Native window should implement this function by performing the equivalent of the Win32 minimize-to-taskbar operation
#blueprint
402296 messages Β· Page 737 of 403
yeah, this is the 1% of a time that blueprint can't easily do what I need
And if you (like me) don't know C++, hopefully there's a code snippet on the web you can steal lol
Is it possible to somehow get the static mesh of an actor by raycasting it's class ?
yes, you get the HIT RESULT - and from the Hit actor, you can cast to static mesh or try casting to the actual actor itself and getting a component of it if it is successful - there are many ways to do what you are asking
The problem I'm facing is that there are multiple actors in my class, and I only want to get the static mesh of the one raycasted. So if I have like a hundred children I can't cast to the actor directly
A single hit result will give you a reference to the single impacted actor and component... https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Tracing/HowTo/SingleLineTraceByChannel/
Do you mean you have a ton of child classes? You can still cast to any of its parent classes; it'll work. That's a totally normal thing to do.
If you need some way to interface with actors in a way that cuts across class hierarchies, look into Blueprint Interfaces or using components as interfaces
Yeah that's it I have a lot of child classes
I just saw the node "cast to actor"
But then it seams like "as actor" I can't get the mesh of the actor
I will look for the interfaces as you said
Cast to the master parent actor all of your different child classes are parented to. Your hierarchy should be set up such that the shared components of your classes are in your parent, such as something like "MasterChair" which has a static mesh component, and all the subclasses of "MasterChair" override the mesh to the specific type of chair. Anything that is in the parent class can be retrieved from the 'As ...' output of the cast
But I'm doing an inventory so every object has a different static mesh. But yes I guess can get a reference to the static mesh of the child class using the parent. It's just not very efficient, and each time I will need to add items, I will need to add some nodes. If it's the only way it's not a problem, but maybe something more efficient existed
You should have a MasterItem actor which the others are parented to. In each child, you can override the same static mesh object to look like something else. The cast would be very simple in that case. "Cast to MasterItem -> As Master Item... get Static Mesh"
and it would work for all future items you create, unless there are ones that have weird edge cases like using a skeletal mesh for some reason. The MasterItem having a StaticMeshComponent will trickle down to all the children, but can be overriden in each child as needed without needing to make a new StaticMeshComponent. One component to rule them all.
If it's something super simple then dialogue should be data on the character
or data with character name as key or something
Bit of a design question. I've been looking around for formulas but can't seem to find quite what I'd like (or I don't fully understand).
I have units which have base variable damage (13-37) for instance. They also have attack and defense ratings. I've found many ways of dealing with scaling out there. But there's something I can't figure out (if I go with attack=attacker's attack-defender's defense): How much bonus to damage should attack provide?
this sounds like of those "two trains are going at two different speeds" kind of questions from physics exams in high school
I don't think your question is answerable
or maybe it needs rephrasing
well, if I use one of the "standard formulas" where A=A-D=> for instance: A=15, D=8 => Final A=7. Base Damage is 13-17. WTF do I do with the 7 attack? xD
nobody out there speaks a word of the attack's contribution to actual damage, they all speak as if the damage itself would b irrelevant π€·ββοΈ
i would do 13-17 if the final attack is 0
that's exactly what I mean... Should I just add or subtract the fker? xD
up to you how you want to design it
idk what to do with the +/- attack from a design perspective xD
there is no right answer
ofc, it's a design question π
I don't know what your intention is
to have something familiar, the player could relate to, something widely used - don't wanna re-design the wheel... But can't find the common practice unlike the att-def formulas
I mean some studios spend years perfecting the balance
and hide their formulas under lock and key
wtf...srsly?!
The first question is, what does your ceiling look like
is this a game that scales infinitely, or a fixed known quantity
A-B is a fine answer for infinite scaling, but there are better solutions for fixed known quantity.
~200 for stats at highest levels, dmg would probably end up in the same range
in most cases you'd probably want diminishing returns
uhm...diminishing returns?
basically a soft ceiling
One of the most common practices is to have a Defense stat calculate and spit out a % mitigation rather than deal with the damage directly
e.g. in dark souls, 50 strength is a soft cap where after you get much less damage from continuing the spec
League of Legends uses one such formula. Check out the formula under 'Damage Reduction' here: https://leagueoflegends.fandom.com/wiki/Armor
Oh, yea, I don't want that, I'm solo and balancing with many units/combos would b a nightmare on the long run
so 80 strength vs 50 strength may only be a 10-20% increase, whereas 30 to 50 may be a 100% increase
I mean you do it so it's easier for you
and so people can't just stack one stat infinitely
imagine your defense is so high that you take 0 damage from everything
that may be a very real case with your system
I thought of that, and also thought of clamping the min dmg. It's turn-based sp, so encounters are 100% under my control, the player will never meet opponents ridiculously over-under his own level range/stats etc
read the LOL system, it's pretty straight-forward but also limiting - feels "hard-coded"
so, basically if I just go with att-def=> final A which I just ADD to the main damage, would that be a bad idea? Seems to linearly scale to infinity pretty nice
it's up to you
I do think diminishing returns in general makes for more robust balancing but you do you
It's effectively turning a Defense stat into effective health, which is fairly easy to comprehend and tends to play nicely with other systems. you can penetrate armor, double armor, do other things to it without the system collapsing into a balance nightmare
those decisions are the things that will determine what type of calculation you should use. Every good system has ways to break it. If you have Defense, surely there will be some things that want to ignore it, or double it, or do "X thing based on Defense".
ofc those stats are there to be abused π
exploring those out and knowing what they will do will be fairly important. Does something with Ignore Defense completely break the calculation, does Doubling Defense make something unkillable
@onyx pagodaGood points. I think i'll sleep on it, get working on it fresh in the morning π
Thanks for your input guys, much appreciated. π @odd ember
I love playing games that don't have diminishing returns, especially when the 4byte value is displayed and changes often. ^.^
Okay got it, thanks a lot !
Posting this again because it got buried. Hello Everyone!
My question is: I have a level with a nav bounds generating the navigation data for the AI
Now I have an actor with a navmodifier component it. On runtime I change the area class of the modifier but it does change anything on the navmesh. It only changes before playing and not runtime. Is there a way to generate the navmesh on runtime?
please tag me if you know a resource or know you to fix the issue
set the navmesh to be dynamic
@burnt trench an answer?
If they're going to be reused why do you have to destroy them?
If you want to swap actors on the fly you can just create an area on the map somewhere hidden, and put all the characters there in an idle state. Whenever you switch actors you can just have them swap locations
This was a similar method used in a few games I was hired to work on. It was very smooth, efficient, and had no problems
Yup
Just store a reference to all your characters in the playerstate
Well, I guess I don't need to tell you where to store your stuff
But I believe playerstate persists through map changing
Yeah sounds good too
I use components to separate things that aren't technically part of the character. For example, I would make an XP component for handling leveling and Experience. I'd make a component for inventory and/or weapon switching logic
I'd use a blueprint interface for sending or grabbing information inside of that XP component or something
I dont know if that answers your question or gives you any ideas
Nah you could use a blueprint interface to check if the reference has a status variable
And set it that way too
You could do all of that in a blueprint interface, I believe it acts as a function and returns the result immediately
hey guys I wanted to ask what would be the best way to implement to mantle in first person?
The only thing about blueprint interfaces and functions that could be considered a con is that it is respected to return information instantly
That can obviously be undesired in a lot of cases as
No you call the blueprint interface and wait for the result, then apply the status after
In your case you might want it to return a result as fast as possible to keep up with what's happening
Yeah if it's information you'll need repetitively then a function/BPI is likely what you want
What would be a reason that a video player would stop looping, or pause for a long period of time in between playing?
It'll be much more efficient then calling a component, calculating, and then calling another even to send back the data
Yeah
Well as far as storing a variable you can put it wherever you think it belongs, doesn't matter if it's on the character or on the component in terms of speed
You should update the variable using a blueprint interface though
That's adding extra steps
If the target is the status effect component then yes, that would be the more responsible thing to do
Glad I could help
is there a built-in blueprint that puts out a sine wave?
Hey dumb question, but how do I get the object reference for the widget my player clicks on?
usually you parse it through with the events or functions that you call
but I don't know how you've done your setup
a sine wave only exists over time. if you take sin(0..1) over time you'll get a sine wave
I have a menu widget with 3 buttons for a lil rock paper scissors game.
I need to determine which button the player pressed and record it in the GameMode BP
are you describing blueprint pieces or theory, cuz if i have to make that blueprint myself im sure i cn find something
I just can't seem to get the reference to the widget object.
Should I go through the player controller?
you'll have to make it yourself. blueprint values are static, so if you want something dynamic like a sine wave you have to set up the functionality yourself
where do you create the widget?
Its a BP. I call it from the start menu widget
so who controls it... who is it for?
When the game starts the start menu widget is called.
When you click start game, it changes to the game menu widget. (This works fine because it's all inside the widget)
Inside the game menu widget I have events for when a button is pushed.
My issue is I need to get that reference from the game mode so I can compare it to the computer's choice and track the score
why isn't the game mode spawning the widgets then so it can pass itself as a reference to the widget when it spawns them?
I could re-do it that way I suppose.
Seems odd that I can't get the reference another way
Yeah but the widget isn't inheriting from the game mode so it give me an error
you setup your UI hierarchy to ride off the objects that are necessary. usually that's either the player controller or game mode
the widget doesn't need to inherit from game mode
but if it's because it's not got a world context object then that's another reason for passing in the controlling actors as references when you spawn the widget
Ok. Ill try it through the player controller.
If that doesn't work I'll re-do the logic in the game mode
in an ideal scenario the game mode has knowledge of the player controller and is also responsible for starting the game. so it passes the player controller reference (as well as itself potentially) to the widget
You can also just use OnInitialized in your widget event graph, to get whatever you want.
Just curious if anyone could give me some direction on the best way to deal with the following situation:
I've got a blueprint that has 9 skeletal meshes on it (plants). I want the plants to "grow" at different rates, which is relatively easy for my needs (i.e., I just do "for each plant, get current scale add random float in range to XYZ value of current scale, then set new scale"). However, currently, the plants kind of "pop" whenever they grow in scale. I want to lerp the current scale to the new scale but I'm unsure of how to call a separate instance of the "lerp event/function" for each plant (outside of creating a second BP actor specifically for the plant, adding the lerp functioning there, and then adding that as a child actor to my current BP). Anyone have any thoughts?
that would still require something to be passed through on spawn, and it's better to use OnConstructed as OnInitialized takes place before any variables have been passed through
Hm... really? I swear I've used it to get a reference to the game mode before.
you can use the node GetGameMode anywhere
assuming you have a world context object
or don't require one
but if you're having variables exposed on spawn for widgets that you are spawning, OnInitalized takes place before any of those get loaded in
yeah, sure. I'm just saying, it's kind of a 'standard pattern' to spawn the root HUD and then immediately assign it a reference to game state / game mode from the spawner. ...but, it's not necessary and it just means its easy to screw up and forget later.
If an object needs a reference to, specifically, the game mode, it should take one itself.
sure but that reference has to come from somewhere. and that somewhere is usually passed through as you spawn the widget itself, from the actor spawning the widget
For the player reference, sure.
it's not necessarily the player spawning the widget. rather in most cases it should be the gamemode
hence why you get a MVC type architecture
@modern musk from a general perspective, the normal way to approach a piece of code you need multiple instances of is to put the code in a spawn-able object. If it's truly a fixed amount of plants and you just need to wing it no matter how hacky it is, you could make like 9 timelines lol. Another approach would be each plant is its own actor, managed by a separate manager BP.
Yet another approach that wouldn't take too much rejiggering of your current approach is to make a BP child class of Mesh Component that is set up as your plant, and in its BP event graph, have some self-resizing logic on it. Timelines aren't available on components, so you'd have to do something similar on tick with a fInterp node (which wouldn't be that bad if you control the tick with Set Component Tick Enable so that it's only ticking during animation.)
And straight up Child Actor Components would work, though I generally find that workflow finicky. But you would get the timelines.
Actually my last suggestion, if the plant growth is largely cosmetic, is to do it as a Niagara mesh particle system. This would be the most performant and least complex approach provided you are familiar enough with Niagara (or are willing to dive into it). You can spawn plants that grow, and each plant can roll its own lifespan/size/color/etc parameters automatically.
Hey, just wanted to say I really appreciate the in depth response. I'm pretty comfortable with all of the approaches you mentioned except for Niagara, but I'm definitely willing to dive into it (and probably should make the effort at some point).
whats a good beginner vid for people who learning blueprints
https://www.youtube.com/watch?v=bY6Nl-OEhSo
This one really helped me out
Hello guys and welcome to the Unreal Engine 5, Blueprint for Beginners complete tutorial. In this video, I will explain what is blueprint - the visual scripting system of Unreal Engine. I will show you how to create blueprints, and walk you through, step-by-step, how to create a few blueprint classes. We will create a simple door you can open an...
Thanks bro
Has anyone ever taken an internship?
you can use this tut for ue4 or ue5 it doesnt really matter
yeah i have
but not for unreal
where?
just an agency thats making websites
In my country
////////////////////
Hey so I have these many meshes in my actor, and I wanna set material to a specific one at diff time.
Is there any way to get the reference of a mesh by having a string that is equal to the mesh name?
The other way I see of doing it is making like a switch which takes in a string and making 10 cases which all run the same set material just with a diff mesh reference, but I will have approx. 60 of these meshes so it's not really maintainable. and it's prob slow too?
try adding blueprints to each of them correspondingly?
You can generate a map that then allows you to reference the meshes by their name...
FAM Bless you man I was banging my head against this for two days
How can I control the firing of this OnComponentHit event? I want to use it to trigger a sound once only once, and I don't want to do something hacky like bPlayedSound
@regal ventureOnComponentHit -> DoOnce
Well another problem with that is that I need the ability to turn it on, as well
Thanks. this rotate/unrotate is the most understandable explanation yet. I was trying to Google it before posting here but not very successfully. My math is already in relative but the conversion from world to relative is where I have failed I believe. thanks for nudging me to the right direction.
If I'm understanding correctly; just use -> do once and have a method for the (reset) execution
is there some node which can be used to check if actorA moves towards actorB?
or what would be a good way to figure it out? currently my "best" approach would be distance(actorA location, actorB location) < distance((actorA location + actorA forward vector), actorB location)
I don't believe so as "moving closer" requires some sort of time interval. You'd have to set up a timer or use tick and check the distance between the two actors, and store the "current" distance. If on the next tick the distance is < the stored "current" distance, then they've moved closer.
ok, but i could predict the movement as i know the forward vector / or velocity of both
so my approach isn't that bad? π
it's for a damn crow ai, which should flee when i move closer, it doesn't have to be perfect π
Just do an overlap in that case.
well, i use sight sensing, so it detects if something is in view range
however it doesn't know then if it moves parallel or towards the crow
guess i'll start with the simple check that i posted above and maybe enhance it with velocity if it works as expected
Is there anyone that can help me with this? I have a tower defence game, where i want my turrets to attack faster the higher the attackspeed value is. Right now i just have a timer so the higher the attackspeed is the slower they are going to attack.
but?
Hello, I've a blueprint which inherited parent got removed or renamed. So I can't open it anymore on the Editor. I wonder if exists a way to fix it using the editor, or what's the best solution to fix it at all. (Note, I don't know the name for the original inherited class).
You need to convert it into some value like "attacks per second" instead of using it directly as a seconds value. You could do this for example by doing 1 / attackSpeed
If the project opens you could try hovering over the asset and hoping it displays the parent name. If not, you might be out of luck. If you know the parent name and what it was renamed to, you could possibly fix this using a core redirect which tells the engine what the new name is, so it can map the old one into the new one.
You need to start using version control software if you aren't yet, since that would help with problems like this as you can always look in the history to see when stuff is renamed/removed
Youre thinking like this?
Correct
Why not just get the distance of the actor every 0.1 seconds while It see's the player, if that distance becomes less than the crow's comfort distance have the crow fly away?
I'm using the version control, but It's not that easy, though I wonder if exist a tool to retarget the BP or something like that.
Well I would look in the version control history to see when files were renamed, it should have a record of this. Once you find the original name and the new name, create a core redirect for the classname... I don't think there's other ways to get it fixed
This is a special case, and the history is not linear, so it's not that easy. In any case, there is no way to recover it from editor basically π€, that's unfortunate.
Well, if you know what was the last good commit where it worked, you should be able to find what the class was called back then :)
I can't do that, but thanks for the help anyway π
Alright, I've never used a version control solution which made that impossible to do, but hope you aren't losing too much work from this
Don't tell it to me π₯²
What are you using so I know to avoid it lol
It's the combination of some factors that make this case difficult. Usually it's simple to fix, just like you described.
nah, i don't want to overcomplicate it, it works with the velocity, and additional to that it flee's when the player is to close and not moving
works pretty well
did you guys know that crows strafe a lot? (i've watched way to many bird videos today...)
do crows bhop too?
nice
If i put crows into my game i would make an easter egg where a crows bhops past you
or crows that only show in reflections on objects π
set the variable to "editable when inherited" in the parent class
Hey guys, does anyone have a blueprint / guide or tutorial I could follow for a forward moving camera (slider) that starts slow and gets faster and faster until the level is completed? Any info / resources would Help
oh i see, then idk if you can change that behavior
so uh... is that dumb then? 
you could just increase the speed on a timer 
like get world delta seconds, make a variable - and add those delta seconds to that increasing variable every tick.
Now you got a clock.
why do you set that to an object?
Well if you remember, i'm struggling to make a lil strategy game prototype
yes i do remember
and you told me "just make 1 farmer walk" - which i managed to do
I can spawn a building now - farmer walks to field - returns to building, infinitely.
But now i'm starting to understand why you guys were recommending a central AI manager...
Because i'm already running into problems when i spawn multiple buildings, some of them work, some of them don't...
And the error is somewhere buried either in my AI, or the field, or the building, or the child of the building, all of which have small pieces of code that are important
Helpful! And you could fix it to an object like a car so that the player unit is forced to move forward?
sure, look up a tutorial on how to move objects at a certain speed - and then just increase that speed value using your clock
now every tick it gets a little bit faster. If you wanna slow the increase or speed the increase up - just multiply your clock by something (like 0.5 => half the increase. 2 => double the increase)
anyways- now i'm trying to build a central AI manager - and for that i'm thinking:
I need a Struct that contains the type of building i build (farmhouse)
And some additional information about the farmhouse (like which AI actor should be spawned / how many there should be, etc. etc.)
calling that struct farmhouse attributes sounds very specific
I'll put that struct into an array of structs in my player pawn - and use my player pawn as an AI manager.
When i press a "spawn building" on my UI - and i place a building - a struct gets added, and from that point on that struct represents that one farmhouse.
With which i can do whatever i want.
Thanks very much. I have screen shot this to come back to. Appreciate the help
ok sure, but i just wanted to name it type to get "what type of building is it"
what you may be looking for is an actor class reference
like "what version. What... thing.... of building..." 
that wasn't intended to be programmer speak, it's just english for me to understand "wtf kinda type of building is this" 
oh
make it a actor class reference instead of an actor object reference
wait- but i googled object vs class references - and it said that object references point to a specific object - and class references are just a blueprint for all of those objects 
yes
ok, but if i add a struct when i spawn a house-
that struct is supposed to point to that one specific house
but the struct is saved on the house?
no, it's saved on my player pawn
my player pawn has an array full of structs
because i'll make it the "everything manager"
ah ok, i see
or is that stupid? 
i would just name that building instead of type then
but the name would just be "Farmhouse" tho...
If i do a "get all classes based on name" - then i'll just have a bunch of farmhouses...
I wanna use that one specific struct to tell each and every AI actor in my world, to return to their specific houses
yea i got what you had in mind, the name just confused me, and i wasn't aware that you save the struct on your "manager"
so... does that approach make sense at all? 
yea sounds like it's moving towards what we discussed yesterday
ok neat 
alright, so if i put this in my HUD-
(ignore the class reference, that's just old)
is that fine to just set stuff on construct?
hard to tell without knowing your whole setup
yes it's fine, the real question is, does it make sense where you do that
you say this is your HUD class?!
well yeah, this is my main hud widget that contains the "spawn farmhouse" button that i click...
is there a way to do it somewhere else?
i mean i guess i could just funnel the button into an interface and set the struct in my pawn 
guess you have an event on your building blueprint which fires when it gets placed in the world?
thats where i would tell the player about it
not in the begin play
in some custom event, onPlacedInWorld or something
which you fire when the building gets placed
didn't you make a generic class which all your buildings are childs of?
yeah
then you can just put the event in the generic class, and call it without messing with interfaces
(you can even override it if you want to do specific things on some buildings, however keep in mind that you add a call to the parent node if you have logic in the generic building class)
like with the onBeginPlay thing you ran into few days ago
ok hang on - but in that generic building class - i gotta put it on begin play right? 
oooh sure ok i get it. Ok, but that "place building" event is an interface... Is there a smarter way to do this without interfaces?
if you tell the player about the building there, and the user cancels the placement, you would have to take care of that as well
implement the event in your generic building blueprint, then you should be able to call it on every building
idk how you handle different buildings in your UI logic, so i can't give you a bulletproof answer
a interface works as well, but it's not always necessary
i just hardcode them 
There's a "farmhouse button" - and there's gonna be a "hunter's hut" button
and those are fixed. fuck it.
go with the interface if it's easier for you to handle now
you'll refactor that shit in 2 weeks anyways because you learnt more π
i told you, only bear emotes
thenks so much for helping me learn stuff btw 
If you ever need 3d shit, just poke me. - that's the one thing i'm actually decent at lol
I'm creating mining and I want to set player rotation towards rock while mining. How should I do that?
Maybe using find look at rotation?
get player location > get rock location > 'find look at rotation' > break rotator > make rotator (tweak a bit) > set world rotation (player)
Any Ideas on ways to move a camera slightly randomly like that of a scope sway?
not a shake or anim
needs to be in world so the trace moves along with the camera
you can probably lerp or vinterp the position or something along those lines
yeh but im not sure how to repeat without any kind of loop giveaway
ive used a lot of variations of lerping the vector and floats and such
ah so you just want it to rotate into random directions?
it can rotate if that works instead
Yeah I suppose at least scope sway type things usually would rotate the camera
yeh I think they might just
so you could probably pick a random direction at somewhat random intervals, and slowly adjust the rotation into that direction
my attempts so far have made it so it doesnt smoothly move to new selected locations. like the intervals ignore the lerping
it just shifts to the new location
Right, so instead of choosing the new location, choose a direction
then on tick you'd just move the rotation into that direction at a small increment * deltatime
this way it would just slowly move towards that direction
ooh. Gonna give that a shot
iirc if damage is 0 it gets ignored
Damn.
I was just about to consider it
thanks π
thats prob it
yepp. Works.
It would appear that the guns forward isnt the actual forward?
Yeah that seems it would return the gun's forward vector, so your mesh probably is just facing sideways
You could probably try using get socket rotation instead, since you could then adjust it by rotating the socket
ok, bouta check that
tried already
Otherwise you can reimport the mesh with a rotation to it
Well if you try get socket rotation, and it still points wrong, then you should be able to just rotate the socket to adjust which direction it's pointing :)
this doesn't add the object reference to the struct does it? 
how do i add an item to an array inside a struct?
Curious, why is people inside the struct in the first place?
Isnt it easier to keep track of them outside having to update an entire struct?
no because each building is represented with a struct
and each building has multiple people assigned to it
so i got an array of structs (buildings)
and each struct has an array of people
in my central AI manager
yea, i managed to get my lil farmer duder to walk and farm his field-
and i noticed how terrible everything is if i wanna get multiple farms to work 
so i went "alright, i gotta control dis shit from my player pawn blueprint"
so to get a building with multiple stats in it, without having code in the building - i need to make it a struct and manage all of the variables there.
Problem is, one of those variables is an array.
And when i spawn more than just 1 person-
I gotta somehow add it to that array inside the struct
player pawn controls all the NPC's ?
Still not sure why you need it in a struct tho
just makes it worse to work with imo
how else? 
Just get the array? π
right now this is how i spawn an actor
well but how will the array be part of that building tho?
but i want my player pawn to spawn the worker tho
Hmm
i mean- i guess i can gotta do your way if there really is no way to add an object to an array that's inside a struct

there is
its just extra work for no reason π
But i guess this struct is your "connection" to the building
so guess it makes sense
also i find it pretty comf to have all of my stuff on my pawn...
Like, if i wanna have an event that affects all AI characters - i don't have to take it from every building individually, but i got the arrays of structs right there...
Imagine if you could have all the AI bind to a dispatcher for such events
so there's no way to add it into my struct? 
i for the life of me can't find anything on google
ooh 
whatever your struct is named
then you can select which pins you care about updating
and then just- ?
You need to add it to the current array
So get array, add to array, set array in member
If u connect the execution then yes
But no
Because structs are silly, and loops use copies
You need to get from your array of buildings
Get (a reference)
With the index from the loop
And plug that into struct ref
Correct
hi i got wierd problem, when i play animation on press and it ends on realase when i use pause game and unpause .... animation got stuck seems like realese never fired of, anyone know the problem ?
sorry for english
hang on, but then i don't need the "People" pin tho
do i?
this should work just the same
You missed one part
the outgoing part of "Add" should be connected to "people" pin
im blind
Actually,
if you break the ref
you can add to the array directly i think
break this Get instead of the one in the loop
sadly doesn't 
Remove the set member node
so just this?
y
fair enough, thanks alot, i would've literally never figured this out without you

play the animation via the animBP editor - there's tutorials on it
i mean its rather other problem
i have found some stuff
lets say i hit left mouse button and it start animation when i pause and release button and unpause it couldnt end beacouse release never fired
with execute when paused it acctualy works
Show the code how you're playing the animation
hello community!
Is there a semi-easy way to make a character and throwable objects inherent the speed from a plattform they stand on?
i.e.
If a player stand on a train and throw a grenade. Then I want the grenade to inherent the train movement and add that to the velocity of the throw.
Thanks again. Got it working with your tips.
the sequence where I turn world rotation to relative then to vector, un-rotate the vector and turn back to vector seems bit unnecessarily long but works so not complaining.
how would i go about making all components in my scene with a specific tag, hide after hitting an input? ive tried 'for each' with an 'all components with tag' node, but it needs a class, and i cant connect the for each element with the 'set hidden in game' node.
foreach (Actor atr in GetAllActorsOfClass)
{
if (atr.HasTag(myTag))
{
atr.bIsHiddenInGame = true;
}
}
or something like that
how you get that working upon hitting an input however, I'd love to know too
i use blueprints, but i sorta get what you mean. i think so?
this is how i would think it should work in theory
get component by tag doesn't work
you get components on an actor
you need actors in world
yeah i saw some people saying that on reddit, i just thought if there were a workaround to creating actors, since i just want some scene decals, and some actors to hide.
there's plenty of workarounds for creating actors, depending on what you need. but this has nothing to do with get component by tag
ok. i think i misunderstood the meaning on the function
but i think ill just make some actors then
I still don't know what you want to make actors for. you sounded like you wanted to hide actors based on a tag
which is possible
but its different actors. different actors/scene objects with a tag
Easy, just add the throwers velocity to the thrown object velocity
I was wondering if someone could tell me why my blueprint isn't working. I watched a video and it seems to work for that person, but not for me.
some like this? (this just shows a bunch of errors btw)
jeez im stupid
im sorry, 2 sec
i tried this now
no errors, but it doesnt unhide the actor
this does count as a normal actor?
you've just told it to hide
you didn't mention you wanted to unhide it
add a new boolean variable
call your boolean something like ToggleHiddenInGame
if you just want everything unhidden
just tick the box
im not quite sure what you mean π€
otherwise, before the loop, set ToggleHiddenInGame to ToggleHiddenInGame > NOT
then set new hidden to ToggleHiddenInGame
ok ill try that
thanks for the help so far btw
like this? im 100% certain im doing something wrong here, because this doesnt make sense in my brain at all.
you didn't set it to be NOT itself
hmm... im sorry but im so confused. after the 'get all actors' i get the bool and connect it to..?
like this aight?
yes
do i hook up the bool to the NOT?
im trying, i just find this overly hard even tho i think the solution you're giving me is really easy
gotta be patient with us nabs. :^)
@worthy bison sorry that I can't give you specific advice; all I can suggest is debugging with breakpoints and/or Print String/Text nodes. Is the On Entered event firing? Is the Cast node succeeding or failing? Etc
Try to methodically determine if your BP is working the way you think it is, and narrow down the issue.
The cast node is failing
That's odd. I'm having game mode restart.

Or your game mode for your level is not set to the class you're trying to cast to.
eg. You could be using GameModeBase as your game mode, but you're casting to GameMode which is a child of GameModeBase
quick question-
I have a character called "AICharacter", with an integer called "AIState"
And i have my player pawn, and i'm trying to change AIState inside my player pawn.
To do that, i get an object reference to "AICharacter" - and pull out "AIState"
Do i need to cast here? 
because i'm getting error messages...
What are the errors you're getting?
i have an array of these AICharacters

but i want some
no, it already is the type of AICharacter...
hm. so what might the reason be then 
like it is an AICharacter ObjectReference
uh... my BP graph is a little... spaghettio 
well-
okay.
here's where my AICharacter originates
before you judge
I'm trying to make an RTS
i'm trying to get a screenshot, but zooming in unreal is annoying 
hang on
is this readable? 
yknow there can be too much bear... 
wait this is better
okok i'll use enums once i can actually set states 
sure
wait-
the first is 0 - sure, but the default value of AI state is 0
i'm just setting it to 1 once they walked to the field
then they're supposed to return to their home
which will set it to 0 again
sure like get all actors of class
what node are you talking about? I'm confused...
Like, the code works so far...
The only thing that doesn't work is the "set AIState"
ow
what does latent node mean?
you mean the foreach?
don't use those? 
ooh on the top right corner
i see...
But a building can have a bunch of actors... How am i supposed to move all 3 actors without going through the array of actors?
i see.... so just add an interface with a vector destination and put that into the AICharacter...
i see... so that was probably my issue that i triggered a bunch of methods who also have timers in them in 1 frame?
And that's why the SetAiState "on Success!" wasn't running correctly?
i guess i can just set the AI state inside the AI character now 
yea i was kinda scared of them because i thought they had the same issues Structs have...
so uh, is there a way to hotkey scripted actions?
well- i think i'll be fine, so you're right - because i figured out how to not break blueprint structs
if you wanna change something-
Enter struct - Save everything - change struct - save struct - exit unreal without saving - open unreal again

idk why, but that's how you do it
wait the struct thing hasnt been fixed yet?
i just spent alot of time making a thing with structs, thats really unfortunate.
i managed to brick my shit once with them 
since then - i ALWAYS do the struct-exit-reenter routine
that way they don't bug
had a guy arguing in one of the other channels that structs weren't buggy
and thats everytime you edit a value?
i don't think every time, but i think if the value is used extensively or something
or just used... idk
thanks for helping me btw.... again 

people who can code using text
are nerds
big nerds
the nerdiests


someday ill learn, but c++ feels likes its trying to be as hard as possible
ue4 cpp is like cpp with training wheels tbh
it very much tries to help you not screw up
ight im inspired, time to learn
some bugs still persist through cpp structs in BP
some type of refs cannot be carried through a struct
sure, cpp structs overall are better, I'll give you that
but to claim that structs are bugfree is nonsense
a fool
did you not remember the discussion in cpp a couple of days ago?
I even provided examples
and he was like "structs aren't buggy"
anyway if you'll excuse me I'll bang my head against the wall called blutilities until either of us gives way
are there any docs or anything on creating a tutorial with the tutorial blueprints?
haha that was crazy fast, what the hell I googled a few variations and didn't get that
oh haha wow I must have picked up on your psychic vibes
Its not perfect, but atleast its a start
^^
Felt pretty straight forward after playing a tad with it tho
the selection stuff is a bit weird
ahh I'm not seeing any images though are you?
yeah thats what I was trying to figure out was the selection
you click on wanted selction, then press escape to "select" it (no indication)
it says so during the selection tooltip aswell
awesome cheers π»
thank you. I had some initial problems with finding the proper nodes for the "throwers" velocity. But I'm solving it now i think π β€οΈ
I have enabled "Use Flat Base for Floor Check" on my Character, but it seems not to work when i crouch-jump onto an object. In this case the base seems to be round. Is that normal?
Can anyone tell me how you drive a Material parameter from a Blueprint? I need to use a Timeline node to drive a Material Expression Scalar parameter.
How do you clear an array including index
you use the node called clear
i think that still leaves index... but i think i fixed it with a forloop remove
How can i create an system where players can equip/unequip the items they earned? ( an locker like in fortnite or other games )
@autumn ploverClear will remove all indexes in an array.
Is that an hard question?π
What is the best way of doing character outline colors based on team? for example Team 1 sees Team 1 as blue outline and Team 2 Red outline and such?
guys i need help with something
so i am working on a true fps project and just trying to make everything animation wise procedural
i have procedural aimoffset, procedural ads
and i want to try to make procedural recoil, but i cant wrap my head around the logic it needs
I found an equation that could help me but i still dont know where i must apply it
for example how'd i go about making this ? for the other team is inverted
close right and left characters are in the same team and the other 3 are on the other team
i have no idea how to setup colors outline on characters like that
there are plenty of tutorials for setting up outlines for meshes
But how'd i tell for example team 1 that the other team should be on a different color?
i got a good idea for procedural hand placement on guns
works just like procedural ads
Hello, I am working on a menu where you will be able to purchase items. I would like to have each item have 4 elements attached to it: Name, Price, Total, and quantity. I created a structure with these four items and now I have 2 options.
Option One: Create a map variable with the 2nd element being the structure. This one causes more work when binding the values to the widget.
Option Two: Create a structure variable for each item. This is much easier when binding the values on the widget.
Probably Option 2
Would there be a difference in space since the map variable would be carrying the same values?
@clever helm https://www.youtube.com/watch?v=YYVEHk_KurY
This might be helpful and point you in the right direction
"Fine, i'll do it myself"
Try my C++ Survival Game Course:
http://bit.ly/unrealsurvival
Get the project files (note I have replaced all copyrighted content with royalty free versions)
https://www.patreon.com/posts/53203531
Discord:
https://discord.gg/meFRZfm
Itβs your choice. I would choose 2 but itβs your decision
No I understand. Im just making sure that it is more cost effective when it comes to space used.
I would go with option 2 as well unless you want to you the key value of a map as a primary key or some other use. Just my 2 cents
Ok, well thanks, Im glad that the better option is the easier one π.
impulse work, but i need something that goes in depth on how setting it up
i like to understand how things work so i could be more knowledgable in the future
the more you go specific, the lesser the resources usually. So either find a person who has done it personally or trial and error until you're happy with it (with a push in the general direction ofc)
yeah thats the problem its really hard to find someone who made procedural recoil
you know what, i just had an idea that could maybe work i am going to write it down
https://www.youtube.com/watch?v=g8mXM6lPcLI Maybe check this out? I havent seen it personally though but looks like maybe it can help you
Patreon: https://www.patreon.com/SneakyKittyGaming
Discord: https://discord.gg/VUJKzE3
In this video we setup our procedural recoil.
Any known issues with NavMesh in c++ /bp projects? for some reason it refuses to build any navigation data
are you trying to change it runtime?
Sometimes it does that and I just move the navmesh bounds and it usually force rebuilds
also there is a setting in project settings that does that
Tried moving it around, both mesh and volume,
in another project the same steps produce the wanted result
maybe its part of the settings... but cant remember changing them, ever
just asking, do you have world composition on in the level?
dynamic is more expensive. try static
check to make sure these values are same
also try new level in the same project where its not working to see if its the level or the project
4.27
No luck so far
settings are identical
im in 4.26, but that surely cant matter that much in this case
Guess i'll leave it for tomorrow ! Ty anyways :)
my PIE window increases its size in the y axis everytime i hit play, is this a common thing or am i unlucky?
it also increases a tiny bit in the x axis but its alot smaller
Is there a way to get a value from an actor BP (not the player) and bind it to a UI widget? I cast to the object in the UI widget, but I get an error because of the object pin (where 'get player character/controller' would be) having nothing to plug-into.
how is this giving false return?
@pale orbitGenerally speaking, I find that the Blueprint Debugger doesn't really work that well on exact nodes. I find values don't update correctly until the node after. I tend to drop a Print node in if I don't have nodes after the check.
TLDR, most likely that evaluation hasn't happened in the debugger and bools are false by default. Put a break on the next node and then check.
Casting only gets you a more specific reference from less specific reference so you can access variables and functions of the object of the class, so you need reference to the object you want to access to plug into a cast.
You can get references to objects in the game by doing overlap/hit events (The Other Actor pin is usually what is used on those types of events), traces (Hit Actor on the hit result is usually what you'd use), or even something as simple as a "get actor of class".
Yea that was the problem i went to the next node and it was fine thank u
Thanks, your reply helped me figure it out, though it admittedly wasn't by following your advice. I forgot I had the BP-actor stored in the player as a variable, so I cast to the player and then got the variable, then got the value I needed from there.
the node/value updates on the next frame
Hi guys. Does anyone have any links to recommend about how to sequence gameplay for a story game? I am trying to do things like... locking a door, but first you need the key, but first you need to talk to the character, but need to do x before that
How can I manage all of these conditions?
different actors of different types
it's a design problem more than a BP one
if it's just a linear sequence it should be easy enough
talk to X, they give you item Y, use item Y to gain access to room Z, rinse repeat
but if you're looking for the technical specs, all you need is some sort of interaction system. either by using components or by using an interface
I mean the design problem really, as you say... Just not sure how you manage the flow of the different BP's
simplest way would be when collisions overlap each other
play overlaps NPC's sphere of influence, NPC notifies player that interaction is available
same for any type of interaction really
And if you need a "key", would that just be a boolean that says "has key" or whatever
there aren't any rules about how you have to do it
Makes it more understandable to me, because you physically would have to get it just like the gameplay story
but consider that if it's physical, you may need an inventory as well
I'm just imagining these 50 booleans all needing to be toggled in a certain way
And it's stressing me out lol
narrow it down to per level, or even per area
unless it's something that's reusable
like one key can access more than one door
then it's probably better to use a physical key
but it's really up to interpretation how to do it
Hello, How can I access mouse events like in widgets, On mouse move, On mouse wheel that stuff... how can I get those in a bp actor?
you want them just in widgets yeah?
I want to access the get wheel delta to make zoom based on that
create a project binding for it
I think that way you get the appropriate value for it too
wdym
probably want it to be an axis so you get a scale value
but the axis input wouldnt be 1 and -1?
yeah but once I scroll it would hit the maximum or min
sure, it's a scale value.. you multiply it onto something else... like FoV
yeah, but I want to get the delta
the delta will be the difference in the scale value per frame
cause that gives me the number I want to multiply
the event should already update per frame so you should be able to use the value as is
nice
Hi guys.. i've implemented Skeletal Mesh Merge in UE4 to reduce draw calls for each mesh. Do you know a way to control the meshes' UV and form them in a grid, like an atlas?
Hey guys, im looking for a blueprint of a character in my game to just attack me (with a sword or punch not shooting!) and my health reduces with attacks. just a simple AI. does anyone knows a premade blueprint I can use from Unreal Marketplace or any good tutorial covers health and an AI attacking. let me know. thanks
Hey guys, would anyone know how to change the software mouse sensitivity in ue4?
Not the input axis to a player controller, the actual mouse used for UI interaction, etc
is it possible to instance an AnimBP and have the child use a separate skeleton ? (please @ me if you respond, I have to leave for a bit)
I'm trying to use the insert node for an array, but what I don't like is that it's adding it to my array rather than replacing the index I'm setting with the insert node. Is there a way to make it so it replaces an index in the array rather than adding it?
nvm i'm using set array element instead
How can I (un)set this actor variable? Or set the actor to none
Basically so that my character won't see the previously overlapped actor as stealth killable.
you are already unsetting it
and you're already setting it
but there's no filter so technically every actor becomes an actor you can "take down"
I'm assuming this is something you're doing inside of the player character or some such
Oh I didn't know that set actor with nothing going in would automatically set it to none. Thanks π
Its still WIP, just thought I have to set something up.
just keep in mind this will make everything that has overlaps exposed something you can "take down"
yeah I'll make it have to be an enemy actor and only if unaware of player
for some reason, I cannot cast to my player character within my animation blueprint
my player is a NewFpsChar
and im casting to it from the player pawn
is that the animation bp for the character?
then use get owning actor instead of get player pawn
I would
or is it the AnimBP of your weapon?
ok i see
usually this works!
I have an old rig that worked like exactly the same
but Im trying to replicate it with this new one
and you character is player 0?
yea
unless you can change that somehow??
the top part should be printing all the player actors
but nothing prints at all
except for the ===s
then double check the player class
if your player really is a child of it
child of?
NewFpsChar
the weapon is the child of my character
and the player is child or instance of NewFpsChar?
because actually it looks like it isn't
or it spawns something else
hmm
it is weird
the scale doesnt match up in the world
and if you double click the bp for it, it really is the same bp
wtf
I just closed and opened the bp tab for it
and it went back to how it is in the scene
why wasnt it synced??
Play with set world transform
Or SetWorldLocationAndRotation
hello guys can we do full multiplayer game using BP with AWS GameLift ?
Is there any good tutorials for inventories/chest done in Actor Components?
what's the trick that connects up a bunch of wires (like from a switch statement) - I've seen it done before, just can't remember
Hey, i have a problem with Destroy Session. Destroy session doesn't work for me. Server is still on (listen server) and when server quits a game (changes map), all players are moved with him to menu level instead of just staying there (they should stay offline on map, without server)
Any ideas what i need to config?
hello! im trying to make the player character take damage from ai whenever the ai is touching the player for certain second. (player are stationed while enemy spawn and run at the player) but it only do once when it collide instead of keep "hurting" the player.. when i tried to put while loop it crash the game instantly the moment the touch. is there a way to do this without event ticks ?
was it start profiling timer ?
Nono, start even by timer or something along those lines
Set Timer by Event
Something along these lines
Check if incoming Actor is Player -> If so, then set it as some sort of target for the damage event, then start the event timer. Save the handle so we can invalidate it later
DamageLoop coming from timer checks if we have a valid target (on is not valid, you should prob connect up the "clear and invalidate timer part aswell)
If it is valid, we simply wanna apply the desired amount of damage to it ( != 0, because 0 is ignored)
End Overlap simply check if the actor that ended overlap is the same as our damage target. If it is, remove our damage target and invalidate the timer
tyty π
sorry one more question, so i set up this hp for enemy, but when i shoot one, the rest of the enemy hp went down (along with all the child actor of the "master" enemy. I want the hp bar to act seperate from each other. not sure if i set this up wrong or something
Are you sure their individual hp bar reduced, and not that they're sharing hp bar somehow?
how do you update the health bar?
show the code/bp where the healthbar gets its value from
The bar itself cant be shared, but their values can if they all come from the same actor
maybe from this? X:
iirc you can assign the same widget to multiple components, so it could be shared, too
where/how do you set the master reference?
^Hm, i tried this for something a while ago, and wasnt able to add the same widget in multiple.. it wasnt a component tho, it was a umg box in my case
components may work differently, somehow copying the referenced widget and not being the actual one itself, therefor allowing multiple.... idk
I sort of expected something like that π
x: how do i not do that... xD
delete it
^
and set the variable to expose on spawn
then you can pass the enemy reference on constructing the widget
I'd rather go for a delegate but i suppose that'd work π
or on the widget blueprint in the onConstruct event, get the widget owner and cast it to your enemy class and set the reference
so there's multiple ways to solve your issue
no
But in that case Ben you still have to somehow update it with some extra effort (or do a separate call to the widget)
in which case?
By saving the Reference in the widget
usually one wants to tell, not ask
keeps the widget re-usable aswell
which way asks?
The reference in the widget
atleast as i see it
Say you make a function there "Update"
Which gets the reference, gets the min/max health and sets the percent
getting the reference, asking for its current values, and then setting the percent
so you would rather clutter your character blueprint with stuff that updates the UI?
well, you could have an event dispatcher on the character which is called when the HP changes
where the widget could subscribe too
but thats too much for hanniee now π
Fair enuogh ^^
lol.
I guess someone would call this cluttering ;P
But yeah, Hanniee,
At beginplay in the enemy thingy you want to create the health widget
In the widget component, set its widget class to none, and space to whatever suits your needs ;
okie lemme try that
After creating the health widget, one usually wants to save a reference to it for easy access and all that. Then you want to take the widget component and set the widget that should exist within it. This would be your widget reference.
so in the widget, do you not bind the percent on the progress bar to anything?
I prefer to avoid bindings but i suppose you could
Usually you want it to be as event driven as possible
Why waste resources on updating something that doesnt need updating, right?
true
So usually you want to make some function instead,
that you either call directly from the npc blueprint whenever the health changes
or you bind said function up to an event delegate, but thats like.. two steps ahead
hm... can you have a blueprint variable of class type, and assign a reference to a class that subclasses it somehow?
eg. subclass Animal to create Dog
Have an actor with a ref to Animal class, and put any kind of subclass on it
awesome, how do you do that?
I mean, I know it must be possible I guess, since you can create VehicleWheel instances and assign them to the SimpleVehicleMovement component
but if I just have a variable of type Animal
that's an object reference
I felt like you just said how
so I cant select the Dog class type to it
Well, Dog is part of aniumal, so it will fit in the variable
but for you to be able to treat it as a dog
you must cast to dog
Hm... it's not selectable in the editor though.
object references are not
if you set it to class, you'll see that you can select all the subclasses aswell
ah... the compile failed when I tried it before, so the it didn't update the select widget in the editor. You're totally right~
thanks~
no squize, it's not cluttering
it's cluttering if you get the widget component and update stuff on the widget itself. dispatchers are fine
Yupp i think we agree there
I am really confused, I am trying to build an AI behavior tree, that does specific behaviors based things like Hunger, engery levels, but I can't see to figure out how do it. I made up the Ints in blackboard and know how the BT works in terms of selectors and such. My issue is where and how do I do the calculations and have them update in real time.
I don't understand the point of blackboard having values, if i can actually add them to things like services and such.
Do i create a function, but then how do i get the blackboard values into the fuction?
having a problem when resizing dynamic navmesh obstacles. Before I move a set the radius to 1 and when I stop I increase it again but the navmesh doesn't get updated?
if im not wrong the idea of the blackboard is to exchange data between tasks
ah have i got the how blackboard wrong
you can add variables (must be exposed) of type blackboard key selector to your tasks and assign the blackboard values in the behaviortree
the keyselector variable can then be used as reference to retrieve the blackboard value
I don't think i understand
maybe this to complicated for me to get my head round right now
well, i'm not a good tutor anyways π
maybe just watch some more tutorials relating to that topic
been doing for last three days
maybe the wrong ones
thank you for your help
hello all can i make a multiplayer using BP only with AWS?
but i suspect this beyond my understanding atm
is that possible?
BT's are ... tricky imo
adds yet another layer of confusion when you're starting of with them
I struggle with their flowcontrol
yea they are their own complex construct
I hate programming, as i can never visualise the code working
Gonna dive into them again today, but most likely i'll end up doing my own bp logic instead
I hoped Blackboards would be easier lol
then get a coder and do art or whatever you're good with
guys?
Yeah might have too, wanted to do this myself, but It seems this no eaiser than writing in in C++
might as well learn C++ and do that way
Hey! Is it possible to debug in blueprint on a package build? It works in editor but crash in package build
well, even c++ folks uses behavior tree's
The BT bit i get
for AI and such they are just a good tool
maybe do something else, and get back to them on another day.
its the feeding variables and functions into it, I just don't understand how they all fit together and all the tutorials seem to be obessed with chasing the player.... but never go anymore depth
^ this plus extending/changing the code to enhance your understanding of it works wonders
To build a scientific model to mimic animal behavior for part of my thesis π
yea have fun
hahahaha I know
i've started with crow ai yesterday...
I have a year to do it
and fuck crows, even they are complex π
hahahaha π
what animal is the thesis about?
Sharks
does it involve tornados?
π
But i am trying to build a model based of my own models i have done IRL
Yes it does, I also believe that Eric Roberts will be involved π
Theres alot more to sharks than that ^^'
I am trying inclue things like Metablic rate, hydrostic pressure (speed)
Curious if you'll care about their "smell" etc
the issue is i have 30 different variables that will feed into one, that will become say the "Speed"
Then say another 30 different variables that will be for "Hunger"
and so on and so forth
that sounds like something you would do on the normal character blueprint
not in the behavior tree
ah
behavior tree rather takes data and decides what to do with it
Oh
So i should maybe make a blueprint and do all the maths and calculations, then send them to blackboard?
no, the decorators and tasks would get the data and work with it
but yea, you would really have to understand the system, specially if you want to simulate a complex system
behavior of animals in games is usually rather simplified
Correct me if i am wrong here, So if make blackboard say with a simple speed calculation based on size and energy levels, and had a final variable?, I could then call the Variable in a Decorator?
BT kinda is the brain part which makes decisions on facts (or emotions :D)
sorry
not blackboard, I meant Blueprint
Correct me if i am wrong here, So if make BLUEPRINT say with a simple speed calculation based on size and energy levels, and had a final variable?, I could then call the Variable in a Decorator?
yea the decorator could get the final result from the character blueprint, and decide what happens next
Well i think you just solved my problem π
I was trying to do all of that inside of function inside the the AI controller
the decorator condition check event gives you the controlled pawn, which you have to cast to your character blueprint, then you can access all the data that you have from there
Speed would probably just be an input to the "move to task" or simply setting the speed of the movement component directly ^^
But ye
I was trying to do everything inside the behavior tree and with custom functions
But i am going to have like 30 sharks in a lake for example, all with different size, energy levels, and thus speed
So i guess it better to that calculation in a BP
then send that to a input to moved too speed?
last shark standing π
like squize said you would use speed to adjust the movement component
as this has direct impact on the movement
Thank you guys, You really help me understand this π
The EQS, Environmental query system, can that do all three X,Y and Z or it only X, Y?
i got working with X,Y but not sure if possible to do all three Axis
i haven't used it yet, so no idea
ah kk π
thank you for help : )
Well i have gone from the emotional state of wanting to go find a "Sharknado" and kick in the nuts, to calm and being one with the Blueprint π
Hello, everyone,
I'm trying to achieve control of the pawn with this blueprint.
Unfortunately it doesn't work properly, when I press play the pawn moves up and down but not sideways. Any idea how to solve this. Thank you
but looks like they can access blackboard variables, so almost everything should be possible
well, you are only manipulating the z-axis

so how would i fire that custom event?


pwease