#blueprint

402296 messages · Page 738 of 403

random ibex
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I want to manipulte z-axis by the freguency and simultaneously be apble to use InputAxis.

spark steppe
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i see, did you try to scale the axis value up?

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e.g. multiply it by 100 or 1000

random ibex
spring ember
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Hello everyone. When I do line trace on skeletal mesh I need to get bone location with its length and rotation. I can get the bone transfor no problem, but I cannot determine the right rotation in the direction of the bone and its length in world coordinates. Do you have any tips how can I get this at runtime?

drowsy flame
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lol why does getcomponentsbyclass starts putting components from last to first, not first to last?

random quail
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How to resolve the issue with this: on init new player this event is being called, but if two players join fast i end up with two second player pawns

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(without changing to Load Asset Blocking or -> node)

undone otter
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God my brain hurts
I can't seem to figure out how expose variables to the to blackboard now
it won't let me change the variable from the SET fucntion
I have tried like 20 ways and all them flag up erros
errors, Spend last hour reading up about it,
I just don't get why this is so hard to expose a variable to the blackboard....
Image
all i want to do, is set "Fish Size Local" and send that to "Fish Size" which is blackboard key

undone otter
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Thank you, just re-read it

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but it does not solve my problem sadly

spark steppe
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the blackboard key selector is a reference

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you need to use the node "set blackboard key as foobar"

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where foobar is the datatype

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you pass the key selector to it, so that it writes the data to the correct blackboard variable

undone otter
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I don't get that option?

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i have turned off context senstive too

spark steppe
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yea because i probably dont have the correct name memorized

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:d

undone otter
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ah 😄

spark steppe
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wait, let me start unreal real quick

undone otter
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thank you

spark steppe
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you can also look at the example tasks tho 😛

supple dome
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its on the page i linked tho

spark steppe
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yea those are the nodes that i meant

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there are nodes for a bunch of data types

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actually, read the link from takain until you think you understand it 😛

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and/or try to replicate the examples

undone otter
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thank you but i don't understand the examples

spark steppe
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and take a break if you're exhausted from the whole topic

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getting on it on another day with clear mind can help a lot

undone otter
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it does not make sense, and I can't even find half the nodes it says to use in examples

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they don't come up

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What is the player Key in that example?

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Because that is problem i am having, I don't know where they got it

supple dome
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its a blackboard key, just like your fish size

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presumably

undone otter
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yeah

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my issue is i can't get the "Set blackboard value as object"

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There is no such node when i search for it

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That closest thing i can find

supple dome
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whats your unreal version

undone otter
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when I got to search even with context senstive unticked, there is no Set blackboard value as object

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4.26.2

supple dome
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those are basically the same nodes, there are nodes to set from key and from value

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the difference is that one you have to type the name on the key input

undone otter
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set lit name?

supple dome
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its shown on the page i linked too

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but you probably want to set value as INT

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as your variable is an int

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this would be the setup

spark steppe
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the blackboard key selector has the advantage that you can bind the variable in the behavior tree

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instead of hardcoding it's name

undone otter
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tbh i am totally lost here

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but thanks for you help

undone otter
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I don't get the behavior tree drop down

gentle urchin
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guess i came in a tad late

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just saw this

undone otter
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Ai>compenents>blackboard

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is the only menu i get

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is this a version thing?

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maybe

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only thing i can think of

gentle urchin
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im in the same version as you

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im getting this inside a BT task tho

undone otter
gentle urchin
undone otter
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I am using the wrong type of blueprint perhaps?

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I am using actor blueprint?

gentle urchin
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Depends on what you're doing

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you need a reference to the blackboard atleast

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inside the enemy bp

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i think this would work

undone otter
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Well this blueprint is meant to do the calulation, that i pass the results to BB, so I can use those in BT

gentle urchin
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The task can fetch the value from the actor

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and if you need it to, it could also trigger the function for calculating

undone otter
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ah i see

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Not sure why i am not getting the same options in drop down though

gentle urchin
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in the task?

undone otter
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I can't see to get the same choices

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Any of the task

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this what confusing me, I am getting utterly different stuff in drop down menu

undone otter
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right figured it out

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I was on the wrong time blueprint

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for all of this to work it needs to be an AI contoller blueprint or you don't get half the options

trim matrix
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Hello guys, I have little problem with my project, I am working on the inventory system, I have this: when I get item, it is in the bag, okay, I want to make when I have 2 items in the inventory and I want to exchange the one item with the other item without moving the one slot and make it clear and then put the other. I want to do it when I select item, then press a key and it switch their positions.
I have this blueprint: https://blueprintue.com/blueprint/49yb3j_z/
Firstly it doesn't work with all the weapons the exchaging, second, it doesn't update the thumnail of the weapon after exchange

undone otter
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Well i am done for the day, 8 hours of reading and messing about and still not even got it working. "They said blueprints was easy to learn......." hahahaha ah well i will just keep going eventually it will make sense, thank you for all your help

fallen glade
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What's the best way to deal with wide characters? Is the engine just not setup for it in any way?

tardy star
fallen glade
sand shore
# fallen glade What's the best way to deal with wide characters? Is the engine just not setup f...

you'd ideally make a new movement component that can sweep a custom collision shape - knowing that it'll be less performant than a capsule - but you can't do it in BP and also doing so will strip away many of the features of character movement component.

So, instead you're likely to end up with a pawn that does a lot of logic on tick. You can have passable results like this, but the more you want to do with movement (or if you'd ever like multiplayer) the less ideal it is

meager vessel
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Is there a blueprint node to create a Texture2d from a LinearColor array?

brittle mortar
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I found a way to apply a heightmap at 4.20 using blueprints how can I do the same at 5ue

clever helm
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does anyone have any idea on why it doesnt add 20 to the recoil rotation when i call the function?

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here made it simpler

fathom portal
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Hey friends, drawing a blank, what's the thing that lets you graph X and Y like a mathmatical equation? Then you can follow X or Y and do stuff like a door opening/closing or a platform rising/falling with time

clever helm
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oh wait

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i think you meant a timeline

fathom portal
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It lets you draw something like this:

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Is that timelines? I'm a little rusty

clever helm
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yes

fathom portal
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Sick ok

onyx token
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quick question:
I have a function that lets an AI character of mine idle around.
Now i wanna make a function that gets called on every tick - that checks if work is available.

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Right now this wouldn't work...

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Like, i wanna check all 5 of them before doing anything else...

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and now, if 1,2,3 are unavailable - but 4 is available - but 5 isn't-
Then the variable is false

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Even though it should be true rooCry1

clever helm
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rephrase that

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because i got lost

onyx token
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Okay, i got an AI

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The ai has 3 states

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"Go to work"
"Return home"
"Idle"

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when the AI goes to work, and works on a field - the field gets farmed, and it takes some time until the field is ready again.

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While waiting, i want the AI to idle.

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But if there's multiple fields, one of them might get ready, at which point i want the AI to switch to "go to work" again, to walk to that field

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Basically the idling is just "walk around randomly" now

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(i'll make pipe smoking animations later)

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Right now i just get all of my fields that could be ready - and i wanna check them if one of them is ready.
If only one of them is ready - the AI is supposed to go to work.

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That's all this should do. This doesn't check which one is ready, just if one of them is ready

clever helm
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and this function doesnt work?

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add a breakpoint to the for each loop rq

onyx token
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no, because in this function - if number 1,2 and 3 are not ready-
and 4 is ready
and 5 is not ready-

The boolean would be false rooCry1

clever helm
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hmm

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this should not happen

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show me some pictures

onyx token
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hang on, lemme try something

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this could work

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right?

clever helm
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and a print string on completed

onyx token
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oh true

clever helm
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just checking

onyx token
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hmm i think i gotta do some other stuff to make this work first lol

odd ember
winged sentinel
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why is it that when i use my own gamestate i made my character wont move or look up and down anymore?

dawn gazelle
winged sentinel
dawn gazelle
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That's your problem - your game state needs to be parented to Game State Base if your Game Mode's parent is Game Mode Base

scenic kindle
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why doesn't the top down cursor work on custom maps?

winged sentinel
final nimbus
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Does anyone know what might be causing a Blueprint-activated Timeline to not update the tween states and just play the first frame? My timeline looks like this:

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My play node looks like this. I'm confirming that Update is only being called once through a print string statement.

odd ember
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play from start means playing from first frame

final nimbus
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When I call "Play" instead of "Play From Start" then update is never called

odd ember
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sounds strange

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Is tick disabled?

final nimbus
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Nope, it's enabled

odd ember
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it couldn't be something withe the door physically being blocked perhaps?

icy dragon
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AFAIK Timeline brute force any modifications it made, but I might be wrong.

clever helm
final nimbus
odd ember
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I'll admit never having used vector tracks either. I always use a float as an alpha and a lerp node

clever helm
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it works for me

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can you show me where and how its called?

odd ember
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I would kill the timeline and try with a new one

gentle urchin
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Is it called on server? Not sure how it would work when replicated

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Regardless of authority , it's updating as it should here atleast.. so as Crantz suggested, kill it and try a new one i guess?

tight schooner
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@final nimbus did you set your timeline play rate to 999999
Sorry I'm brainstorming weird edge cases

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But yeah deleting and recreating the timeline wouldn't be a bad way to start

harsh kayak
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Is there any logic or way to make my gameplay character to grab other character by his neck. I have used attach to component but the other grabbed character is attached by its origin which is foot root. Is there any way to make target character attach to component by its neck.

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Or can we set world location of any actor not by its origin point but by its bones.

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Or can we change pivot point by blueprints?

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Please help me I have been doing for a week and cant get it to it.

icy dragon
gentle urchin
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I'd suggest figuring out how to do it without the ALS, then studying the ALS and see how it could be implemented from there

winged sentinel
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hi everyone, im trying to make it so that any changes that occur to my zombies material will only appear on that specific character. Currently, if i shoot one, the sphere mask appears on all of them. How can I fix this?

harsh kayak
high ocean
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My combat is is turn-based (tactical - no free/conditional movement). Given the fact that I haven't touched behavior trees so far, would there be any benefit to using them opposed to straight blueprint-driven decision making? I don't have anything fancy, just a couple of fight-or-flight+class specific conditions on choosing targets & some skills.

earnest tangle
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Depends on how your AI works I guess

high ocean
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AI turn = decision time->any action (skill/wait/swap) ends turn automatically. Atm, I wrote some functions to decide wether to act defensively towards other characters (started with the tank class) or attack, pick the target enemy with the lowest health to attack or defend the character with the lowest health from friendly units (unless it has less hp than the tank etc). I would only like to add some variation, so that players can't predict all AI actions all the time.

earnest tangle
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Hmm

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If your AI always re-evaluates what it should do each turn, I don't know if you'd get much benefit from BT's

high ocean
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it needs to basically...

earnest tangle
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BT's are great for sequential AI logic, where the AI goes from A-->B-->C, and perhaps there's some choices between those like sometimes B is skipped, or sometimes instead of C it does D instead

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but if you don't have much logic like that, it might not help so much

high ocean
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I've read up on the general concept of behavior trees and (unless the AI is real-time), it seemed to me of little help, it's basically the same thing: bools & switches. Thought I'd ask, maybe I'm missing something crucial...

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now the "battlefield evaluation" itself - being tactical & all that, might get tricky or complex, but otherwise, I think it's manageable with bps. Well, thanks for the clarification @earnest tangle 🙂 I'll just continue in bps 😄

fleet cedar
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Can I convert foliage to actors during play? I want to make a grass cutting mechanic

high ocean
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Another thing may be spawning the kind of grass which is cuttable as foliage actors, or get the world position of the foliage mesh and replace it with the cuttable version on player action/overlap around player 🤷‍♂️ . These are just ideas/suspicions, haven't tried any of them myself.@fleet cedar

fleet cedar
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Thanks! This is a good start.

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"You can however spawn foliage actors which are precisely designed for such mechanics." - does this mean there's something that does this built in?

icy dragon
fleet cedar
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Is this really inefficient

fleet cedar
icy dragon
fleet cedar
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mm I see

late blaze
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how can I print a string with all array items from a data table?

whole dune
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I don‘t have much know how in that type of game but it would work like that

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There are probably better ways tho

eternal drum
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what node do i use to change what camera the character controller si using

eternal drum
winged sentinel
eternal drum
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Smart

gusty shuttle
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Quick question, is there a name or term for the mechanic where the player looks at a door, looks away, then looks back at the door and it's gone?

odd ember
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I don't know that there is a word for that "mechanic"

gusty shuttle
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Aye, same. I know it's a mechanic, just thinking of ways to tackle it. Might just enter a volume and if player controller is rot between this and that angle then it's good enough

crude birch
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Hello. I have a question: I got 2 windows (widgets) that cover the same space in my heads up display. I can switch each of them on and off like this:

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Now I tried to close the one that is open (if that's the case) before opening the other to ensure they do not overlay:

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but something is wrong, it works a few times and then i end up double clicking the keyboard key i assigned.. do i have to use a gate or something?

eternal drum
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Maybe try using the isA boolean

gusty shuttle
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@crude birch Have you tried using a widget switcher inside the widget, then just switching between SetWindowSwitcherIndex or something like that

eternal drum
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in the branch

eternal drum
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and vice versa

crude birch
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oh

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oh yeah, gonna try that, thanks 🙂

eternal drum
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np

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Ask again if there are any more problems

crude birch
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strange, they still open up at the same time like this

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but if i think it through step by step, they shouldn't

eternal drum
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A = Ui is on screen

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shouldnt the branch be flipped then?

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branch is checking if its A and if True it flips the flip flop

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shouldnt it be if its not A flip the flip flop?

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and if its A then remove it from the Parent?

gentle urchin
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This is quite some code to toggle and interlock...

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Cant you just check if the other widget is in viewport already?

crude birch
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did that before and it worked but at some point (the more i pressed) hung up and i had to double click

crude birch
gentle urchin
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Sounds like part of another issue tbh

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You could set the widget to listen for the input instead

crude birch
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this is how it was before btw, same issue as with the screenshots before

gentle urchin
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Why so much flipflop back and forth tho

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Input -> branch (is other in viewport) -> false -> branch (is this in viewport) -> true -> remove from parent

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False on the last would be add to viewport

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You should add another set of gets and nodes instead of crossing them over like that. Makes it unessesary hard to follow

crude birch
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i thought this would actually help visualizing the criss crossing idea that's supposed to happen. but i'll give your suggestion a try

clever helm
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anybody knows how to fix this issue

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i will break my monitor from frustration

worthy tendon
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what issue

crude birch
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client side looking upwards

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maybe some rotation doesn't replicate properly?

maiden wadi
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If you're using GetControlRotation to drive the AimOffset animation, change it to GetBaseAimRotation.

clever helm
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that is the problem, i want the aimoffset to rotate smoothly

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and not jitter or lag behind

meager vessel
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Is there a way to generate a ProceduralMeshComponent with a Node inside the Construction script?

autumn pollen
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Is there a node to grab specifically the X coordinate of the actor?

clever helm
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get actor rotation -> break rotator

strange stream
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Hey, I have a Custom Event with a delay node in it, everything in the event itself is delayed and works fine - but the actions after I'm calling the event is not being delayed??

gentle urchin
gentle urchin
sand shore
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@crude birch hey take one of them getter nodes. Copy it over to a blank area of the graph. Right click on the new get node. "Validated Get" should be somewhere.

What you want to do is make a new custom event called "Hide X Widget", and call that when you create a Widget Y.

Hide X Widget can check if Widget X exists and destroy it when it does.

You want to replace your flip flops with the validated gets.

strange stream
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@gentle urchin

sand shore
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Anyway you can set it up all pretty like if you put Hide X Widget under the handler for making a Widget X. You can align the Is Valid node with the Validated Get from just above, and then both can go right into the destruction logic

strange stream
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@gentle urchin

sand shore
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@crude birch the one thing you shouldn't do is keep using a flip flop - that isn't the only thing that can destroy the widget. You can end up with it wanting to hit the B path while the widget is destroyed

gentle urchin
# strange stream <@!231467939734355969>

"Initiate ability"doesnt wait for the custom delayed event "Play flipbook" to finish before moving on in the code. To achieve this you must have another event for the stuff that should happen after the delay , which the custom event calls

sand fable
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so I make take recorded my blueprint and I won't save all variables float and make to animation so how I can get float variables and make animation by float save game

strange stream
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@gentle urchin Not sure I understood that one - sorry

gentle urchin
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It just strictly informs the custom event "play flipbook" to execute, then moves on in its own code directly

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It doesnt care about when "play flipbook" completes

strange stream
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Yea thats what I noticed - but it doesn't really make sense to me as to why it would do that

gentle urchin
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Because an event call has no response, no return..

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Not sure how to explain it

strange stream
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Yea I guess that makes sense yea

gentle urchin
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Think of calling a custom event a hidden "sequence" node

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Where the first pin calls the custom event

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And the second just moves along

strange stream
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I'm making a ability system sort of, so I'm trying to make ''nodes'' that I can easily plug in, like ''move to enemy'' ''play flipbook, non looping'' ect -
But jeez - first I tried a Function, but you can't use delay nodes in those (which I need)
Then I tried a macro, but macros doesn't inherit to children
And now I can't use custom events either 😅

gentle urchin
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A set of event calls and dispatchers !

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Thats the solution when all else fails !

high ocean
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Did anyone ever had any problems with this? Many times the code looks much cleaner & easy to read w/o all those foreachloops around:

gentle urchin
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^ never tried, does it work?

strange stream
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Always been afraid of those - guess I have to look into them now

gentle urchin
high ocean
gentle urchin
strange stream
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That seems overly complicated for such a small task

high ocean
autumn pollen
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What type of blueprint would I use for the behaviors of enemies in touhou-style bullet hell games

high ocean
# gentle urchin So it executes said event for every array element? Thatd be amazing

yyep, i tested it but - like I said, only with default ue4 functions. I don't see why mine would b different but 🤷‍♂️ thought of asking... And I would test it but was hoping for a quick "no" or "yes" 😛 I'm (was, apparently) in the middle of a rather complicated matter for my level of knowledge.
Any other ideas btw on displaying the correct estimates of damage, regardless of the skill's mechanics without actually running "simulating" the skill, getting it's results and displaying those? - It's what I'm working on 😭 I swear user interface ate up 10x as much time as gameplay programming did 😐

gentle urchin
strange stream
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Yea thats my goal - thanks 🙂
On another note - can somebody tell me why macros are not inherited to children?

gentle urchin
eternal drum
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how do i smooth out floats that are used for movements

high ocean
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and just peek-a-boo, crit, 200 dmg = death 😄

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while display says 10-14

gentle urchin
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To much transparency makes it more like a battle simulator with defined outcomes 😅

high ocean
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it's just damage estimates displaying on hover 😐 But some skills go like damage ignores caster's attack which is instead boosted by the mean of defence of all targets - kinda skills... Otherwise it's boring.

gentle urchin
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Hmm.... surely adds a layer of complexity for the estimations atleast

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I dont see any other way than "simulating" it, possibly with simplified (read: inaccurate) values or smth

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Not sure if simplifird valies would add more complexity to it... it probably would

dawn gazelle
high ocean
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@gentle urchinYep, had to squieze the whole skill mechanic into a function so I can spit out values, it was previously an event on the skill component 😐 Redesign time (for no reason rly) yay! 🤮

sage magnet
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Hey everyone, I have some massive issues with my project.
I've placed a lot of actors to the scene and every time when I'm building project to windows a lot of them either missing, have wrong positions or rotations.
Have anyone had this issues before?

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No, actors not set to be hidden in game. Yes, they are visible.

high ocean
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@gentle urchin Then again, on the bright side, I get to throw everything inside an overridable function and I'm left with less work in the end, the whole skill story can be thrown on the master, since it's only this:

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Weird how programming works 🤦‍♂️ 😆

odd ember
odd ember
final nimbus
odd ember
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I see, so it wasn't a timeline issue then?

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I still recommend using timelines for alpha values (with lerp nodes) over putting any actual values inside of them

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both because you can reuse the alpha value and because you can then expose the lerp values to be edited per instance, if necessary

eternal drum
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what node would you use for swtiching what values a node is using? two Floats and one boolean

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Want to make the boolean control what float is used

odd ember
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are you thinking about the Select Float node?

eternal drum
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Yes! thank you

kindred pier
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I am trying to set the material for the player skeletal mesh to something else and it isn't working, here is what I have for that, any suggestions?

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there are two play chars in this instance

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I did confirm the element index is set correctly as well

dawn gazelle
kindred pier
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ohhhh I see

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thanks I will look into this more 👌

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fixed, thanks for the feedback

eternal drum
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i have two values, one is supposed to connect when a float is more than 0 and the other is supposed to connect when the float is under 0, but the idle is zero so the < just selects the bottom value

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is it possible to have select float have more than two loat inputs?

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because i sometimes want it to select neither

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is there maybe another node made for that?

dawn gazelle
eternal drum
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this is a bit complicated but, if the float is more than 0 i want to fly right, if its less than 0 i want to pick the flyleft float, then when no input is selected i want to reverse it so the float transisions to 0

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Fly right is a curve from 0 to 1

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Fly right is a curve from 0 to -1

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(the timeline is not accuratly named)

tepid forum
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you can't just plug the values into the add rotation?

eternal drum
tepid forum
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since positive rotation is right and negative rotation is left

eternal drum
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when the timeline is played it outputs to floats going from 0 to 1 and from o to -1

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so i have to use select float

tepid forum
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okay I've not done much with timeline

eternal drum
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this will most likely work

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but i have to find a note that works

tepid forum
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note?

eternal drum
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node*

tepid forum
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if Pick A is false it picks selects float B right?

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I though that it would work if greater than 0 == true therefor pick A else pick B

dawn gazelle
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That is how it works, yes.

tepid forum
eternal drum
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when the float is 0 i don't want it to go to B

tepid forum
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oh ok

eternal drum
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I GOT IT TO WORK

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this monstosity

tepid forum
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Cool

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I thought it might just be that you need >= node

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instead of >

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I was testing it out, but confusing for the select float

odd ember
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@eternal drumyou can use the Select node plainly. it's the generic version that allows for ints, bools and enum/byte hookups

eternal drum
odd ember
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you can use more options to it

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if you need

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not sure if the add pin does that already

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used to be it was hidden functionality

eternal drum
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it does

tepid forum
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Try >= if you want it more clean

odd ember
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@eternal drum looking over what you're doing... what are you trying to do with all of this? perhaps there are better ways?

eternal drum
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trying to smooth out floats meant for plane movement

odd ember
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have you considered that you already have input an input scale with input axis?

eternal drum
#

yes but thats only -1, 0, 1

#

way to sudden and not realistic

odd ember
#

it's a range

#

you can get all values between -1..1

eternal drum
#

i know... its just that when you press for example D it jumps to 1 and that isnt what im looking for

#

i want it to be a slow gradual movement

tepid forum
#

lerp

odd ember
#

really what you're looking for is analogue movement

eternal drum
#

how do i implement that

odd ember
#

most analogue controllers have it built in

#

like gamepads

#

or joysticks

eternal drum
#

ah

odd ember
#

keystrokes are pretty much the only exception since they are boolean

#

in either case you'd have an easier time just modifying the axis value than creating custom timelines

odd ember
#

FInterp comes to mind

worthy frost
#

interp if you want some easing

eternal drum
#

what about easing out?

#

i don't want it to completely stop when i let go of the button

worthy frost
#

that's what interp is for

#

tho you might struggle with that on the axis binding

#

you would need to cache your current value, as you interp to and from the axis value

eternal drum
#

cache?

odd ember
#

store

#

in a variable

eternal drum
#

you could

#

just create two interp, one for easing into axis and the other to ease out

#

and then just check the axis input and use that to select either

#

but in reality it just makes it more confusing

odd ember
#

more confusing than multiple timelines?

#

and branching paths?

#

welp

eternal drum
#

one timeline, two curves

#

and plus you also need a timeline with the ease node

odd ember
#

the interp and axis values handle the easing

#

since the axis value happens per tick already

eternal drum
#

what interp am i even supposed to use

odd ember
#

FInterp

#

basically what it does is takes the value and cuts it into segments

#

then sets the value to the first segment

eternal drum
#

i can't do more today my head will explode

#

thanks for the help

stone glen
#

How expensive is adding an instance to an instanced static mesh compared, let's say spawning an actor? Would it make sense to let's say remove and re-add 20 instances that come into a certain range to change the LOD over having chunks of those objects as actors and just spawning these actors once?

odd ember
#

instanced static meshes are very cheap

stone glen
#

I am aware of that I was hoping for some quantification, also I'm mainly thinking about the game thread not drawing.

amber nova
#

is there a way to convert an entire blueprint actor to c++ script

odd ember
odd ember
#

at least not yet

amber nova
#

ah , okay

icy dragon
#

If you know BP well enough and know C++ basics, you shouldn't have too much trouble translating it.

Though some quality of life math BP nodes aren't default to UE4 C++, so you have to include KismetMathLibrary and use UKismetMathLibrary namespace.

gentle urchin
#

Id look into projectile predictions

gentle urchin
#

And some math for launch angle

light osprey
#

Do you have any Youtube tutorials or web links for recommendations?

trim matrix
#

how can i convert a linear color to string in hex format?

zinc blade
#

is there a Move to Actor Blueprint Component equivalent to C++?

fading raptor
#

For some reason whenever i ragdoll this happens to the player

#

im using a modular character and set the legs as the master bone component

#

Not sure whats causing the body parts to separate on ragdoll

drifting rapids
#

hello all, anyone know how to make a procedurally spawned building have navmesh so the ai can walk on it?

fading raptor
#

use this as the logic

#

then change the buildings and collision as you please

drifting rapids
#

thanks Ashraf I'll give it a go

fading raptor
drifting rapids
#

oh it says its unavailable

#

i cant download it

fading raptor
#

thats wierd

#

i wonder why they removed it

drifting rapids
#

any idea how its done, I'd prefer to do my own blueprints, just need a point in the right direction

fading raptor
#

no clue tbh

earnest tangle
#

It seems to work for me. I went into the marketplace tab in Epic Launcher, looked it up, and it said "free", clicked on it and it seemed to add just fine

#

if you want the procedural buildings generated at runtime instead of in editor, you probably need to enable runtime navmesh generation in project settings

#

but if you just want to place procedural buildings at editor time, navmesh should work if you just regenerate it once the building is placed

drifting rapids
#

Thanks, I opened it in the editor instead of the browser and it worked

fading raptor
atomic salmon
crude birch
#

is there a way to make an automated minimap based on the navmesh. i got a camera on top of my character for a rendertarget but that's way too detailed. collision or navmesh info would be sufficient... but there seems to be no way to get the navmesh

earnest tangle
#

The navmesh data is probably accessible in C++ which could in theory be used for some kind of visualization

#

It might be a lot easier to just take a screenshot of your level from a top perspective and use that as the minimap, depending on how things work in your game

light token
#

Hello. I've got a problem. I want to check if this variable is set or if the widget is visible. When I use the IsValid function it is returning true all the time. But when I use this IsVisible function I get a huge error log that the variable is None. Am I doing anything wrong?

trim matrix
#

how can i convert a linear color to string in hex format?

gentle urchin
#

huge list suggests alot of calls, is this done on tick or something?

light token
#

yes

#

When I use isValid the buttons never enable again

gentle urchin
#

Do you really need to check if the window is open on tick?

light token
#

yes otherwise people can press buttons in the background

gentle urchin
#

How so? Dont you add this widget to viewport / toggle visibility?

#

If invisible, nothing can be clicked. If not in viewport, nothing can be clicked

light token
#

When I click New Game. A window is added to the viewport which overlays the default buttons. The widget is small and the background buttons are still enabled so people can click on New Game again which opens the same widget again.

gentle urchin
#

Sounds like you should revise your logic in the menu then

#

When new game is clicked -> disable the button(s) in the main menu
When new window is closed -> Enable the button(s) in the main menu

light token
#

How do I know from the main menu blueprint that the window closes

#

I do that by setting the OpenWindow variable

#

and checking isValid

gentle urchin
#

how come they're 2 different widgets in the first place

light token
#

It's easier managable

gentle urchin
#

Anyways, when creating the widget you can bind to visibility changes.

light token
#

Ahhh!

gentle urchin
#

So Beginplay -> Create widget -> bind to visibility change

On New Game clicked -> Toggle visibility.

light token
#

Thanks a lot! I didn't know that existed

drifting rapids
#

@earnest tangle how do I regenerate navmesh in blueprint at runtime?

earnest tangle
#

there's an option for it in project settings, I forget what it's called but it's like runtime navmesh generation or something along those lines

#

that'll just have it auto-regenerate when geometry which can affect navigation changes

drifting rapids
#

i have that selected already, and when my building spawns it has no navmesh on it so my AI cant walk inside

#

my code is picking a suitable spot at random to drop the building, then spawns it in, the code is in my level blueprint, I have navmesh invokers on my ai and player pawn

#

and the buildings only spawn in the navigable radius of the player

#

i'm not understanding why my spawned buildings arent generating navmesh dynamically

light token
#

Now I've got a new problem. In the construct event I create a widget and set it to hidden and set the NewGameWidget variable. Now when I try to make it visible again it's not showing up. It stays hidden. Can anybody help me?

gentle urchin
#

Get any errors?

#

visibility target is set to self

light token
#

Nope

gentle urchin
#

which should not be the case

#

it should be the newgamewidget

light token
#

I connected it to newgamewidget but it's still not showing u

#

p

#

maybe it's in the background

#

Nah I have no clue

#

First time making gui

gentle urchin
#

was it added to the viewport?

light token
#

yes

gentle urchin
#

show me please

light token
gentle urchin
#

and ZOrder?

light token
#

It's the default 0

#

I'll up that to 1

#

Nope nothing

gentle urchin
#

is the event fired at all?

light token
#

Let me check

#

Yes, because it disables the buttons

gentle urchin
#

Erh

#

what

#

im not seeing the binding either.

light token
#

This is the new game event

gentle urchin
#

You should bind on creation

#

and disable/enable buttons on visibility change

#

click should just toggle visibility

light token
#

Ah yes

#

Ill fix that, but that doesn't do anything with the visibility problem

#

Hmm

#

I found out it's invisible on construct too

#

wtf

gentle urchin
#

Thats fine

light token
#

I tried setting it to visible.

gentle urchin
#

means you dont have to set it to invisible during creation

light token
#

this is eral weird

#

when I use a delay it is vissible

gentle urchin
#

delay where

light token
#

Now it's showing up

#

and set to visible on new game click

#

Now i need to bind that event

#

but it is weird I have to do this

gentle urchin
#

how come you create it at runtime intead of just adding it to t he main widget?

light token
#

I'm new to GUI

#

I thought this was a better idea

#

Otherwise I would have multiple windows in the same blueprint overlapping eachother

#

I also have to make an options window

gentle urchin
#

you could check out the widget switcher

light token
#

Will do that

#

At least its all working now

#

Thanks for your time.

drifting rapids
#

I have a procedurally generated building, it doesnt generate navmesh on my large open world map when spawned, but spawns navmesh perfectly fine on my small testmap, can someone explain to me what I'm doing wrong?

clever helm
#

could be an engine error

#

try restarting

#

btw i have absolutely zero clue about the issue

drifting rapids
#

it seems no one does

#

I havent been able to resolve this issue for months

icy dragon
drifting rapids
#

@icy dragonI am using nav invokers

#

that navmesh is being created by the player, but the navmesh isnt updating on this map after the initial load

#

I dont know why

#

I might try remaking the entire level and see if that works

#

but it'll be a load of work

gentle urchin
#

Is the building set to affect navigation?

#

@drifting rapids

#

ticking dynamic seem to work on my end atleast

#

Spawned during beginplay

lapis helm
#

Can someone explain top section of this windwalker echo blueprint to me? it doesn't make any sense, the value is not being used anywhere...

gentle urchin
#

deprecated?

#

Seem like some weird workaround for anims that dont blend well

plain hull
#

Do we have any command line arguments for opening exe file when it's fully loaded so that I shouldn't see black screen

icy dragon
plain hull
#

I am looking for some solution but unable to find. When I execute exe file can I have a track record that application is fully loaded and then I should display that

plain hull
# icy dragon No, and that's not a valid reason for it. Though you can still execute another ....

Basically I am looking to resolve this issue. If I am running parent exe file and want to open external exe file using create process. Is there any command line or any option available that I shouldn't see black screen and external exe will display when it's completely loading. Let me know if you have any clue in mind. Because I have more than 100 application and can't add loading screen to everyone. So just I want to play only in parent exe file

Regards,

icy dragon
plain hull
#

I have tested renderoff screen command. It's working in the background. If there is any option that I can renderon screen again when it's completely loaded

plain hull
#

I will be really thankful if you can help me in this situation. Done with googling. No work around

icy dragon
plain hull
#

I want to open 1 instance at a time and don't want to see black screen.

#

Just ignore 100+ process talk. That's something else. What I was saying that I have hundred projects and If I have to add loaded screen to each that's a very weird. Because I have to repackage all

icy dragon
# plain hull Just ignore 100+ process talk. That's something else. What I was saying that I h...

And 100+ projects also sounds insane, unless we're talking about the kind of 100-in-1 shovelware packaging or suite of archvis applications.

Regardless, you could use plugin that provides loading screen, installed in engine level, as opposed to project level. Getting it from Marketplace will install it in engine level automatically.
https://www.unrealengine.com/marketplace/en-US/product/async-loading-screen

Unreal Engine

Async Loading Screen allows you to easily configure a Loading Screen System in the project settings, and automatically add a Loading Screen whenever you open a new level, without Level Streaming.

#

<@&213101288538374145>

torn kettleBOT
#

:no_entry_sign: Herculio#4337 was banned.

tough ivy
#

Can I spawn actor deferred in blueprint?

earnest tangle
#

What for? The BP spawn actor node kind of does parts of it already, like allowing you to pass values into exposed on spawn variables

tough ivy
#

I need call method configure:)

earnest tangle
#

Ah I see... I don't think it's exposed by default, but if you really needed it you could probably create a custom node for it in C++ quite easily

#

You could probably achieve a similar result by having configure called from the construction script or something, since that would get called in similar timing before other logic

wary wagon
#

how do

#

got this message when trying to diff against previous revision

#

of a Data Asset

#

(works for regular blueprints, im assuming this is just a bug with DataAssets?)

void needle
#

does anyone know how can i make texture from one part of tileset?

odd ember
tough ivy
#

@odd ember thx, I'll check

tough burrow
#

<@&213101288538374145> ^

#

It was either handled or he removed his message xD

proper wyvern
#

Anyone around that has worked with procedural meshes, specifically proc mesh collisions?

#

Sometimes my character goes through the meshes

atomic salmon
#

@proper wyvern procedural meshes should have a collision volume around them. Start by visualizing the collisions of those the character goes through. Can you see it?

#

To visualize the collisions seen by the physics engine (assuming it is PhysX) you can issue this console command during gameplay pxvis collision 1

turbid rapids
#

Hello
Can anybody give me a recourse that explains how much every function in ue4 costs?
I want to know what functions should be used less like Cast
What other functions have more cost to execute

I really appreciate that

earnest tangle
#

There's no list like that. Also Casting is not that expensive and it's okay to use it

#

There are a few nodes which have a warning if you hover over it and it will say "can be expensive", you want to be careful with those ones... but in general most nodes are reasonably performant unless you're doing something really weird

kindred pier
#

I have a cannon that will attack a player automatically if it sees the player, but I want to be able to individually choose which actors the cannon is able to see, is there an easy way to do this?

long hawk
#

I have a blueprint that has a child actor component. The child actor component is another bp and has a static mesh and I wrote a print statement in the onclicked event of the child actor component. Problem is it doesn’t fire. Is this supposed to work? Or is this a limitation?

proper wyvern
kindred pier
dusk cave
#

hello. I need help figuring out how to teleport a player to a point if they fall below a certain point.

obtuse herald
earnest mango
#

Anyone had and solved the problem of the editor periodically thinking every single-click I do is a double-click? It makes it impossible to use the Action Menu, drop-downs, or right-click menus, since they immediately disappear upon opening.
Restarting it makes this go away for a while, until it inevitably starts happening again 😡

odd ember
#

sounds like a mouse problem, not an editor problem

atomic salmon
#

@earnest mango I have seen this happening before due to outdated graphic card drivers and/or the editor using the low performance card (embedded Intel) instead of the high performance one (e.g. NVidia).

earnest mango
#

@odd ember I've only noticed this double-clicking issue in Unreal, which doesn't necessarily mean it's the editor's fault, but it's very suspicious.

@atomic salmon How can I check which graphics card the editor is using and swap if it's the wrong one?

atomic salmon
#

@earnest mango

#

On this machine GPU 1 is NVidia and GPU 0 is Intel

earnest mango
#

@atomic salmon Thanks! I'll assume that's the same on this machine, which has an Nvidia card and an internal GPU

minor galleon
#

anyone got a lead on runtime heightmap editing for landscape in ue4.27?

dusk cave
#

Trying to set it up so if my player falls below a certain point on the z axis, it will teleport to the respawn point. Does this look correct?

#

It's not working so I'm assuming I'm missing something

minor galleon
#

what is the teleport function?

#

custom or standard in editor?

dusk cave
#

um standard? I'm still new to UE.

#

havent learned how to use teleport so this is my first time

minor galleon
#

if you double click it does it try and open visual studio?

#

also, either way

#

just use setworldlocation

dusk cave
#

no it dosent

minor galleon
#

so its a custom function

#

is there more code inside?

dusk cave
#

inside where? the teleport function?

minor galleon
#

yes

dusk cave
#

no

dark crow
#

Is Cube a valid ref

minor galleon
#

im guessing its from the heirarchy

#

so that code is not initialized, as Im sure you know

#

also, just set the world location instead of using the function. its super easy

#

and wont set your rotation to 0, unless thats what you want

dusk cave
#

like this?

minor galleon
#

να

#

it still needs to be initialized

dusk cave
#

how do I do that

minor galleon
#

the exec pin needs to come from an event node

#

of the branch

dusk cave
#

oh ok

#

like event tick?

minor galleon
#

no

#

ideally not

#

tick runs every frame

#

you can

#

but its easier to fire an event when you need the ode

#

code

#

or have it on at least a custom timer

#

loop*

#

so fire a timer to start checking when they fall off a ledge etc

#

its ok to put bools in tick sometimes

meager spade
#

Don't know much about kill zones but shouldn't it be <= Kill Zone?

minor galleon
#

since its just 1 and 0

dusk cave
#

I'm confused. Why do I need a timer? I just need the player to teleport if it falls below a number on the z

minor galleon
#

it should be <

#

yes

#

because if you start the game

meager spade
minor galleon
#

and run your code once

#

yeah

#

its done

#

over and over

#

one way to do that is tick

#

but putting code on tick is cancer

#

so the other better way

#

^

#

is to put it in a timer

#

ex

#

when movement mode changes to falling

#

^

#

start a timer on .1

#

looping

dusk cave
#

I don't know how to do that

minor galleon
#

ill show ya

#

yeah it doesnt need to be often

#

unless it does

#

and some things wont run unless you put them at at least .05

dusk cave
#

I'm already using begin play for something else

minor galleon
#

its ok

#

begin play starts your code

#

its like getting ready in the morning

#

youre not done, just have everything started

#

sequences are good

#

but usually you have a few things on begin play

#

but they call to other custom events

#

instead of keeping the code there

#

Ill show you an ex

dusk cave
#

ok

minor galleon
#

So this is your code, more or less

#

We keep the blue node after the timer, which is called a timer handle

#

this way when were done with our timers, we can clear and invalidate them

#

you need to fire it in a location when we start falling

#

one of the easiest ways is this

dusk cave
#

How do u create a custom event

minor galleon
#

right click or drag out a line

#

then type addc

dusk cave
#

ok got it. what is fall time handler?

minor galleon
#

then fire a check if youre falling or not

#

its a timer handle

#

its so we can stop the timer when were not using it

#

otherwise, it keeps going and going

#

can either do that and check if youre falling or not, and obv use a branch to either fire or clear the timer

#

or put the check right where you move

dusk cave
#

is it a variable? I don't see the node

minor galleon
#

what variable?

dusk cave
#

the set node for fall time

#

i can't find it

minor galleon
#

isfalling

#

set node for fall time?

dusk cave
#

yea in the first picture u sent

#

the one attached to set timer by event

minor galleon
#

send a ss

#

windows shift s

dusk cave
minor galleon
#

oh the handle\

#

drag out from the timer's return value and click promote to var

#

your target is a scene component?

dusk cave
#

cube?

minor galleon
#

is cube the blueprint?

#

were getting there

dusk cave
#

cube is my character

#

yea its the bp

minor galleon
#

also that would set a timer to play all the time

#

oh

#

ok

#

so try getactorlocation

#

instead of cube and getworldlocation

#

just makes it easier to look at

#

and the right cube should be the root component I guess

#

click the cube variable attached to getworldlocation and screenshot the details for me

#

also your timer time needs to be set to .5 or something and looping ticked

dusk cave
minor galleon
#

ok cool

#

and thats the top thing under the blueprint name(self) in the heirarchy right?

#

everything stems from that?

dusk cave
#

yea I have it called Bp_MyCharacter

minor galleon
#

sweet

#

ok

#

so now we need to call it to start looping

#

and to stop looping

#

equally important

#

so if you want

#

like I said, not all things are terrible to put on tick

#

just most things

#

and having a lot of things

#

so drag off tick

#

after making a boolean variable called falling

dusk cave
#

ok

minor galleon
#

then on tick it should just be

#

there are other ways to do this

#

like the picture I sent earlier

#

but then you just

#

then you just need to initialize the timer the first time

dusk cave
#

do i go back to using getworldlocation

maiden wadi
#

Out of curiosity. Why not just use the world's KillZ that is already there and just respawn the new pawn created at the desired location?

minor galleon
#

nahy

#

wasnt going to ask that

#

maybe they have their own reasons

#

like some actors having it and some not

high ocean
#

Tried renaming the var, deleting it... It isn't referenced anywhere else... Does anyone have any idea on how to "forge" ue to pass the default value? It's clearly a bug, happened to me before on other things, but this time, I can't find a way to fix it 😐

minor galleon
#

try typing in the <=

odd ember
minor galleon
#

30 and promoting it?

high ocean
#

@minor galleonIt's supposed to be changed on children according to other criteria. I can't "work around" a simple float not parsing default values wtf 😄

odd ember
#

but if you want to it simply, just check the z values (you can add this check on the movement), then cache the starting position on begin play

#

or starting transform really

#

no need for any other logic

minor galleon
#

it was a joke

#

lmao

dusk cave
#

That all seemed so complicated to check the z value lol

high ocean
#

@minor galleonsry 😛 u get "advice" like that sometimes - as u know

minor galleon
#

yee

#

no worries. Ive been working all night so kinda out of it, nothing personal

high ocean
minor galleon
#

dude ai so fun

odd ember
minor galleon
#

well, my dear cranz

high ocean
#

yep, can't say it isn't... Made more helper functions today than I ever did in my whole life put together 🤣

minor galleon
#

did you happen to see the part where I mentiond that?

#

prob not

#

follow the convo

#

was trying to teach them how to use timers, but nvm i guess

odd ember
#

but like I said, it's better to handle this per level (or ultimately, in the game mode), and not inside the character

dusk cave
#

organizing the nodes so I can take a ss

minor galleon
#

and I agree

#

GM would be less of a pain in the ass

#

but I assume there isnt one currently, and theyre learning the engine.

dusk cave
minor galleon
#

Could be wrong

#

that should do it

#

as long as your variables are set

dusk cave
#

It didn't work ;/

minor galleon
#

is your respawn set?

dusk cave
#

yes

minor galleon
#

and your killz is - your starting location

odd ember
#

2 min job with this setup @dusk cave

minor galleon
#

yes we get it

#

you know the engine

dusk cave
#

KillZ is just a float

minor galleon
#

set to what

dusk cave
#

-150

minor galleon
#

and where is the player start

dusk cave
#

102 for the z

minor galleon
#

and I assume you mean -150 z

dusk cave
#

yea

odd ember
#

you just need to place that actor in world where you want it to trigger

minor galleon
#

yeah

odd ember
#

you can expose box extents as well if you want to manip

#

the size etc

#

that way you're also not limited to falling

#

you can put it anywhere

minor galleon
#

there are like 15 diff ways to do this one thing

dusk cave
#

my actor is in the world?

minor galleon
#

its your default pawn right

odd ember
# odd ember

make an actor like this. expose the respawn point. when you place it in world, use the "pick" on the instance to point to your respawn point

#

also makes it easy to update if you want to add checkpoints later on

minor galleon
#

look, I was just trying to show you how to "fix" the code you had originally, instead of writing your code for you, but the way hes talking about is also an option.

#

at this point, Im going to go back to work because its a bit crowded. if you want to learn more about processes like that, dm me

dusk cave
#

Thank you Rez for showing me that but it wasn't working. I just connected the branch to event tick and its working now. idk if I missed something.

minor galleon
#

Yeah not sure on that meridian. worked on mine, but often a lot of learning ue4 is looking for that one mistake or tick box.

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but thats a neat trick for handling things off of tick

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but like I said, often the timer number needs to be smaller or it just doesnt work reliably Ive noticed

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tick can run up to 144 times a second on some pcs

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but dont put it on tick

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put it on character movement

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its better

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or at least the check

atomic salmon
#

Timers are limited by Delta Time, no matter how low you set their trigger time. If you go lower they will still fire at Delta Time but may trigger multiple times per tick.

minor galleon
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like that instead

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nah thats not it

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theres more

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Im too tired, sorry

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Going to bed

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someone else is in a vc too asking for another things

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thing*

gentle urchin
#

Had the impression that the lowest one can go is once per tick

atomic salmon
#

@gentle urchinyes, they still trigger at Delta Time as a minimum, but if you set a trigger time below Delta Time they may trigger more than once within the same frame. You can easily try it.

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In other words, you cannot use timers to further divide down Delta Time. That is only possible, in general, with physics sub-stepping.

odd ember
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a tick happens once per frame, but timers aren't limited by frame time

minor galleon
#

yes there is a minimum value

gentle urchin
#

🤯 well thats 100% news to me

odd ember
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one of the use cases of timers is that they are framerate independent

gentle urchin
#

Obv never tested it but seeing as its reliant on game thread interupts, i'd expect it to be a once per kinda event

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My experience so far is that they are not

odd ember
#

you can test it out by having a delta of 1 frame and half a frame

gentle urchin
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well shiet.

atomic salmon
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@odd ember this is from Tom Looman's site

gentle urchin
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tested at 3 fps

atomic salmon
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so, the repeat myself, timers cannot fire at higher freq than Delta Time

gentle urchin
#

True, they're just executed several in a row instead, not subdivided, as you pointed out

atomic salmon
#

exactly. If that would be the case you could implement physics sub-stepping with a timer, but unfortunately that doesn't work.

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considering that you can set custom ticking time per actor, yes

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but timers can be fun!

gentle urchin
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I feel like this blew my mind, but then thinking about it makes me realize i cant do much with this information anyways 😛

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In many ways i'd still say they're frame dependent tho. Limited by frame time

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If you have a timer at 1,01s, and fps of 3, the timer wouldnt execute before the 4th frame

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at around 1.3s

atomic salmon
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When the cumulative Delta Time since the last time the timer triggered is >= timer trigger time then the timer triggers. Does it makes sense?

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😛

gentle urchin
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Yes exactly.

atomic salmon
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I'll save that sentence for my next UE4 course...

gentle urchin
#

But saying its frame independent, atleast to me, sounds like it would execute at 1.01 sec, and not 1.3

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Was Cranz saying that tho, just to clearify

atomic salmon
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It doesn't really matter because you can only detect that and react to that within a single frame.

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So no matter what, it is like the timer has triggered within that frame.

gentle urchin
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I assume this would be the same for async timers aswell? They'd need to sync up with gamethread next frame ? Anything else would surprise me.

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If thats even a thing

atomic salmon
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AsyncTimers?

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There is a lot of async stuff in the engine but I am not aware of async timers

gentle urchin
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Yeah nah, its not a thing. My bad :p

atomic salmon
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Yep. The Timer Manager advances all the timers on tick.

pale orbit
#

hey is there anyway i do stuff on another player (online) that isnt replicated? this doesnt seem to do it (replicated checkbox is off)

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for example i want to get all characters on client side and create a material for them just for the client to see

dawn gazelle
dawn gazelle
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That wasn't what your code was before. If you're relying on the team variable to change how things appear, you'd need to wait for that to be replicated before being able to change the appearance of anything.

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You can do that by setting your team variable to "RepNotify" and in the OnRep function place the has authority node & color setting code.

pale orbit
pale orbit
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2 begin play's on each actor

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that might be whats causing the issues

dawn gazelle
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Begin Play fires on all actors that come into existence.
So you'd have:

  1. Begin Play on server for player 1 (client 1)
  2. Begin Play on server for player 2 (client 2)
  3. Begin Play on client 1 for Player1
  4. Begin Play on client 2 for Player1
  5. Begin Play on client 1 for Player 2
  6. Begin Play on client 2 for Player 2
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And it retriggers if the actor loses relevancy on clients (usually by going out of range) and then comes back into relevancy

kindred pier
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I am trying to have this object rotate slowly 180 degrees, but for whatever reason it rotates 180 all in one go

dawn gazelle
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Unless of course, you create your own loop logic.

pale orbit
dawn gazelle
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Keyboard input is client only unless you replicate it to the server.

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Begin Play runs on everyone

kindred pier
pale orbit
icy dragon
kindred pier
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I'm pretty new to this so I just don't know some things yet

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I will check that out thanks 👌

lapis zenith
#

Has anyone here ever had a problem where a for loop skips an element in an array?

marble tusk
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Are you modifying the array during the loop?

lapis zenith
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Yeah, I am using remove index

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Ie I want to go through the loop do something then remove that element and do the same for the next

dawn gazelle
pale orbit
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got nothing

lapis zenith
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Not sure if that’s a BP

pale orbit
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also tried it

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this is driving me crazy

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been stuck on the same problem fro 3 days now

lapis zenith
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Can I recommend you create a function which is called in begin play as opposed to doing your logic in begin play

lapis zenith
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Strange

lapis zenith
marble tusk
lapis zenith
pale orbit
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Yes

lapis zenith
#

Oh

pale orbit
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i want to set their outline colors depending on team on client

lapis zenith
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Your logic is working in a sense

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Right now it’s not being replicated

kindred pier
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How come it's still instant instead of taking the specified amount of time?

lapis zenith
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However since it is in begin okay it is happening for all actors which makes it look replicated

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Possibly

pale orbit
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yea i have no idea what to do :/ someone told me about custom stencil on materials but i dont see how that'd help me

lapis zenith
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So what are you trying to do? Get only one player to see the highlights

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Or each player see different highlights?

pale orbit
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Something like this

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see teammates as blue outline and enemies as red outlines

lapis zenith
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Hmm

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Perhaps you could assign each team an Int and then check if the other actor has the same int if not highlight it

pale orbit
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thats exactly whats in my code

lapis zenith
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Can you send a pic of your code?

pale orbit
lapis zenith
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How are you setting a players team

pale orbit
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Just on a random enum node

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that is replicated

lapis zenith
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And when they spawn in they have different teams? Just got to cover the basics

lapis zenith
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Okay, I just started reading old messages probably should have started with that lol

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So this was working before putting it in begin okay

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Play*

pale orbit
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yea its working on keyboard input

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but i dont want to have to press a button for the player start distingushing

lapis zenith
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Well I guess the question to follow that up is won’t you have a join game button or a start game function in the future?

pale orbit
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Yes

lapis zenith
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If so instead of begin play calling this logic it can be called from start game

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Which should be the exact same as pressing a key

pale orbit
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that sounds like it could work

lapis zenith
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Let me know how it goes!

ruby meadow
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Camera rotates with mesh. I want to prevent completely camera rotation.

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But, camera still rotates with the mesh.

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What's problem?

kindred pier
ruby meadow
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Maybe something you can change with physics?

ruby meadow
last walrus
#

how do I break ActionMapping key or select on it? I have no idea...

dawn gazelle
# pale orbit Just on a random enum node

The logic should go, that only on server you set the team on begin play (temporarily for now, I'm sure you'll want to handle the logic elsewhere in the future)
The team is OnRep variable.... The function will be executed on all clients whenever the variable is set, - including when the actor may come back from not being relevant on a client, so the Team value will always be properly set on all clients.

In the OnRep function of the team variable is where you want to set the colors. Do a Has Authority "Remote" > Your color setting logic.

Get rid of any other RPCs you may be doing. Just do:

  1. Begin Play > Has Authority "Authority" path > Set team (randomly)
  2. Team OnRep Function: Has Authority "Remote" Path > Your color setting logic.

95% sure this'll work if it's done this way.

pale orbit
dawn gazelle
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yes, that's the point of the onrep

narrow kelp
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Is there a way to set a static mesh to use Shadow Two Sided by default

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or would that require a blueprint?

pale orbit
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should work or am i doing something wrong?

dawn gazelle
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Looks right

pale orbit
queen yew
#

hey is anyone doing the blueprint courses from epic for the free swag box?
and if so have you recieved an email from them yet?