instead of a rotator

glass stump
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Oh, this one?

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@spark steppe seems to have a good effect, though for some reason it seems to go to the centre of the map instead of continuing to move forward which is weird.

onyx token
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keep dat shit confusing rooH1

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no other shall read my blueprints

dark crow
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just buy electronic nodes

storm vigil
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Hi. any comments on this macro I made for adding more randomization on spawning an item? if this is ok or if there are better alternatives. I am adding a luck variable stat to drive the a certain select based on the random weight by bool. Thank you

odd ember
onyx token
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maan i can't find it on google rooMad
How can i add more of these again?

onyx token
# storm vigil

well if you want true randomness, you could just take the last 5 float digits of the current characters position rooVV1

odd ember
dark crow
pale blade
odd ember
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I don't know, I've used blutilities minimally

onyx token
odd ember
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I do want to implement some level editor functionality though

storm vigil
odd ember
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use functions, not macros

dark crow
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^ nah, just collapse it and copy and paste everywhere

storm vigil
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Although i want randomness, I wanted to add weight on it since my character has a luck variable stat so that it would be favored on one set of items.

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ok thank you will try to use functions πŸ™‚

dark crow
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I mean instead of Random Integer you can use a Stream with Streamed Random Int

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Way less patterny

odd ember
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using a function library is probably your best bet if you want to use this wide. but tbh I would create an item manager subsystem that works out the details of what spawns

storm vigil
dark crow
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Not too hard

vestal acorn
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Is there a way to have save frames work with different blended cameras? Right now my Issue is that it will stay true only to the viewport camera

odd ember
vestal acorn
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Well I would like to access it via blueprint optimally, so I can change the percent in game

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But might be worth a try, thanks

soft scaffold
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Hi! I have a really complicated problem. I have a projectile which movement is controlled 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 disappear/stop in movement. Can I set somehow the timeline to start new tracks for new projectiles? Or any idea what can I do in this case?

odd ember
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use projectile movement instead of timeline

faint pasture
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Value difference/speed

meager spade
soft scaffold
glass stump
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is there a way to create a component that's already been destroyed?

odd ember
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... what?

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how do you mean

glass stump
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well, one of my Character's components gets destroyed, but I want to to create it again at a later point.

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I can't seem to find a 'CreateComponent' or 'SpawnComponent' or anything like that from what I've looked up.

odd ember
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AddComponent

glass stump
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Ah, thank you! :D

spark steppe
# glass stump Oh, this one?

you have to multiply this vector by something, e.g.: 10000, and then add the world location of the missle to the result before you feed it to the moveAI Node

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the forward vector is just a normalized vector with the length of 1, so if you use that as world location its pretty much the center of the map

glass stump
spark steppe
glass stump
vestal acorn
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Not getting further with the Safe Frame, Is there a way to get the Screen Size of an Actor inside the Game?

odd ember
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not in blueprint, I think you'd need access to the renderer

vestal acorn
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f me then, but thanks for the hint

odd ember
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there's some blueprint code in there you could try copy pasting

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but I have no idea if it works or not

vestal acorn
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oh yeah def, I'm still digging trough it, might be worth building it from scratch with the formula he provided e.g. the blueprints in case someones interested

ivory brook
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in a third person game, using the default character blueprint, if you walk off a ledge, the jump animation will play before the falling animation.

I've tried setting Booleans when I jump and making the jump transition depend on that variable but it requires a target in the animation blueprint.

has anyone tried getting rid of this that could help me out?

it's worth noting, if you need to explain something to me, treat me like a six year old, I'm still new(ish)

lusty wave
odd ember
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I think that's already the case

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I'd even think that it would be setup so the falling animation happens only after the apex of a jump, and that the jump animation only happens pre apex

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at least that's what I remember last I messed around with that

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the only thing I've had to change was to ensure the falling animation worked infinitely

lapis zenith
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Hey guys, I want to create a trail with collision behind an object, currently I am using a splint but it’s super bad for performance. Any suggestions on a better way to do this?

tight schooner
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You're using a spline? Depending how accurate you need this collision trail to be, maybe make a Hierarchical Instanced Static Mesh Component with collision enabled (and non-relative transform), and on a looping timer event (i.e. periodically recurring) you create a new HISM element at the actor location and delete the oldest one, effectively leaving a decaying trail of collideable meshes. It wouldn't be super accurate but it would be cheap I think. Maybe there's some better solution but this is just something I came up with off the top of my head.

lapis zenith
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A HISM would look weird if it were to be going up or down a hill though no?

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Like it wouldn’t really look attached to the mesh in front of it would it?

odd ember
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is it static? dynamic?

lapis zenith
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Static

tight schooner
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What exactly is the thing? My idea assumed you only cared about the collision

lapis zenith
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I guess you could imagine a wall being built behind it

odd ember
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I gotta admit I'm having a hard time picturing what it is even when you say wall

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so it's not like a fence or something?

lapis zenith
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Sure fence works as well. Really I just need something visible with collision behind it

odd ember
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spline should be fine given your parameters. could it be the collision you're using is expensive? or the object itself is expensive?

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if not, feel free to post a screenshot

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I think it'd clear up things

lapis zenith
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Not sure sure I am still messing around with it, just started working with splines today so it’s also possible I’m just implementing it poorly

pale blade
onyx token
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nonono

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that's the wrong approach

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you see

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the more spaghettio you have

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the better your code is

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that's my code

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so far i got a camera

earnest tangle
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Reroute nodes are good, I'm not quite sure how they make things more messy πŸ€”

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and if you want to move groups of things, you'd just drag-select the whole thing... which would also select the reroute nodes so I don't really see how it makes moving things harder either...

pale blade
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I've got a big function and I've organized it all nicely with reroute nodes
But I noticed that if I were to want to move things around then I'd have to really take into account all the reroute nodes all over the place

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I guess it's just me and how I prefer to organize things

earnest tangle
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I guess it depends on how exactly you're using them

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at least for me I usually just use them to make sure the lines are more cleanly organized, but it's still reasonably close to the nodes so if I drag select the whole thing, I just make sure to drag the box large enough to get all the lines in and that gets me the reroutes too

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note that you can also hold down shift if you drag select, so you can for example do a small selection first, and then hold down shift and drag some additional selections to get the rest of it

glass stump
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is there a way to respawn a component within a BP after an even where the component is destroyed?

earnest tangle
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use one of the spawn component nodes

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I don't know if this is a common usage pattern for this though, so ymmv

ivory brook
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This is all I've done to set the Bool so far

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first pic is in AnimBP the second is in CharacterBP

glass stump
earnest tangle
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What component are you trying to spawn?

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There's definitely nodes such as "Add Static Mesh Component" which spawns a new component

lapis zenith
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This is how I am currently adding to the spline

lapis zenith
glass stump
earnest tangle
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Yeah I'm pretty sure you can just use Add Box Collision and Add Particle System or whatever the nodes are called

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Depending on what you're doing it might be easier to just spawn these as actors and respawn new actors in and out when needed though

glass stump
earnest tangle
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Sure, just use attach actor to component

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or attach actor to actor

ivory brook
# lapis zenith is it the movement component?

I assumed that because it is set to true in the characterBP that, as a public variable, that state would be copied across to the AnimBP.

I can't get anything to do with the character movement in the AnimBP

glass stump
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Thank you! I've been trying to do this all day

earnest tangle
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nice :)

odd ember
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not your code

ivory brook
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does this mean the target can only be something from the characterBP?

dawn gazelle
lapis zenith
tight schooner
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@lapis zenith so the trail never gets culled? It just keeps getting more points and meshes and once you have a lot of them performance tanks?

lapis zenith
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Awkward timing lol yeah i think I create a brand new one every time with that code?

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So I think that is causing the issues just not sure how to only add on to the last point

ivory brook
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that appears to have done it thank you

lapis zenith
tight schooner
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You could probably figure out some debug logic that checks if the spline meshes spawned correlate to the no. of spline points. Are you spawning too many?

I don't have experience with updating very large splines at runtime. Is that the source of slowdown or is it something else? @lapis zenith

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If it's the updating of the spline itself, like maybe if it's ballooning to hundreds of points over time, you'll either have to cull the old spline points (not sure if this affects the meshes) or break up the spline when it grows to a certain size.

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But at the outset I think the task is figuring out what part of it is draining performance exactly

lapis zenith
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The performance takes a hefty hit after only adding a few points so I believe it is related to it adding meshes from the start of the spline each time instead of just adding on to the last point

ivory brook
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can you do anything like a reroute node in a state machine?

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this is already messy as hell, I guess I could have multiples of the same state in different spots to make it a bit neater

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not a lot better but it makes more sense to me at a glace

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a reroute node feature still makes sense to me though for this

lapis zenith
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Yeah reroute nodes in state machines would be nice

ivory brook
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so your slowing down because you've effectively got too many splines in the level?

lapis zenith
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Basically, as the spine expands it is creating it from point 1 each time instead of the last point which is causing freezing since every time it gets called it is adding a ton of points

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I need to figure out how to add on from the last point as opposed to the first point

ivory brook
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I'm not the best, but splines in realtime is one of the few things I've actually taken a proper look at.

could I see the blueprint? I may actually be able to help for once rather than ask all of the questions

lapis zenith
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Splines is something I just started learning today so the solution might be simple but I'm clueless lol

odd ember
ivory brook
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I'm trying to find a specific tutorial that I remember reading when I was looking into splines where the guy clicked on a spot and a spline was drawn around obstacles and the character would walk along the spline but I can't find it for the life of me

odd ember
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but if it's just a static thing then yeah just new spline points

ivory brook
# odd ember here's my graph for comparison

@lapis zenith
This one could possibly help
https://www.artstation.com/artwork/DxV46R

ArtStation

This is a blueprint set up that generates a mesh along a spline path.
Made as part of my major project: The Contingency, I needed a way to quickly generate lots of plague "tentacles" in engine and adjust them to morph the environment.
Features:

  • Will only generate a new mesh after a certain distance (to avoid stretching textures)
  • Adds a begin...
odd ember
ivory brook
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has a clear beginning middle and end for the spline components

odd ember
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think you tagged the wrong guy

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lol

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or sry, replied to

ivory brook
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whoops

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good thing you were already here

lapis zenith
odd ember
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yea

odd ember
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is it like a grenade arc or something?

lapis zenith
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Ah, imagine tron bike lines

ivory brook
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the screenshot makes it look like he's making a rail or possibly waypoint thing

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oh

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trails?

lapis zenith
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Yeah trails is the goal

odd ember
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yeah I think splines will be fine then

ivory brook
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could you not do that with niagara and set the trail to stick around for a really long time?

odd ember
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basically you gotta do something like

lapis zenith
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I could but I want it to also have collision

ivory brook
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guess you still need to make the path for the particle though

odd ember
ivory brook
odd ember
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my recommendation is to have a fairly vert dense mesh (if you're looking to do a lot of smooth movement)

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nah some UI pack

ivory brook
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it looks really cool

lapis zenith
odd ember
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I mean niagara can do collision as well, but atm probably your best bet is splines

lapis zenith
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Your screenshot is basically what I am already doing no?

odd ember
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well not if you're creating new splines all the time

lapis zenith
odd ember
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are you adding spline meshes?

lapis zenith
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Yeah right after that

odd ember
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and that's not technically the same

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you might get overlaps afaik if you don't do whole numbers, but I leave that to you

lapis zenith
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The main issue right now is that every time I update the spline it creates a new one rather then adding on to the existing one

odd ember
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ah

lapis zenith
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so everytime the actors position changes instead of grabbing the last spline point it starts from the beginning again

odd ember
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you're probably using it per input then

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make a singleton

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so if a spline hasn't been created, create one, otherwise use the existing spline

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you can consolidate that into a pure getter function

lapis zenith
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well I am already only spawning one, it is just that one spline draws meshes from the start point each time

odd ember
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so update the start point to be at the end

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basically in the for loop, the first number is the start point

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so if you change that when the loop finishes, you should start at the end

lapis zenith
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Any idea how to do that, when I tried I just got blocks of disconnected meshes

odd ember
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I can give you the math

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but the fixing of the meshes may require some work

lapis zenith
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what I tried was adding a new point then setting the start point to be equal to the number of points -1

odd ember
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in the screenshot you always start at 0

lapis zenith
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yeah that is because I removed that logic due to it not working I can take a screenshot of that if you want

odd ember
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IMO it's a question of spacing

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if the meshes are disconnected

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but again I can't tell because a lot of this is a visual problem, not a programmatical one

lapis zenith
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this is the issue when I try doing the -1 solution

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it only draws the spline at the location I wanted it to move to instead of adding on to the pre existing spline

odd ember
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yeah I said do it at the end of the loop

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not when you start it

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otherwise you just do one segment

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and like I said, I'd recommend you do whole and remainder division instead of normal division

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to avoid spacing issues

lapis zenith
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Ah I missed to put it at the end

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That seems to be working thanks a lot

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Final question, what did you do with the W&R division values to fix the spacing issues?

odd ember
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the idea is that you have a mesh that is about 100 units in length to begin with, then use a spacing that reflects that

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then scale the spacing based on how big the mesh needs to be in the end

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the reason you use whole and remainder is that you eliminate floating point errors as much as possible, and use the remainder only between the last two points

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(as a scale value)

pseudo pelican
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Hey guys, i'm really new to unreal engine and i'm faced with a bit of a design choice with the way it is layed out for the combat.

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I currently am using this to check if I can attack or not, should I rather use a simple "can attack" boolean instead. I understand I would have to reference that same boolean pretty much everywhere but maybe it would make it more readable and easy to follow? wrapping my head around these AND statements is kind of a mind fuck tbh

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just thought I'd ask for your opinions?

odd ember
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you should most definitely just have a single boolean for this

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you can use a function return

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to encapsulate your logic in this case

pseudo pelican
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Yeah I could just collapse it but that isn't really going to change anything under the hood

odd ember
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generally you should probably have a component or a manager class take responsibility for combat

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and query it every time you want to attack

pseudo pelican
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idk what those are 😦

odd ember
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classes you make yourself

pseudo pelican
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don't fully understand, im pretty new

odd ember
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have one place where you can have all the logic for combat, including all the checks you need to make it happen

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a component is good for this

pseudo pelican
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currently all of that is in the character

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I think I feel what your saying though

odd ember
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then, when you want to query anything about combat, you ask the CombatComponent what its opinion is

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and it will tell you if you can attack or block or what have you

pseudo pelican
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would that component just do this same thing?

odd ember
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or you could broaden it to be an ActionComponent that has responsibility for all player actions, so any time the player wants to do something, you ask the component if it's possible

pseudo pelican
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or would it be different

odd ember
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it would make similar checks

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tbh you probably don't need 6 enums

pseudo pelican
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ill look into making a component for combat, that sounds like a good idea

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so you think I should just use a simple "can attack" boolean

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?

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that I would reference everywhere necessary

odd ember
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"Can Attack" would be a function return

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not a boolean variable

pseudo pelican
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idk what that means

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like a pure function?

odd ember
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yes

pseudo pelican
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and that pure function would be stored in the combat component

odd ember
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yes

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you basically query the combat component for anything combat related

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you'd have similar checks

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once you got it working, you can always see what you can whittle away to make it work better

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6 enums is possibly overkill

pseudo pelican
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I see

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ill give making this component a go, sounds smart

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that way I could extend that component onto any actor correct?

lapis zenith
odd ember
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exactly

pseudo pelican
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❀️

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thank u big dik

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kisses

odd ember
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lol

pseudo pelican
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one last question, bit stupid but have to clarify

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all of the logic would be stored in that component yes

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I just call attack function

odd ember
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well you can have both the attack function and CanAttack function working side by side, and allow the actor that the component is on to hook into that

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because while an AI character may use the same combat component, it may not have player input available, so it has to do attacks based on other logic

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but yes

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to answer the question

odd ember
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I didn't use a tutorial for my splines unfortunately

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but it's a basic check like

if (LastIndex)
{
  Spline.Tangent.Scale = Remainder * Spacing * UserScaleValue;
}
lapis zenith
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Am I on the right track with this?

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oh wait a minute

pseudo pelican
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@odd ember just starting to find out about making components changes everything oh my

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thank u sensei

lapis zenith
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nvm thought I figured it out lol

pseudo pelican
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@odd ember one question, if I were to split up the combat into, attack component, grapple component etc, would I be able to do something like, cant attack while grappling?

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would they be able to communicate?

odd ember
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they would always communicate through their actor

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generally I'd say go for one component to start with and the split it up if necessary

pseudo pelican
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so how would I go, ok attack but not if grappling

odd ember
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make it part of the CanAttack function

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only attack if you can attack, dig

pseudo pelican
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but if they are seperate components, how do I reference the other components in that canattack function?

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if its stored within its own component

lapis zenith
odd ember
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that's why I am saying start with it being one component πŸ™‚

pseudo pelican
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I really want to doe 😦

odd ember
odd ember
pseudo pelican
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but what if I wanted some actors to be able to grapple and some other not

odd ember
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otherwise you'll always have to find a way to make the components communicate

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for instance, when instantiating them

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well just have grappling disabled for those characters

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a grapple is just, in the end, an attack type, no?

pseudo pelican
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yeah I mean I guess

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it follows completely different rules

lapis zenith
odd ember
odd ember
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it's probably worth writing out on paper what the rules are for each type of attack

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Street Fighter's rock paper scissors system is a great example of how the system would work

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if you're blocking, you can't attack, but you can be thrown. if you're attacking, you can't block, but you can be thrown. if you're throwing, you can't block, but you can't be thrown.

lapis zenith
odd ember
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tbh it might not make sense for your particular scenario. I made my spline mesh for use in editor, not for runtime use

lapis zenith
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ah ok

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I am still having that spacing issue though so it might be the same

odd ember
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what's the issue you're having?

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screenshot it

lapis zenith
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So it is only adding to the end but it isn't properly connected

odd ember
lapis zenith
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this is what I am setting in that

odd ember
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and the distance is what...? also your tangents should probably be using GetDirectionAlongSpline or whatever it's called

devout bane
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Is There a way I can get the name of this struct?

lapis zenith
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distance is index * section length

devout bane
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Type name

odd ember
odd ember
devout bane
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Dang. In C++ I can use StaticClass()::GetFName
But I need to be able to do it in blueprints as well so I can check if Entity has component by name

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type name

lapis zenith
odd ember
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that should be fine

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try using these for tangents

devout bane
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I guess since the components are defined in C++ anyway I can just give list of component names to designers to use.

odd ember
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do you mean components like actor component derived, or something else?

devout bane
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Its a ECS system I wrote. Components are just structs.

lapis zenith
odd ember
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hard to say what the issue is then, this is basically the setup I have

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how does it fare with straight segments?

odd ember
lapis zenith
devout bane
odd ember
lapis zenith
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always a gap between the start and end

odd ember
lapis zenith
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and if I place it to close to the last one it gives a really small mesh

odd ember
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I don't know what that means

lapis zenith
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Ah I got it working

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I just made it so it can only add a mesh if it is the full size of the segment and it fixed this issue

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Not sure if it is the best fix but i works for this situation

odd ember
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perhaps because it is runtime you need to scale the last segment with the remainder properly for it to work

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but also, make sure that your mesh is setup to be a spline mesh

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as in, it has enough vertices to not get stuck

hardy fable
# devout bane Is There a way I can get the name of this struct?

something like this should work (modified copy of similar functionality from my project):

   static void GetStructName(FName& OutName, uint8& Struct) { check(0); }
   DECLARE_FUNCTION(execGetStructName)
   {
       P_GET_PROPERTY_REF(FName, OutName);
       Stack.MostRecentProperty = nullptr;
       Stack.StepCompiledIn<FStructProperty>(nullptr);
       void* RawValue = Stack.MostRecentPropertyAddress;
       const FStructProperty* StructProp = CastFieldChecked<FStructProperty>(Stack.MostRecentProperty);
       P_FINISH

       OutName = StructProp->GetName();
   }```
something like that
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the void* line is probably unnecessary actually

#

i dont know which one you need, but there are a bunch of options

timber pilot
#

Is there a way to replicate player game state across multiple levels? When I load a new map, the variables in the player game state reset, which is unintended behavior. Is there a way to keep these variables across the levels, or do I need to move them to a game instance for that to be possible?

manic knot
#

Hey can anyone think of a way for Apply Radial Damage to only apply damage in a Half Circle?

icy dragon
misty mesa
#

dumb question, im trying to make a door open when i walk into a box, and close when i walk out.
but if i copy the thing above and use On component end overlap it doesnt work and the door just slams up and down rapidly.

#

whats wrong with it?

#

this doesnt work

icy dragon
civic briar
#

Possible to LineTrace over a set time ?

#

I tried lerping but doesnt work

manic knot
civic briar
#

I am using a timer

#

Maybe I should re-phrase;

I want the start of each trace to reach the end point over time

manic knot
#

OK and you set Timer at Begin Play? then you can Toggle the Trace by setting a Bool, that you check for in the beginning of the Function on a Timer.

civic briar
#

Thats not the issue.

#

Its one fire for each bullet

#

The trace is instant, im trying to figure out how to make the line trace itself go from the start pos to end pos smoothly over time

icy dragon
#

Because going from point A to point B over time sounds like a primitive projectile to me.

civic briar
#

Cant because the damage is being applied by the trace itself. I am not wanting to use a projectile

#

Its crazy to me..... How can something that seems so simple not be anywhere on google

icy dragon
civic briar
#

thanks though

icy dragon
#

You don't have to adhere to the rules of physicality (that's what I refer to rigid approaches), and using projectiles as slow tracers is not an alien trick.

If for whatever reason, you need to detect something in between before the tracer reaches the end point, do a linetrace every frame from the startpoint to the flying invisible projectile until the latter reaches the endpoint.

candid nest
#

hey i am facing a issue i have a level in which i get 40 fps when i move in viewport but i get hardly 10 when i play plz help

civic briar
#

Thats too broad.

Could be a bunch of badly done stuff/code in tick.
Could be effects in the level that are started at runtime.
Could be a huge list of things. Including your hardware

candid nest
civic briar
#

Did you turn down your scalability settings ?

candid nest
#

yes after turning it down it works perfectly but then graphics u know right

civic briar
#

lol yeah, looks like you need both optimization and maybe some new hardware

candid nest
#

yes i optimize it to max like itss been a month i watched almost all vedios on youtube i optimized mesh and material both

#

i did not test it yet on androdi maybe it work there my laptops hang even though my chrome hangs can this be the reason

icy dragon
candid nest
#

okay thanks for the information i will definatley test it

icy dragon
#

If the highest frametime goes to Game thread, then might be an aggro looping BP.
If the highest frametime goes to Draw, then might be few materials have bad shader instruction counts.
If the highest frametime goes to GPU, then might be the potato hardware.

candid nest
pseudo pelican
#

just found out that actor components dont allow timelines... 😦 halp

manic knot
#

Can you use a Child Actor component?

icy dragon
manic knot
#

Only real difference is you need to cast to Child Actor, or you could setup an Interface

candid nest
candid nest
icy dragon
candid nest
#

how can i optimize the sky light for android it is movable i have directional light and sky light

icy dragon
#

Also make the directional light static.

candid nest
#

okay they are movable also i want that it is evening only so if i build where are they now it wont affect any thing

dark crow
#

Are you using BSPs?

icy dragon
candid nest
#

okay

candid nest
candid nest
terse latch
#

Might anyone have been able to get something resembling multi crits? What I mean is say you have 150% crit chance with 200% crit damage. 100% crit would always land doubling damage. But with a 50% chance of landing a double crit that would be 400% crit damage.

timber knoll
#

you could just use a loop

#

and loop amount would be ceil(crit chance / 1.0)
this way you can just use random to calculate if it's a crit or not, and then multiply damage by amount of crits * crit damage

#

so on first iteration, your crit chance would be 100%, so that's a crit (+1 crit amount)
second iteration, you have 50% chance remaining, 1/2 times this will be a crit (+1 or +0 crit amount)
end of loop, crit amount * crit damage * base damage

native willow
#

im not sure whether the physics tick is the same as game tick but it should be good enough for your use case

storm vigil
#

Hi. how do we mathematically convert a fire rate float variable to a rounds per minute (RPM) for FPS? I am using a set timer by function name and attached the fire rate float on the time input for the fire logic. Thank you

vestal acorn
#

Bit stuck on the math for this one, I'm trying to calculate a mesh size depending on the FOV of the camera, but I'm getting the mirrored results that I want. For example, FOV 50 should return 2, but returns 0.5, FOV 200 should return 0.5 but returns 2 - How can I invert that?

#

@trim matrix Ah yeah now that I see it it makes total sense, was overthinking it a bit, thank you πŸ™‚

tight schooner
#

so if your firing rate is once every 50ms, you'd do (1 / 0.050) * 60 = RPM

#

(in that example, it's 20 RPS or 1200 RPM)

storm vigil
#

Thank you so much. I was kinda confused since I had an old fire rate logic that has an opposite float (using 7 for a machine gun) hehe
The new firing logic is using 0.1, so that is 60/0.1 which is 600 RPM.
So to make it easier to compare with real weapon RPM how do I setup the variable with the math instead of trying to calculate and just adjust the float directly on my weapons, sorry so dumb trying to find out how to convert it

storm vigil
tight schooner
#

yeah 60/period would give you RPM

#

you could make a custom "pure" function that converts the period (in seconds) to RPM or vice versa

#

well the video might be confusing lol so the tl;dw is pure functions are nodes without execution pins

#

which is useful for things like conversion nodes

#

And if you want that conversion node to be universally accessible (as opposed to class specific) you can put it in a custom function library @storm vigil

rain egret
#

can someone explain to me what this means? i have started using the profiler today, i am the guy with the airship project and at the end of the graph there are like 8 flying ships at once in the scene.

tight schooner
sand bloom
#

I have the weirdest issue, I have something set up to rotate but at certain parts my rotation slows down

#

it's the same part every time

#

would anyone happen to know what could cause this because i'm really confused

#

it is a set actor rotation

#

i have an system that changes the speed but i made sure to use a print string to check if it changes

#

and the speed variable stays the same

#

and yet.. i slow down every time at that one section

native willow
#

<@&213101288538374145>

tight schooner
# sand bloom it is a set actor rotation

Every time that node gets called it executes your rotation math/logic. So my first question is; why are there four execution lines going into it? Is there a chance it could execute multiple times per frame? Make sure the execution flow is working the way you think it is.

My second question is: are there "ticked" events driving that logic, such as Event Tick and Axis Event (IIRC)? The thing about ticked events is they fire once every frame, so if your framerate changes, the rate at which the logic is executed changes, which can result in variable movement. The way to counteract that is to scale your math by the frametime -- Get World Delta Seconds. For example, if you're adding a flat offset to rotation each frame, you should multiply the input offset value by the frame time before adding it up to the final rotation.

#

You don't have to answer those questions to me per se, but I'm just giving you a couple leads to look into.

sand bloom
#

thank you i'm going to save this comment

#

yeah i'm using branches basically and each branch gives a different value

#

The framerate thing is definitely something to look into aswell if all else fails

#

Right now i'm kinda assuming my navigation system is interfering with my rotation, because when i leave the navmeshbounds I no longer seem to have this issue edit: nvm I guess it may be framerate instead

storm vigil
trim matrix
#

Trying to convert raw accelerometer/gyro data (XYZ vectors polled every 0.1 second) into β€œArm Swing” event (like, repetitive big motion that is similar to a series of previous motions). Any pinpoints how to approach it?

sand bloom
#

Like for vr? Since you didn't get a reply yet the way i did something a little similar was using inrange, and comparing my initial position with my current position. You could start this based on a button press but maybe also with a fast movement I don't know

#

although in my case it was using multiple inrange's with branches and a int gate to make specific motions

zealous moth
#

is there a way to get the main camera used by the player controller?
I'm trying to avoid using the player character component and would rather see which camera is being used by the player controller

tight schooner
trim matrix
#

Is there a way to plot a changing variable in blueprint editor (like on the node) in real-time?

solar dawn
#

Hi guys, can anyone help me for working on triggering open level when my Health Bar UMG reaches 0%? I'm in VC now

trim matrix
#

how to add an "event" parameter into function, like in SetTimerByEvent ?

dark crow
solar dawn
#

yeah but it's not that easy in my case

dark crow
#

Why

#

Literally what you described, it does

solar dawn
#

hmm, it's hard to explain in word actually. I'll try but if u still dun understand then pls join me in vc if u avalaible.

So in game level, I have Terminal Actor and Health UMG, both are separate BP. Once the UMG progress bar reaches zero, that means Actor is dead n game over. I've set bullets which decreses 3.5 point to decrease health bar. I've successfully decreases the health but fail to open level.

#

I tried to use Event Dispatcher but it still doesn't work

dark crow
#

Singleplayer or multiplayer?

gentle urchin
#

If ur using float make sure ur not trying to == 0.0, inaccuracy and all that

solar dawn
#

A VR singleplayer game

dark crow
#

Then you can directly open the level from the Terminal

#

No need to dispatch to the player

#

If the terminal is the game condition

solar dawn
#

yes but noi working, i tried to put it in Terminal but one bullet just one hit KO terminal without decreasing health point

dark crow
#

Then you're having a way bigger issue

solar dawn
#

exactly, which im currently worrying af lol

#

it all starts with the umg

dark crow
#

Never store stats in the UMG

#

If you're doing that

#

Like the actual terminal HP in the HUD

solar dawn
solar dawn
#

in order to do that, i put the widget in a bp

dark crow
#

Ok but you have the Health of the Terminal to use

#

When <= 0.0 just switch level

solar dawn
dark crow
#

No

solar dawn
#

in bp

dark crow
#

In the actual Terminal BP

#

Not Widget

#

After it takes damage

solar dawn
#

something like this?

dark crow
#

No

#

First of all

#

<=

#

Not >=

#

Then the Bool into a Branch

#

True -> Open Level

#

And how are you calling Game Over

#

Where is that

#

You should check it directly after Terminal took damage

#

So after Overlap

#

I imagine in your case

solar dawn
dark crow
#

And what is calling it

#

Is that in the UMG?

#

No nvm there's BeginPlay

#

In what class is that

solar dawn
#

UMG BP, yeah that was done b4. im working according to ur help

dark crow
#

Show me where Terminal takes the damage

solar dawn
#

This is the bullet BP, I set it as decreasing the health of terminal collider

dark crow
#

You could check there

#

Health <= 0.0

Branch -> True -> Open Level

solar dawn
dark crow
#

I would personally not, but for debug, you can try

#

Then you can design it all better, lol

solar dawn
#

lets hope this works, but do i put it b4 print string or what?

dark crow
#

Yes

#

Before it's destroyed

solar dawn
#

orite let's see

#

orite first u're genius, but half lol

#

it does works, but it seems like the collision is not reacting immediately. My health bar goes 0 for a couple second then i was sent into the certain level

#

which means i almost there lol

dark crow
#

Fundamentally a design flaw

solar dawn
#

yes it's a flaw, it made me headache for several days

dark crow
#

There's an ApplyDamage an Event AnyDamage for a reason too

#

To handle damage

solar dawn
#

i nvr use that lol, although it explains plainly what it does

dark crow
#

Are they? πŸ€”

#

Never heard of it getting deprecated tbh

#

I use GAS too so not up to date with that one :p

#

What I'm trying to get at tho is that the Projectile setting directly the Health of the Terminal feels like a violation of concerns

#

But if those are getting deprecated, RIP tons of tutorials xD

solar dawn
dark crow
#

Will see lots of where is this node questions

solar dawn
#

im sorry for bothering cuz it gave me headache

dark crow
#

What's up

primal smelt
#

How can I set a position offset for a texture? I know you can use a panner but I want just a static offset, not one which is moving.

solar dawn
# dark crow What's up

i just tested the bp, its open level delayed 10 sec n the bullet not destroyed when in contact. which not what i wanted.

spark steppe
primal smelt
keen ice
#

How do i randomly assign a role to players in a game im making a murder mystery type game, but i dont know how to randomly tell players if they are a Killer or an innocent. i know i can make a tags and have the tags tell the player character what to do with it. but actually giving the players the tag or variable randomly is out of my knowledge. please help

spark steppe
#

scale is multiply/divide on the texcoord

#

offset is addition/subtraction

solar dawn
#

@dark crow if in ur game designm how would u setup the mechanic

primal smelt
unborn crater
#

Is there a way to create a custom UI control for a public Blueprint variable? Use case: a string field that has a dropdown button on the right that lets you select from a list of sample values (e.g., from other values currently in use), or type in a new one.

spark steppe
#

show a screenshot of your material

primal smelt
spark steppe
#

20,20 is wayyy to much offset

odd ember
#

you might be better off asking in #graphics @primal smelt

spark steppe
#

UV is 0-1

primal smelt
#

Numbers are arbitrary, I'm just trying to see some movement so I can work out what to do

spark steppe
#

so try adding 0.2

primal smelt
primal smelt
# spark steppe so try adding 0.2

Brilliant, I figured even if I was going above max value I'd still see something! Also if I take the output and plug that into a panner node, that should still essentially start from the same position shouldn't it?

spark steppe
#

well, 1.2 is the same result as 0.2

#

and i'm not familiar enough with panner node to answer the last one

primal smelt
spark steppe
#

20 is the same as 0

#

so basically no offset at all

primal smelt
dark crow
#

So if you ever want to create new projectile types in a future, you can use the same event to apply damage but only give a different damage value

hushed hinge
#

should enemies be characters?

#

like ai things

#

cool thanks

warm stream
#

ive been trying to get this AI spawner working for awhile now, I got it to spawn in NPCs at a random point, but for some reason its roaming script breaks, and I've tried multiple ways to get it working but just seem to be stuck;

ive searched up and it leads me to a rabbit hole, and asking some other folk in other places they just tell me to watch a 2hour video on how BPs work.

#

it asks for a target, that target being the Actor in another BP

#

i have tried casting to actor and also making a varible but both lead to no results

dark crow
#

Well yeah you need a ref of it

#

If there's only 1 in the world you can use Get Actor of Class for easy access

warm stream
scenic kindle
#

what are some reasons why a cast fails?

warm stream
#

if i get this variable

#

comiples no prob

#

but then get this

#

actor of class isnt compatible

#

same with casting to the BP itself

scenic kindle
#

i'm casting to ThirdPersonCharacter and the object is get player character. that usually works no?

warm stream
#

mines a custom sprite

#

also its nothing to do with player character

scenic kindle
#

ok thx.

faint pasture
warm stream
dull hatch
#

Hello can anyone tell me why when i press space to jump my character stops following the move to location i clicked and drops straight down?

#

That is how i move it will be a single player game the possed pawn is just from a tutorial on how to move with mouse click

dark crow
hushed hinge
#

How do i get the data out of the an interface from an actor?

#

i determined it is implementing the interface

#

but idk how to call the functions on the actor

#

i see

#

ah yeah

#

i derped and made it an input not an output

#

oops

warm stream
#

after setting

hushed hinge
#

I have some text boxes in ui im trying to set like this:

#

i am getting the error accessed None trying to read property NameLabel

#

but it definitely exists

dawn gazelle
hushed hinge
#

yeah i readded it to the parent, it works now

pale orbit
#

is there anyway i can make variables for a bp from a editor utility blueprint?

fleet cedar
#

Anyone know how I can freeze the camera position in my player character?

glass stump
#

can I switch from one camera on the player to a camera on an enemy?

brazen pike
glass stump
limber rover
#

I'm having some trouble making star fox style roll control where the L and R triggers bank the player ship. I have a setup here where the player ship automatically pivots, around based on movement input for the sake of aiming and feeling good to move around, but I'm trying to apply the manual rolling on top of that

#

What I keep getting is a result where the manual rolling creates this really fast spinning, when I'm basically just trying to add an interpolated extra 90 degrees of roll left or right to the ship's existing rotation

#

This is my blueprint setup for this so far, the first set relative rotation is used for smooth automatic pivoting from player movement, and the second one is meant to add additional roll values

#

I feel like this is the completely wrong way to do this

#

So I'd appreciate some advice. I'm aiming to handle the ship's pitch and yaw rotations separate from the position and movement to give consistency with the retical movement between rail movement, all range, and other methods of flight control

odd ember
#

grab the right (or left) vector when you start the roll, use something like a timeline or a timer to tick said vector in the direction you want for however long you want it to move, then overlay the rotatation in the same timeline (or timer).

limber rover
#

so I can overlay timelines together? That's good to know, thank you!

odd ember
#

if you use a timeline, you can use the float track to create an alpha value you can use to lerp between for both distance and rotation

#

no not overlay timelines

#

overlay functionality

#

you just need one timeline

#

in fact, just one track in one timeline

limber rover
#

oh fascinating

#

and this could layer on top of the method I'm using to automatically pivot the ship for aiming?

odd ember
#

I have no idea what other systems you're using

#

but this is really simple and can be done without any interference with other systems

limber rover
#

are there any examples around of timeline overlay functionality? I'm not super experienced with timelines within blueprint

odd ember
#

just extend the execution thread

#

save the alpha value/promote it to a variable

#

it's really nothing special

#

so as the timeline is doing its thing, it updates both location and rotation, but separately

vestal acorn
#

Is there a better way in blueprints to check if the renderprocess of taking a screenshot is finished other then checking the target folder ,,repeatedly,, if the specific screenshot is inside the folder?

odd ember
#

no idea. any file writing to disk should be handled by cpp tbh

vestal acorn
#

well sadly cant do any c++ atm, im doing it like this

earnest tangle
#

If the node doesn't have a latent pin you can use, checking on a timer every few seconds is probably best

odd ember
#

whole thing seems a bit questionable seeing that high res shots can be quite demanding to do, so if there's no async support having this done in BP and putting a timer on top of it seems heavy handed

#

I'd look for a plugin first to see if it's possible at all, either through BP threads or just something that handles the operation wholesale from the side of the plugin

earnest tangle
#

Tbh it doesn't seem that bad, it's just a "does a file exist" check which shouldn't really be that demanding if you run it every couple seconds

#

it's a bit iffy if you can't just get a delegate for it but Β―_(ツ)_/Β―

odd ember
#

if it's not async I'm not sure if the timer will run in time

glass stump
#

in a BP, how do i access variables from other BPs?

odd ember
#

they have to communicate somehow

#

what is it that you want to do?

brazen pike
# glass stump in a BP, how do i access variables from other BPs?

you can cast to the BP you want, or if you need something from a specific BP in level you can create a variable for that BP and set it to expose on spawn, then in the editor select the BP you want to access as the target of the variable. Then you can make a "get [variable]" node to access whatever you want to find

sly finch
#

So i have a flashlight mesh attached to a first person camera, and when i walk/run the flashlight moves weirdly because of the intensity of the camera shake

#

Is there a way to make the flashlight not be affected by any camera shake?

odd ember
#

in your player actor, is the flashlight part of the same hierarchy as the camera? can you screenshot your hierarchy?

sly finch
#

Yes it's part of the camera hierarchy

odd ember
#

make it not part of the hierarchy

#

and see if that solves it

sly finch
#

But if i wanted to make the flashlight always appear on the screen, how will i do this if it wasn't attached to the camera?

odd ember
#

there's different ways of doing it. but your camera follows the transform of your player actor, so even if the camera and mesh aren't part of the same hierarchy, they should still follow the same movement by virtue of being on the same actor

#

also why I asked for a screenshot of the hierarchy

#

that would make it easier to show where it could be placed

sly finch
#

Oh sorry I'm not on my pc right now

quartz pawn
#

hi, so I have a quick question. I am creating an interaction system and I need to know what is hit and what to do based off of what is hit (like a door or an item). Now I got a hit output but how would I handle this? Like how would I execute the correct function based off of the output.

dawn gazelle
#

Create an interface. Pass in your hit actor into the target for the interface. Then implement the interface in any relevant actors.

quartz pawn
#

and then they just check to see if its itself?

odd ember
#

either an interface, or if you have logic that is common for all interactions, I'd suggest making an InteractionComponent that you can add to any actor that needs to interact with players

#

ultimately each actor will still have to respond to the interaction based on what they are (e.g. a door would open, a document would get picked up, a person talked to etc.)

quartz pawn
#

okay, should I have one interface or multiple per interaction?

#

or like per function

#

if i were to use it again

odd ember
#

one interface can have multiple functions

#

but if you have specific cases of an interaction being different every time you interact with it, you might want to think about how to build a system around that

quartz pawn
#

alr thanks for the help

trim matrix
#

is there an event I can use to perform a save before the game/app closes (including in editor)?

floral carbon
#

Hi, i'm using a simple AI system with the navigation mesh and i want to update the navigation mesh in a BP is that possible ?

#

i know i can change from static to runtime in my project settings but that is not exacly what i want

odd ember
#

but I'm not sure that's exactly what you're looking for

rancid steppe
#

I do attached for sword but i don't know how to do blueprint in my character to drop the sword

#

I want help what the best blueprint that can make a character drop sword in character

upper linden
#

anybody ever had this problem ?

#

im trying to make a gear system, when i equip armor (skeleton mesh)

#

chest mesh takes the new skeleton but it doesn't show

rancid steppe
#

I do all this blueprint for attached sword

#

But I want help what the best blueprint that can make a character drop sword in character after I attached sword

fossil skiff
#

how can i change this line trace to a projectile?

fading oak
#

is it possible to have a collision box set to "on component hit" but only have it active once you press a button on ur keyboard?

dawn gazelle
fading oak
#

awesome! thank you so much!

#

was aving trouble with global slow motion, but now working on a sphere around the character

velvet dagger
#

I'm so confused I'm literally dying

#

When I add my interface I get this error

#

By the way, it's a default 3rd Person Character, literally NOTHING in the event graph has been changed, and there is not an already existing "Gained_Collectable_1" within it

#

I'm confuseddd hhh 😰

trim matrix
#

Lol sometime unreal be like that

#

It sure what the error is tho

#

Other then just one of those ok unreal moments

fading oak
#

so ive made my character in the "pawn" class and am unable to use the "character" functions, ie. jump, launch character, is there any way to make these available to my "pawn"

icy dragon
fading oak
#

is it that simple?!

velvet dagger
#

Probably need to restart it : (

fading oak
#

@icy dragon i cant seem to find it in the "add component"

icy dragon
fading oak
pseudo pelican
#

yoyoyo does anyone know how to access an individual keyframe value at runtime and change it on a timeline?

pseudo pelican
#

feelsbadman

#

guess ill just fuck myself then

trim matrix
#

Ussualy if it involves keyframes then cant change at runtime

ripe rose
#

is there a way to reset the settings of a child back to that of the parent

#

for a specific component or whatever

#

like i changed some stuff in my child BP's capsule component, and i want it to just inherit from the parent again

#

i just reparented it

tight schooner
warm stream
#

is there an easier way to move the players camera? so I have it at its main view atm, but when player walks into a trigger I want the camera to move in/out to change the perspective

system I have currently is reliant on switching to different cameras, which works but is clunky.

ripe rose
#

that reverts to default for the setting, not to the parent's setting

faint pasture
#

Why are you not using Character?

fading oak
#

How to reparent? Will I have to remake my character?

fading oak
#

I'm super new to this stuff

faint pasture
#

If you want it to behave like a walking character, use Character. If you need something Character or the CMC can't do, then roll your own Pawn.

tight schooner
# ripe rose that reverts to default for the setting, not to the parent's setting

I whipped up a trio of classes to see how it actually works... Test_base --> Test_child1 --> Test_child2 with a variable that each child overrides. Hitting the yellow arrow on Child2 resets the value to Child1's default and not Test_base's default.

In Niagara (particle systems), that UI actually provides two arrows -- green and yellow -- to reset to a value to the immediate parent or base (module) default. Too bad BP doesn't have that.

marble violet
#

is the anyway I can Run EditorUtilityWidget from AssetActionUtility?

ripe rose
silent elk
#

is this a place to ask noob questions?

faint pasture
silent elk
#

I'm trying to get "Get Mouse X" green node to work, but it returns 0.0, at least if I hook it up to Print String

#

I was following a tutorial and realized my BP is just not moving/working, hooked up that node to Print String and assumed thats why

#

I assume that's probably a basic mistake somewhere?

civic briar
primal smelt
#

Materials - I have a texture pans in one direction. I know how to alternate the direction using sine/cosine but how do I have the texture pan in one direction for, say, 2 seconds and then reset to the original coordinates and start again (in the same direction)?

civic briar
civic briar
#

First you have to actually have an axis binding setup for mouse x

#

Otherwise it will always be 0

#

If I'm not mistaken

primal smelt
#

If you're posessing a pawn it should do that by default though, perhaps it only does so for inputs you've created in project settings

silent elk
#

just makes me wonder why would that not be mentioned in the tutorials.. alright let me see where this takes me

primal smelt
#

For debugging I would add enable input on event begin play

graceful coyote
#

Two questions:
1: When you duplicate a Blueprint in a world, can you instance a new copy of the blueprint itself, so each blueprint actor has it's own logic? Instead of creating a new Blueprint Asset.
2: Why can't blueprints reference actors in the world, when you can in the level blueprint? Personally, I think that's bad design.

glacial eagle
#

Because a Blueprint is meant to be a class, i.e. a template for an instance of something you use later.

#

So no to both questions ultimately

obsidian pelican
#

is there a way to make a glitch effect for umg widget tiles?

#

with bp or do i have to go with niagara

#

?

rose elbow
#

is there something like this node for a regular bp to make different things happen depending on the int value?

atomic salmon
rose elbow
heady burrow
#

Anyone knows if there is a way to cast to a specific class that comes as a parameter?

earnest tangle
#

That's not how casting works

#

most likely you can solve whatever you need that for either by using interfaces or by using some base class which you can cast to instead of a parameter class

heady burrow
#

What I meant was:

#

instead of having it fixed in the node, having it as an input pin

#

so I can hook it up with for example a string variable

atomic salmon
#

@heady burrow what are you trying to achieve that would require that? There is probably a better way to do it than what you are envisioning.

heady burrow
#

in a RTS'ish game I'm building I have a spawner building that uses an array of strings as base of units to spawn, in waves

#

for some things I need to cast the result of what I build

#

yes I can use interfaces

#

but, wanted to know if there was a way to cast more dynamically

#

Something like this:

atomic salmon
#

There isn't. If you have a limited number of cases you can use a Switch to select which cast to run or you can cascade multiple casts until one works. Otherwise interfaces are probably the way to go.

heady burrow
#

Ok, I will change my approach, thanks.

kindred marsh
#

Hello. I am new dev and i am trying to create a Notepad for my actors (with a widget with editable testboxes) so players can create notes inside them. Something like what you will see in the next picture:

#

My first issue is that i want this note widget to have in the field "model name" the name of the actor which is parent

#

I create this bp but it didn't worked. so could anyone say to me what i am thinking wrong

#

Thanks for your time (and really sorry about the bad English 😎 )

atomic salmon
#

@kindred marshyou need to apply some basic debugging to understand where it goes wrong. Did you use Print String to print the value of ToString to make sure it is what you are expecting? Did you add a break point to your SetText functions? Do you get any message in the log saying something is wrong? Or nothing?

kindred marsh
#

Well i have i print text and it works fine ( when i push play i can see the name of the actor in my screen but it doesn't seems to "set it" in the field of the editable textbox. i also have this messages which i try to understand them

kindred marsh
marble violet
#

is the anyway I can Run EditorUtilityWidget from AssetActionUtility?

#

I tried this, but doesn't open it, though it actually creating it, since i can print the ObjectName

trim matrix
#

these references to some GAS attributes are constantly breaking, and when I add a new one it doesn't let me select a default value, anyone know what's up?

#

this is the warning msg

marble violet
#

figured it out

glass stump
faint pasture
pale orbit
#

is there anyway to change a variable from a editor utility BP?

#

Change/create

heady burrow
earnest tangle
#

I don't know of a single programming language where you can choose the cast target type dynamically

faint pasture
heady burrow
#

you are saying that casting doesn't change anything about the object, but in my experience when you cast, it creates an object of the class you specified and uses the data as input.

earnest tangle
#

Casting definitely does not change the object, nor does it create a new object

heady burrow
#

if that works differently in UE4, thats fine, I'm not an expert by any means

earnest tangle
#

I don't think there's any language where casting creates a new object of some type

heady burrow
#

might be misremembering then

faint pasture
#

Ya I've never heard of that happening, but I've only worked with C likes

earnest tangle
#

Dynamic languages like JavaScript can take a value and treat it as another kind of value, eg. take a number 1 and use it as a string... but this does a type conversion, not just a cast

woven wing
#

Yeah, you're not making a new object when you're casting, you're changing how your code perceives the object?

heady burrow
#

I do remember while playing around a few years back that the constructors got executed when casting, and then I thought it was a common practice

woven wing
#

No no, constructors definitely do not get called.

heady burrow
#

disregard my comment then

earnest tangle
#

Maybe you modified something else which triggered it, for example compiling or saving in editor could trigger constructors if for example a construction script was triggered

dire reef
#

Hey Mates
does anyone know how can i implement checkout page into mobile app with blueprint?

The Client aslo gave me some information like:
Hmac key , Key ID and Gateway ID (this infos bllongs to a real bank account)

earnest tangle
#

I would highly recommend seeing if you can achieve it by embedding it into a browser widget or something

#

If your application directly touches things like credit card information, welcome to the wonderful world of PCI-DSS compliance

dire reef
#

Please add this to the Check out page so actual money can flow in the app. This is attached to real bank accounts

earnest tangle
#

Although if you create a form in your application which just forwards the information to a payment gateway, and it never goes to your server or anything like that, you might avoid being in scope for it

earnest tangle
#

You would probably need to start by looking at the documentation of the payments gateway they want you to use

#

There's no general advice for it other than usually they work via sending an HTTPS request with a specific set of parameters, to which they produce some kind of response

#

but the parameters and response depend on the gateway you use so you need to look at their documentation

dire reef
dire reef
earnest tangle
#

Maybe, not 100% sure. I know there's a plugin called VaRest which allows you to send HTTPS requests from BP's, but I don't really know anything else about it

dire reef
#

Oh got it
yes i know Varest as well but not sure how to use it

earnest tangle
#

UE has a builtin HTTP module, but I think it's only available from C++, so unless you've got some plugin or know how to write C++, might be tricky

faint pasture
#

Sounds like a client who's just begging for legal problems lol

pale orbit
#

is there anyway to change a variable from a editor utility BP?
Change/create

gentle urchin
#

In your case it sound better to respawn it, but it shouldn't make much of a difference. TP the player, do a "load game" and you'll be right back at it

livid vessel
#

I use the Prefab Plugin to spawn Prefabs. So now what does this error mean?
AttachTo: '/Game/Game/Maps/UEDPIE_0_Endlessrun.Endlessrun:PersistentLevel.PrefabActor_0.PrefabComponent' is not static , cannot attach '/Game/Game/Maps/UEDPIE_0_Endlessrun.Endlessrun:PersistentLevel.StaticMeshActor_0.StaticMeshComponent0' which is static to it. Aborting.

ruby meadow
#

How to call equivalent of C++ Constructor in BP?

maiden wadi
#

@ruby meadow Err, do you mean the construction script which is also OnConstruction(), or the actual class constructor?

#

If you mean the class constructor, you cannot call that in blueprint. You simply set variables in class defaults, or add components in the components list.

ruby meadow
#

Ye?

dark crow
maiden wadi
#

@ruby meadowOnConstruction override and the Construction script are the same thing. A Class Constructor( Such as AActor::AActor() ) is very different. Similar, but very different.

Class Constructors are more used as class wide setup of a newly instantiated object of the class.

Construction Script is used to modify instances after they've already been instantiated, usually used by the editor when placing or moving objects for level design, but it has other purposes.

livid vessel
maiden wadi
#

@heady burrow It's likely that you might have hit a breakpoint in a class constructor if it was never referenced. Class constructor will be ran for the CDO. Casting for the first time to a class can cause this to load in the editor since it needs the CDO at that point for the editor to use it's data. So technically it does create a new object when casting, but only once, not each time you cast.

heady burrow
#

Yeah I don't think I tested it more than once

nova finch
#

Hello. i cant with Cast to aMouseRotate blueprint.

#

can someone help plase?

#

dead server

vast pewter
#

Hey there guys , i have a quick and somehow basic question , i want my blueprint actor ( not the main character wich is als ) to check if the main character is moving , and if it does so to destroy it

odd ember
vast pewter
#

@odd ember any ideeas regarding my question aswell ? sorry for bumping on you

odd ember
#

yeah please dont ping me

vast pewter
#

like i said , sorry πŸ™‚ would be glad if you could help though

sand bloom
#

Random question, but does anyone know how the performance relating to physics actors work? Like say I have a physics actor not moving and interacting would it eat performance?

#

maybe to a limited extent checking for collision events?

atomic salmon
atomic salmon
sand bloom
#

ah nice that's good to know thanks

atomic salmon
#

This said, they will still be checked for collisions because this is one of the conditions to wake them up.

sand bloom
#

Yeah that makes sense

odd ember
hasty spear
#

Hi, I'm trying to make a blueprint that displays images from the internet on a set of cubes. I have a map of 'image URL' strings each corresponding to a Material Instance Dynamic. This is how I try to download each image and apply them to the materials:

#

However, the changes are all being applied to the same material instance. I can see one block cycle through all the downloaded images when I press play, and the rest of the blocks keep the default material instance image.

#

Is there a way to fix this? or have I taken a terrible approach

odd ember
#

well the delegate gets overridden every time you re enter I'd imagine

#

I think this comes back to the notion that stuff like this needs to be done in cpp

#

what with access to Futures

hasty spear
#

I added in a print for before and after and it is giving me the correct number of downloading + success messages

#

oh, I just checked that and yes it is

#

i'm just not sure how to make it not do that since i've tried checking through the map contents before the downloading takes place, and there are all of the image URLs corresponding to the correct materials

odd ember
#

the issue isn't the images (yet)

hasty spear
#

maybe I can try setting a local variable to one instance each time, or would that probably not make a difference?

odd ember
#

the issue is that you're using latent nodes inside of a loop

hasty spear
#

so the for each does not wait for each download before continuing?

odd ember
#

no it does not, as said previously

#

each time the delegate either gets overridden or stopped out (I don't know which, I'm not familiar with the boilerplate)

pale orbit
#

is there anyway i can change variables with editor utility?

odd ember
#

instead of a loop you could manually use a GetNext type construction that gets you the next iteration as soon as the previous one has gone through @hasty spear

odd ember
hasty spear
#

yep, that is what I am sorta working on right now

pale orbit
#

i didnt

hasty spear
#

ie this sort of thing

pale orbit
#

i got one answer

#

and he didnt even elaborate becuase he wasnt on his pc

odd ember
#

(really I'd do it in cpp, not BP)

#

you probably want another check for if it's the end of the array as well

hasty spear
#

yeah this seems to be turning into something that would be easier to write as code heh

#

but I will see if this thing I'm doing works, nearly there

odd ember
#

any time you're dealing with latent nodes outside of delays or very simple AI movement >> cpp is the answer

hasty spear
#

cpp code sorry

odd ember
#

if the texture is null, presumably

hasty spear
#

another quick question, do you really need to connect the two execution in/out thing in Map 'Keys'? what for?

#

this

#

why it not just um

#

get them like everything else

odd ember
#

yeah you're making an impure operation on a map

hasty spear
#

ahh

odd ember
#

the map has to collate all the keys

hasty spear
#

ok yeah i see

pale orbit
#

is there a set class default ? so i can change variables in editor

odd ember
#

are you talking about making variables instance editable?

hasty spear
#

thanks for the help and thanks @trim matrix as well

dawn gazelle
ruby meadow
#

Where's can be problem.

#

I have a simple first person movement.

#

I have a problem, that when I rotate camera, my rotation doesn't change.

#

So, rotation cords still the same.

#

As origin.

late cave
#

Camera rotation is relative to the pawn... I'm hoping you're rotating the pawn?

ruby meadow
#

@late cave

#

As you can see.

late cave
#

Well, it says "use pawn control rotation" on that checkbox...

dawn gazelle
#

Camera probably shouldn't be a child of the mesh I'm guessing.

ruby meadow
faint pasture
#

@ruby meadow your controls update ControlRotation, correct?

ruby meadow
#

@faint pasture
This is C++ code, but maybe here I made a mistake.

#

Pretty simple code.

late cave
ruby meadow
odd ember
#

you're handling your pawn transformation in cpp

#

yet you think the problem is in BP

faint pasture
#

Where are you SETTING the control rotation?

ruby meadow
ruby meadow
faint pasture
#

It's not magic, I'm assuming you're calling Add Controller Yaw from the axis events?

ruby meadow
#

Well, I will try another method, get GetViewRotation().

#

Sorry, for the C++ code, I thought that this is BP's problem.

faint pasture
#

Show your mouse/joystick input

#

And whatever it's connected to

ruby meadow
#

I can rotate camera.

#

I mean, when I move, he takes origin rotaion.

#

Not actual.

#

That I have, from my View.

odd ember
#

you're using set control rotatation?

ruby meadow
#

Damn.

faint pasture
#

I have no clue what you're saying there. What do you mean takes origin rotation? Is the camera following the control rotation? The way you have things set up, you have the camera and the pawn copying the control rotation.

urban zodiac
#

is there some hack to save the WorldContext reference to a variable.
The one you e.g get when calling GetEditorWorld

ruby meadow
#

Well.

#

I found solution.

#

To use, also, built in method, GetActorForwardVector().

#

Damn.

urban zodiac
#

Why would they prevent it?
I want a local var in my function so I dont have a wire going every which way

odd ember
#

where is the wire going from?

#

the variable isn't in BP afaik

high ocean
#

How does one get around the fact that if an asset is referenced by another, they both need to be loaded. So far so good. I have a FL containing helper functions I'm using throughout the project. They are referenced virtually by the whole game. Does that actually mean all the assets referenced by the function library get dumped into memory? 😐

odd ember
#

function libraries use static functions

#

and assets in BP that are being manipulated are mostly pointers

urban zodiac
#

use soft references to only load something that is actually needed when its needed. Regular references will load everyhting they reference into memory

#

so for most people their entire game will load into mem on start, don't think I have ever really seen a tut anywhere where thats mentioned

high ocean
#

But but... πŸ˜” soft refs seem so complicated and I never used them...

#

I mean it only eats up ~800 mb RAM, but idk..

odd ember
#

I was gonna say

urban zodiac
#

meh, depends on your game anyways. For my game most things need to be loaded anyways so I 90% of cases I dont bother with soft refs either. If the game was bigger it would become more important

#

true, but no one else is making tutorials so πŸ˜„

odd ember
#

replace unreal with gamedev, really

#

dunning kruger at work

high ocean
#

mine is roam+turn based battles. I see no reason to hold all the units+meshes+fx+anims+mats etc in memory if the player is in a level where he will never encounter them...

urban zodiac
#

Someone should define the opposite Dunnin kruger effect. When you know too much and think you know it all

odd ember
#

nobody who knows too much thinks they know it all

#

it's just a flow state

urban zodiac
#

at least they think they can do it better

#

that usually the one that gets ya πŸ˜„

odd ember
#

you dont see physicists being all "I know everything about black holes". it's usually "well we can't be certain..."

urban zodiac
dusk cave
#

Hey guys. I'm new to UE. I am trying to get it so I can change my player's speed in the details panel. I'm still trying to understand how to use the nodes, variables, and etc. This is what I have atm:

#

I have a variable "Speed" and I know that by clicking the eye, it makes the value editable. The problem is that I don't know how to use it.

heady saffron
#

hey guys, I am doing replication so when my character picks up an item it disappears for everyone, but when he drops it, only the character that dropped it can see it, no one else can... any ideas how to fix that?

odd ember
#

your speed is defined in your character movement component

dusk cave
#

Right. I think I'm misunderstanding something. brb.

bright harbor
#

bit of an odd request, but how would one go about recreating the bullet bills from super mario galaxy

#

missles that launch out of a cannon and follow the players path

spark steppe
#

so a homing missle

odd ember
#

an actor with a bullet esque mesh that update their destination to the player's position each tick

spark steppe
#

iirc theres stuff for that builtin the engine

odd ember
#

can be done with projectile movement and some vector work