#blueprint

402296 messages ยท Page 739 of 403

dawn gazelle
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Are you running as client or listen server?

pale orbit
dawn gazelle
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This.. what do you have this set to?

pale orbit
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and creating a session and finding for

dawn gazelle
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Ok, that means you can't rely on the has authority switch as server is going to be one of the players.

pale orbit
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Calling that on GameMode,GameState dont work it runs as server

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where can i call that as client? gameinstance? playercontroller?

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playerstate maybe?

near dust
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Is there a way to cull actors from particular cameras? I'd like a multiplayer game where players can grab a camera that can see hidden stuff, and ideally be able to change the visibility of something on the fly, choosing which cameras, or at least which type of cameras it's visible to at any point

kindred pier
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For whatever reason even though the boolean is set to true, it keeps going to the false branch, am I missing something here?

dawn gazelle
steel zealot
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Hey all. I'm trying to figure out how to implement an 'aimed jump' with the mouse cursor.
Essentially, a player would hold the jump button down, aim at a location and then release, and the player character would jump to that location.
I'm not finding any examples online or an effective way to do this.
Any thoughts?

near dust
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I wouldn't know how to do it, but they did something similar in AvP 2010 for the predator,

steel zealot
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that was exactly our reference

tulip mason
trim pollen
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hi, I'm brand new to Unreal. I'm diving in and try to edit a material blueprint. Is there a node that will return the position of each vertex? Similar to how VertexColor returns the color for each vertex. There should be a value for each vertex (instead of one position for the entire mesh).

kindred pier
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and yeah messy, but it works so farkappa I can polish later

knotty quail
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I imagine this is a really simple issue, but I'm having a brain fart:

How do I store a value that is potentially changing every tick?

I am taking the first index in an array and trying to store it in a var called firstIndex. In the event that the array becomes empty, I want to keep the value in firstIndex and continue using it; however, the way it is currently set up it changes the stored value

tepid forum
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set index 0 = aDefaultValue

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sorry aDefaultValue = index 0

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if index 0 == null set index 0 = aDefaultValue

knotty quail
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I will try that, I just encountered something strange

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So it sets the firstIndex localVar AFTER it checks if the array has more >= 0, but once the array is cleared it does not retain the localVar firstIndex's value

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It doesn't make any sense to me, it shouldn't be getting to that piece of code because of the branch

tepid forum
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greater or equal to zero?

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should it ever be zero?

knotty quail
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0 is the first entry in an array

tepid forum
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if its > 0

knotty quail
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i believe -1 is the index value if it's empty

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Yea it needs to be >=

knotty quail
tepid forum
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I can't see a problem

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it seems like you check if the array has elements and sets *firstindex * to be the value of index 0

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so as long as fist index value is not changed you should be able to "Set Array Elem" index 0 = firstIndex

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at a later point

trim pollen
knotty quail
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do you have context sensitive on? @trim pollen

bright frigate
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I have a door that has collisions on either side (for overlap events to set booleans for the door) and it works when in a normal area, but when in its actual place, it opens into an alleyway that has a TriggerVolume for audio, the door stops responding to linetraces. Any idea why there is this conflict between the door and the trigger volume?

trim pollen
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where is context sensitive set?

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shouldn't it be in this menu?

tepid forum
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your in the material editor

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that vertex node is for procedural meshes

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in blueprint

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blueprint has separate nodes from material editor which is shader nodes

trim pollen
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thank you

bright frigate
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Now my linetrace is working on the door

light token
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Hello. I've got a problem. I want to check if the text is an empty string and disable the button if it is. Unfortunatly this isn't working and I can't see why. Could anybody help me?

gentle urchin
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What event is checking this

tepid forum
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you're checking if textbox is empty

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it might not be empty

gentle urchin
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There's an event "on text changed" or something which you can use for this

light token
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Ahh alright, I really have to learn to use events

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I'm checking it on Tick

gentle urchin
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.... again

light token
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@tepid forum the textbox is empty btw

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Ill check the event. Thanks a lot.

gentle urchin
light token
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Thanks man!

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@gentle urchin How do you know you should use Text as an Input on the event?

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*output

gentle urchin
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I didnt really use anything, it appears by itself when i setup the event

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It makes sense tho. It's infinetly more usefull to append the current text along with the text changed and text commited node.

light token
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It doesn't appear in my editor. But it worked when I pulled the event node pin.

gentle urchin
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Sounds like you've got the wrong one

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Is this an editable text box ?

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Or text Box

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when its selected in the designer (or as a variable) you can find the dispatchers in the details panel

light token
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editable text box

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Ahh I was working in the graph screen

gentle urchin
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It is avaliable there aswell

light token
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Hmm but the Is empty node isn't working

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I also check on DoesSaveGameExist

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that one does disable the button but the empty text isn't

gentle urchin
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You're inverting it right

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Otherwise it will be disabled once text is entered

amber dragon
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is it possible to play a level sequence inside an actor blueprint?

light token
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Sorry I was afk for 15 minutes. Had somebody at the door.

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Will check about the inversion in 15 minutes.

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Ok I made an other stupid mistake

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It's working now

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Thanks Squize

native willow
amber dragon
eternal reef
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You could consider using things like timelines for just doors, avoids having a lot of sequences in your level

lunar fog
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I tried doing this but it doesn't seem to work. Could somebody please do a "how to for dummies" on how to access the values from a runtime float curve please?

opal ivy
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So, has anyone doing the Blueprint Ninja Challenge gotten the Ninja badge? Or is only the Journeyman one available?

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Oh, I took the wrong fundamentals course. ๐Ÿคฃ

kindred pier
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I am having trouble with getting npc characters to move in a packaged game, for whatever reason it works fine in the editor but in game they do not move not all, and I can't figure out why, it's just a simple character pawn that moves to a specified point on the map, and the navmesh is in place around the proper area
I made sure to fully build the level, it has no errors or warnings either

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this is the character's event graph

drifting rapids
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@gentle urchin my map was corrupted, I remade the entire level and it works now

gentle urchin
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Damn, that's unfortunate. Hope that doesn't happen very often ๐Ÿ˜•

maiden wadi
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@lunar fogThe link you mentioned has a how to, to access a curve's values.

lunar fog
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it's a special struct with no "get" function

gentle urchin
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Cant use it in bp

fallen glade
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Can you change area class in blueprint at runtime?

gentle urchin
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Seem to only be possible on a nav modifier volume or component

fallen glade
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oh the nav modifier component sets it for everything in the blueprint though :/ @gentle urchin ๐Ÿ˜– why unreal why

gentle urchin
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Hmm... how about the volume tho?

fallen glade
gentle urchin
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Soo child actor with the nav modifier component ?

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And a collision volume

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Or a new component with this ๐Ÿ˜…

fallen glade
odd ember
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child actor recommendations ๐Ÿ‘€

gentle urchin
odd ember
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like, your intent

fallen glade
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I'm trying to create a blueprint that sets randomized nav mesh obstacles of different classes dynamically @odd ember

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right now I can have only one class though

odd ember
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and you're not using dynamic navmesh?

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because that should handle your issues. you can spawn different actors with different classes and the navmesh will accommodate

fallen glade
odd ember
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... you don't need to do anything by hand?

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the navmesh will handle everything automatically and you can assign random values for a spawned actor

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no nav modifiers etc. necessary

icy pilot
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How would someone mark this BP function as thread-safe ?

earnest tangle
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You can't do threading in BP's so I'm not sure why you'd need to do that

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Not even sure if it's possible for them to be thread safe

spark steppe
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i think that only works in animation blueprints

vast crow
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Any way to go to concrete usage from reference viewer? Currently, it's a lot of tedious work of opening the asset and searching manually

icy pilot
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It's just that i'm getting this warning here when i use it in my AnimBP.
I would make this method anyways in C++ where i can specify the flag, but i was wondering if you can do that in BP

tepid forum
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Can you do what it says?

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Disable threaded update in โ€œHas only one one handed weapon equippedโ€

icy pilot
spark steppe
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do you even use multi threaded animation updates for that AnimBP?

tepid forum
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Not sure what that function does, but does it use some kind of different update or co-routine inside it?

spark steppe
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otherwise you can turn off the warnings (or just ignore them)

icy pilot
icy pilot
spark steppe
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no idea, it's in the class settings or class defaults

icy pilot
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Yeah, it's on by default

spark steppe
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however, any BP access is usually suboptimal

tepid forum
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Strange I donโ€™t believe Iโ€™ve seen that warming before

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But I rarely do complex work in animator

icy pilot
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This is basically the whole method

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All of those called methods are also marked as BlueprintThreadSafe in C++

tepid forum
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Yeah seems simple, just ignore warning โš ๏ธ ๐Ÿคทโ€โ™‚๏ธ

spark steppe
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no, the warning is there for a reason

icy pilot
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I'm getting rid of this warning once i'm writing the method in C++ anyways, but guess it's good to know that BP methods are kinda limited here

left fulcrum
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Any ideas on how to change the player character while in game, like press a button and your character would despawn and create a whole new character. Ive seen a lot of stuff about just changing the skeletal mesh but that doesnt quite work for what I wanted, I wanted to change the player character entirely.

orchid garden
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as long as the character is using the same skeleton changing the skeletal mesh is the best method honestly.

left fulcrum
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I know but I wanted to have different types of characters, like some bipedal some not so its drastically different skeletons on the characters

tepid forum
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Set up character class bpโ€™s

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Destroy the old one and spawn instance of new one

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This is oversimplified version of what will happen

orchid garden
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can you give a example of what your trying to do? i.e. like is this for something like player is human, grabs stone, gets transformed into slug man... lol... or is it just a character selection screen where your selecting which character your wanting?

left fulcrum
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Yeah ive set up a character select screen (except for spawning the character so far) where the player can pick but some are human, some are animals on four legs, so I cant just change the mesh. Ive created the different character BPs but I dont know how to actually spawn in the new character, I was going to setup spawn points for when you do spawn in but switching the character BPs while in game has been a challenge

orchid garden
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for the character selection you'd just be spawning and destroying actors till the player selects the one they want to use, and then you'd set that to the players active character.

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simplest method.... player selects character .... stores data on player... loads map ... reads what character the player selected ... spawns that character ... possesses character.

fair sun
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Can you subtract rotators in Blueprints?

    FRotator A;
    FRotator B;
    FRotator C = A-B;
earnest tangle
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if there's no node for it, you probably can achieve the same result by using break rotator and subtracting the individual components and then making a new rotator from those

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(or just make your own node for it)

maiden wadi
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@fair sun Delta is what you're looking for I believe.

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It normalizes it, but that's not usually an issue with rotators.

fair sun
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yup, there's delta

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thanks

odd ember
# icy pilot This is basically the whole method

this all happens because the animgraph runs on a separate thread from the game thread. so when you're calling stuff from the game thread (e.g. any actor reference) in the animgraph you get issues like these

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I think you can get around it by using the animBP part to set variables instead

dusty tree
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I found a tutorial to make a camera lag, but i want the character to always be vertically centered, and i want the camera to only have an horizontal padding how can it be done?

odd ember
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is this third person?

dusty tree
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Yes

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A side scroller

odd ember
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if you have a spring arm component, all those options are exposed on it

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no need for additional logic

coarse shard
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Hi, I'm new to unreal engine and I'm trying to make small games with blueprints in multiplayer, I would like to be able to make a client have control over an actor's mesh transform and have the position sent to the server.

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Is there any way to replicate transform from Client to Server with blueprints?

dusty tree
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But how to make the lag only horizontal and not vertical?

odd ember
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you can pick your axis

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the option is there

coarse shard
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Thank you

limber tinsel
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i have this interact key in player_bp, when i interact with drawer it opens and close, but i want to put something in drawer and want player to pick up, how can i make player recognize that something is in that drawer and that can be picked up instead of closing drawer

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Interact function in player bp

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open/close in drawer bp

atomic salmon
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@limber tinselthere are various ways to handle this, but typically you will use contextual commands. So if the player is near the drawer and the drawer is closed, you show the contextual command to be E = open drawer.

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If the player presses E and the drawer opens, showing some content the player can pick up, your contextual commands become E = close drawer, P = pick up object.

limber tinsel
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yea thats nice idea! but is it possible to pick up something with e as well

atomic salmon
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Exactly. You can even use mouse hotspots, one on the drawer handle to open/close it and one on the object that can be picked up.

high ocean
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Can't figure this one out:
I need to sort actors in an array accoriding to their HP value (sometimes more than one may have the same value, so map won't work). Made a quick float sort function and I can't figure out how to get them. Any help pls?

limber tinsel
atomic salmon
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@limber tinselyou don't need to reinvent anything, just pick an interaction system you like from one of your favorite games and implement something similar to it. Unless you are inventing a whole new interaction paradigm of course.

limber tinsel
atomic salmon
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@high ocean assuming the array out of your sort function is already sorted, I would use a traditional index based For Loop, from 0 to LAST INDEX.

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@limber tinselif you are learning the best solution is the easiest one, you can always make it more complicated later on.

orchid star
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and make it mimic map

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with string formattings

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11x15.0
12x14.2

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etc.

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then split with x

high ocean
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@orchid staromfg... lemme think... wtf ๐Ÿ˜ฎ

orchid star
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and you got the values

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its harder to do but once you get used to it its fun using it this way

high ocean
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woah i need to wrap my head around this one as this has the potential to change some of the stuff I find bug-prone

orchid star
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or you can use maps

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but not with floats

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but strings

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enumxstring

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and if there is a duplicate

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you can make it with string as well

high ocean
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there will be duplicates, since the hp values of the actors will be the same at the beginning. Otherwise I would've used map and be done with it 2hrs ago ๐Ÿ˜

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Trying to understand this string method as it seems really usefull for a bunch of many other things...

orchid star
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I used to do this string, because I had to use Playfab

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and I didnt want to deal with JSON that much so I made the arrays like that

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it worked just fin

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I dont think its the best way tho

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it might make it hard to read for someother people

high ocean
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well, in most cases, u can't read anything from structs unless you print out and check, so that would only make my life easier, all my vars are nested and nested again

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so... need to try and understand how this could work...

orchid star
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why cant you read from struct ?

high ocean
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when frame-breaking, structs return "variable out of scope" ๐Ÿ˜

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when frame-breaking, structs return "variable out of scope" ๐Ÿ˜

orchid star
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yeah I hate that, I see now

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but you can set it as instance editable

high ocean
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so when I can't figure out from anywhere else, I just plugin a print just to see the fkin value - annoying

orchid star
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you can see the struct variables info

high ocean
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although if I forget one like that which isn't supposed to be - ouch ๐Ÿ˜›

orchid star
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it doesnt work in multiplayer but if single

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you wont have problems with it

odd ember
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if you right click on the pin and say "watch this value" you should be able to see it, regardless of scope

orchid star
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I wish it was

high ocean
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it isn't really, tried it many times, only works for un-nested vars

odd ember
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you should at least be able to view it in the blueprint debugger pane

high ocean
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so this method you were saying about would mean that I assign strings for each actor, then append the numbers to them? Something like that? Then sort the array... Uhm... ๐Ÿคฆโ€โ™‚๏ธ

gentle urchin
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How about using min of float array?

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stash their values in a float array -> pull them back out with sorted indexes

orchid star
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dude

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it feels like Im an idiot

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didnt know it existed

odd ember
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well it's not a node you see every day

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nevermind that it's a predicate function

high ocean
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@gentle urchinThat's how I sorted the float array. But now, there's no way for me to get the indices of the actors corresponding to those values ๐Ÿคฆโ€โ™‚๏ธ

gentle urchin
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Yes there is ๐Ÿ˜›

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Save the index, which corresponds to the original array

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So.. Original array -> store in float array 1:1
Float Array -> Save indexes in a temp integer array -> Remove said index from float array

Now your array of ints corresponds to the sorting of the original array

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which you can then use in a for each loop to generate the outgoing array

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Disclaimer: Untested.

high ocean
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@gentle urchin๐Ÿค” I'll give it a try, tell u if it worked. I'm not sure how sett array elem index 3 for instance will behave when added first - will it just fill up 0, 1 & 2 with "none"?

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that's why I haven't even considered set array elem, I assumed it will just add it to index 0 despite me providing one

gentle urchin
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We know there exists data for every index

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so long as we allow the array to resize for our biggest index, it's aall good

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Size to Fit handles that

high ocean
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๐Ÿคทโ€โ™‚๏ธ I'll try it out and come back. Been 3 hrs since I'm bashing my head against this ... this silly, crappy, simple thing really ๐Ÿ˜

gentle urchin
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well i tested it

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no luck ๐Ÿ˜„

odd ember
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what was the original query

gentle urchin
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sort an array

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based on a stat

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should be straight forward

dawn gazelle
# gentle urchin

I think removing the index of the float array is what is messing it up as you would be changing the length of the array constantly. What you probably need to do is set the value of that particular index to a known high value, and check if the min value is == that number, and that's when you break out of the loop.

gentle urchin
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Yeah i think you're right

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Not sure why i reinvent the wheel

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i made a sorting function a while ago for another project.....

odd ember
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wouldn't it be smarter to just use any conventional sorting algorithm

gentle urchin
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^

spark steppe
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smart way would be to use c++ ๐Ÿ˜›

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with some custom sort method when necessary

high ocean
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@gentle urchinYea, nope, the while loop goes endlessly (I never use those cos apparently idk how to) and endlessly adds the same index: 0

gentle urchin
high ocean
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So it's broken in more than one way

gentle urchin
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thats the issue

high ocean
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afaik, the condition to break a while loop must exist inside it - right?

gentle urchin
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the index relation breaks as soon as i remove from that index

high ocean
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how can something this "simple" be so fkin complicated - wtf?! grrrr

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I'm almost certain that in cpp it's like 3 lines of code.

spark steppe
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indeed^ ๐Ÿ˜„

gentle urchin
earnest tangle
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Sorting is one of the big downsides with BPs sadly

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you can sort pretty easily in C++ :P

odd ember
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you could try your hand at exposing the sort function that exists by default in cpp

spark steppe
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making your own isn't a big deal

earnest tangle
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depending on what your array contains it's just a matter of saying Foo.Sort(), otherwise you may need to define the < operator for the contents

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but it's pretty straightforward either way

odd ember
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can generics be exposed to BP? I've never tried

spark steppe
high ocean
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Never wrote a single line of code by myself, so i'll probably fuck up more than I can afford timewise

earnest tangle
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@odd ember nope :(

spark steppe
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you could wrap it with an blueprint function ๐Ÿ˜„

high ocean
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I know that, but the project contains no code, it's bp only

odd ember
earnest tangle
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it's possible via some kinda magic of CustomThunk

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but never tried those and it looks complicated lol

odd ember
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macros allow for wildcards by default

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even in BP

earnest tangle
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Yeah

high ocean
odd ember
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on a side note not having generics in BP is one of my biggest pet peeves

odd ember
earnest tangle
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Easiest way by far is to just don't bother to attempt to make it a generic function :P

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You can have local ints and bools and some basic stuff like that in macros

odd ember
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look at the standard macros, plenty of local vars to go around

high ocean
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Oh?! Then why haven't I made more macros instead of functions... God damn it ๐Ÿ˜

earnest tangle
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but not anything more complicated than those

odd ember
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because they're a bit sketchy

high ocean
odd ember
earnest tangle
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Does it actually allow those? ๐Ÿค”

odd ember
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dunno

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never tested

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like I said I don't use macros when I can avoid it

spark steppe
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i think so

earnest tangle
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Yeah I seem to recall that if you try to create a local it's just two or three choices for the type

spark steppe
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look at for each reversed macro

earnest tangle
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because you can't create a variable for the macro, the local variable is a node in macros

spark steppe
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well, might just be a wildcard parameter

high ocean
spark steppe
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no, TArray<whatever>

odd ember
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I tried to make a PQueue macro once and it blew up in my face lol

gentle urchin
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It works!

high ocean
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@gentle urchinwhat works?

odd ember
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it

gentle urchin
high ocean
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but...how?

gentle urchin
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it indeed

high ocean
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oh..

gentle urchin
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Datura pointed me at it really

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removing from the float array made the indexes unsynchronized so to say

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so by removing from temp array at the same time, while also adding at the sorted array along the way, made them stay synchronized

gentle urchin
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marvelous

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2 sample actors.

high ocean
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@gentle urchinIT Does!!! Jesus, GJ! Thanks alot for the help man, amazing! ๐Ÿฅณ

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And now, after you figured it out, I just realized how much sense this makes ๐Ÿคฆโ€โ™‚๏ธ God I hate my own brain...

gentle urchin
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Sweet !

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hehe it's always like that isn't it ๐Ÿ˜›

fast escarp
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Heya, wondering if I could get some clarification. I'm watching a tutorial video and in it he pulls out these vec*scalar blueprint functions shown here

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But here I am on UE5 and I can only seem to find multiply

gentle urchin
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Its the same

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new nodes are dynamic

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input float as secondary and it 'becomes' vec * float

fast escarp
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ah, so I have to make a new float node every time I want to multiply by a scalar?

gentle urchin
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Not sure if you can right click the pin directly

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havnt used ue5 that much

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just know they're dynamic

fast escarp
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ah, you can totally right click the pin and change it's type

gentle urchin
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Sweet.

fast escarp
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Thanks a bunch โค๏ธ

odd ember
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yea the new nodes are a bit of a PITA like that

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I understand the reason for them assembling it into one node from a tech perspective, but from a user perspective they should still have listed the options in the menu

fast escarp
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yeah, it seems more convenient the old way lol

gentle urchin
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On another side, isn't it sort of more userfriendly from a search perspective that there's fewer nodes to pick from ?

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When searching for a "multiply" node, all sorts of them used to show up

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Now its just drop in the one and only, and connect the pins you want to it

odd ember
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it's far more clicks this way

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and IMO clicks are the best way to measure efficiency

gentle urchin
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Shortcuts

odd ember
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you cannot shortcut it because you still have to modify the node

gentle urchin
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connect to it, yes

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that part you cant get away from

odd ember
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in many cases you don't have a connection to start from

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e.g. when writing in a number

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so you have to either make a literal float (which is another menu lookup's worth of clicks) or manually switch the node to accept your type of number

gentle urchin
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Tru

odd ember
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so it is inefficient compared to the old way

gentle urchin
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Presonally i still prefer it this way, but surely it can produce more clicks, which is not something to strive for

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Hmm

odd ember
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I personally prefer a robust click economy where click inflation doesn't happen often, and when it does, it is reduced quickly

gentle urchin
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it's even worse than i thought (havnt used it to any extent)

#

I expected it to remain wildcarded

#

My assumption was wrong

ripe rose
#

btw what're the benefits to making something inherit from pawn rather than character? i'm trying to decide if i want my AI enemies to be pawns or characters and i'm not sure if i need the features that come with a character

#

are there performance benefits from not inheriting from character? or is it mostly just a neatness thing?

gentle urchin
#

Pawns dont have the CMC , so surely they're easier in many ways

#

If you need to defy gravity to any extent pawn would be probably be better choise. If you want regular walking and alot of basic stuff pre-handled, character is way to go. Set up for MP aswell is just a benefit as i see it

ripe rose
#

MP?

high ocean
#

Is there any way of marking certain function inputs to have the compiler bark when nothing is connected? I searched for 30 mins for an unconnected pin ๐Ÿ˜ญ

gentle urchin
#

multiplayer

ripe rose
#

oh

#

set up for multiplayer how?

gentle urchin
#

it has built in replication , movement prediction stuff and whatnot

ripe rose
#

ah

gentle urchin
#

I'm not familiar with how far it extends, but its like 15k lines of c++ code, so it's a decent chunk of work done there for sure

#

Not that lines of code is a metric for awesome, but..

ripe rose
#

hm not sure to what extent pawn and character differ on a dedicated server

#

but that's a good place to test and figure out what i want to do

#

thanks

odd ember
#

CMC is a mess

#

but it's better than nothing

#

... slightly ๐Ÿ˜…

high ocean
#

@ripe roseJust make sure you don't need the movement component in all its glory or proper access to animation blueprints or you're gonna have some pretty nasty surprises. Took me back a couple of days last year - wanted to be "performant" as well... Learned my lesson. You'd wonder at what's not exposed to blueprints cough looks at movement component & proper animbp support.

clever helm
#

doesnt look at me idk why

odd ember
#

you used pitch, not yaw

clever helm
#

nothing fixed, head keeps shaking

odd ember
#

I use the lookat and that works for me personally

clever helm
#

want him to look directly at me

desert relic
#

guys

odd ember
#

but you may have more luck with asking in #animation

desert relic
#

can anyone help me with a bug

clever helm
#

player controller

#

can you show me your setup

#

@odd ember

odd ember
clever helm
#

doesnt fix it

#

head doesnt rotate at all

#

wait

#

when i use the headbone it rotates in the z axis

#

when i use the vb it doesnt rotate

#

and it doesnt look at the rotation at all

odd ember
#

what is vb

clever helm
#

virtual bone

#

head vb

odd ember
#

no idea what that is

#

arguably if you use something virtual it's not going to work because it's not the right bone

clever helm
#

normal head bone

#

vb head bone

odd ember
#

I gave you a solution

#

for more in depth answers, you can try asking in #animation

kindred pier
#

For whatever reason my npcs aren't able to navigate once in game, but are perfectly capable in the editor, I tried editing project settings regarding navigation mesh as well, I'm stumped on why it would work in editor but not in game

high ocean
#

@kindred pierI can't remember what it was (but something silly/buggy on the engine-side). Had a similar problem. Just delete the damned thing and don't rebuild your level. It think that was it - can't say for sure, I can't remember for the life of me.

#

You just delete the navmesh, undo so it gets back & builds & don't do full rebuild when cooking - if it's an option

kindred pier
#

Giving it a go now thanks ๐Ÿ‘Œ

#

Still unable to navigate hmm

native willow
#

whats your bug?

heavy ibex
#

I have a C++ player controller and a blueprint child of it. If I add a UE_LOG to my C++ version's BeginPlay, I see the output. However my BP child doesn't seem to fire the BeginPlay at all. Other functions in the BP fire off just fine (ex: tick). I can't seem to come up with a reason why this might be, anyone have any ideas?

dawn gazelle
native willow
#

^

dawn gazelle
heavy ibex
#

Wait, that's backwards isn't it? The parent of the BP is the C++

#

And the C++ is working just fine. It's the BP's beginplay that isn't firing

native willow
#

the BP's BeginPlay is fired in the AActor's BeginPlay so you probably do not call the Super::BeginPlay

dawn gazelle
#

Right, you need to call the C++ BeginPlay because you're overriding it.

heavy ibex
#

... Unless my understanding is completely warped, I should be able to use the BeginPlay in the child BP without calling the parent BeginPlay. It would completely override the parent function by not calling the super

#

(not to mention adding the call to the parent does nothing)

native willow
heavy ibex
#

Ah, yeah there it is.

native willow
#

Super::BeginPlay() < - this is where the bp's BeginPlay is fired, bp class is not a real c++ class and unreal refection calls the begin play on bp manually so not all of the heritance rules apply to bps

#

if it is not working, move to #cpp and show the code

heavy ibex
#

Worked perfectly, thanks!

dawn gazelle
#

Interesting tidbit of knowledge. Thanks.

native willow
#

also always call the Super::BeginPlay() because you will have some weird issues like not being able to delete the actor

heavy ibex
#

Yeah, just missed calling it when I added the function

fiery swallow
clever helm
#

how do i do it?

fiery swallow
#

Aim offset, and I believe AI's have some node that allows them to focus an actor

clever helm
#

problem is i dont have aimoffset

fiery swallow
#

make one in the enditor

clever helm
#

tell me about the focus on the actor node

fiery swallow
#

won't do you any good if you got no aim offset I'm pretty sure

#

But you can literally make one. Just get the idle animation

clever helm
#

:) no idle animation

fiery swallow
#

so it's just constantly moving in every single animation?

clever helm
#

?

fiery swallow
#

the actor

#

this has no idle animation?

clever helm
#

the actor head must supposedly move in every single tick but the big problem is it doesnt

clever helm
#

when i import an animation the mesh becomes really small

fiery swallow
#

so then are you planning to "animate" the whole actor by changing it's bones?

clever helm
#

no no no

#

i am planning to make simple animations

#

but the head aimoffset i am planning to make it procedural

#

like every other animation i've done recently

#

but it for some reason doesnt work

fiery swallow
#

never seen anyone do it that way before, ever. but I guess anything's possible. You just need to make sure you are calculating properly

#

What is your current logic for determining where the head should be?

#

"Head Look At" vector

native willow
odd ember
#

I mean I gave him that solution

clever helm
#

ok

odd ember
clever helm
#

nobody responded to me there

native willow
odd ember
clever helm
#

logic for getting the look at target rotation

clever helm
#

i just asked and waited

fiery swallow
#

It's not really animation talk if he has to calculate the movement of where the head goes, he's already got the animation logic set up

odd ember
#

but you're back here

clever helm
#

and someone responded to me here so i discussed it with him

fiery swallow
#

it is now a matter of helping him figure out the appropriate calculations to rotate the bone

clever helm
#

thank you again

odd ember
#

as far as I am concerned that's a simple value you set, not so much calculate. even if it was more IK like I'd still put that in #animation

native willow
clever helm
odd ember
#

e.g. what are you looking at -> set location for use in animgraph

native willow
clever helm
#

from what i know it got a bit of blueprints and animations so i dont understand

odd ember
#

animgraph isn't blueprints

clever helm
#

why is it that i need to put it in ani

#

:(

odd ember
#

that's the difference

#

much in the same way material graph isn't blueprints either

#

and really I've tried to help you both here and by redirecting you to people who might be able to help you more in a channel that's more suited towards what you are doing

clever helm
#

๐Ÿค“

odd ember
#

so I don't know why you are complaining

native willow
#

okay, can we start over? because I got completely lost, @clever helm whats the problem?

clever helm
#

come #animated

native willow
#

I need a proper explanation if you want me to help you

clever helm
#

ok

native willow
#

describe the problem

clever helm
#

do we continue here?

#

alright so the head must rotate towards the player, which it does not

#

it doesnt rotate sideways but i did discover that when jumping up and down the head rotates with me

#

so its working but not really that much

native willow
#

what have you tried already?

clever helm
#

and when moving sideways the head get shakey

clever helm
native willow
#

i mean, what do you have atm

clever helm
#

this is my current setup atm

#

and somone has sent me a video in #animation so i am going to check it first

native willow
#

and now show the output

clever helm
native willow
#

you said you have registered some movement, could you record a video?

native willow
clever helm
#

had some addition and substracts here and just deleted them all and attached it to this

#

if needed i will add them

#

just for speed tbh

icy dragon
#

That setup is so funny wtf

kindred pier
clever helm
#

some up and down movements

native willow
clever helm
#

ok wait

icy dragon
kindred pier
#

I've done this a few times and I've even made fresh nav mesh too to no avail

atomic salmon
#

@kindred piermake a debug build, then you have access to the console, Through the console you can check the navmesh. Maybe you can spot the issue in this way.

clever helm
#

atleast the head is moving

kindred pier
#

thanks I will check that out ๐Ÿ‘Œ

native willow
#

xd

native willow
#

it looks like you want to negate the rotation

clever helm
#

yeah i tried that but for some reason the xyz in the vector isnt translated to world space if i can get it correctly

odd ember
#

did you check that the anim node reflects the correct space?

trim matrix
#

Hi all, need some help please.

#

Hi Guys need some help in Blueprint how would i get the speed of a actor in the world the is moving along a spline

#

I have a track BP and then another for the Train. I need to get the velocity of the train to be able to rotate the train wheels at the right rate ??

odd ember
#

isn't there a node called GetTimeAlongSpline

clever helm
#

forget it

#

i fixed it

#

it happened because i was dumb enough to not uncheck local space in the look up and at axis

icy dragon
odd ember
#

welp

trim matrix
#

I've tried that this is my set up

native willow
#

v = d / t

trim matrix
#

so track is one BP and the train moves along the spline using this code

#

is it because I'm setting location of the Bp on the spline over a timeline so the Train BP according to the engine isn't really moving ??

#

any ideas ??

icy dragon
# trim matrix

Well, Set Actor Location is practically placing actor to another place.

trim matrix
#

that's what i'm thinking i'm setting the location rather then the actor actually moving if that makes sense

#

so rightly so the actor would be seen as not moving at all

icy dragon
trim matrix
#

damn any ideas how I could do it different

odd ember
#

do trains actually turn their wheels when the run on a track?

trim matrix
#

all I need really from this is a way to have the wheels rotate at the right rate for the amount the train is moving. Could i add a Movement Component but not use the movement from it maybe and see if velocity would then be given ?

#

what you mean ?

#

if they didn't they wouldn't be able to move

odd ember
#

the more you know I guess. I always assumed that train wheels didn't rotate, which explains the excess of track necessary to make a train turn

native willow
trim matrix
#

I don't understand that obvs V is velocity i'm guessing

native willow
#

velocity = distance / time

trim matrix
#

of / is Divide but the d and t not so sure one

#

right

icy dragon
trim matrix
#

Well I have that so could i use the

#

would that work ??

icy dragon
#

Distance = Location B - Location A

native willow
#

you can get the velocity by doing current location minus last frame location over frame time

kindred pier
#

I am getting an infinite loop pointing to the branch in the middle, yet I don't see anything that would make it loop infinitely

trim matrix
#

would i literally set old loc - current and reset the old loc ??

native willow
#

yes

#

and get the size of the vector

trim matrix
#

size of vector from where

native willow
#

from subtraction

trim matrix
native willow
#

oh, its called length in bp

#

thats the same thing

#

now divide it over time and you have the velociyt

trim matrix
#

delta seconds okay

meager spade
#

Wont he be sending in 0 0 0 into Vector Length?

trim matrix
#

also is Float being divided or the vector before the length ??

native willow
#

yeah he will

meager spade
#

Pretty sure you should set old vector the last thing you do in tick and then use it before you set it

native willow
#

@trim matrix you set the var before subtruction

trim matrix
#

oh sorry

#

well how would i get last frame location without it being set first

meager spade
#

As I said, set it last

trim matrix
#

need to get it from somewhere

meager spade
#

And use it before updating it

trim matrix
meager spade
#

That way you have the last frame's loc

native willow
#

first frame wont be incorrect but that velocity will be one frame behind anyway

trim matrix
#

i don#t think that would work

meager spade
#

Should, unless you use it more after the set

odd ember
#

every vector has a default value

meager spade
#

Or just don't use it for the first single tick if that's possible

trim matrix
#

delay by 0

native willow
#

emmm no

meager spade
#

I would advice you to not use delay in tick

#

Sounds super bad

native willow
#

you can ignore the first frame not being correct for your case of wheel rotation

trim matrix
#

so what i had before was fine

native willow
#

no

#

what you have currently is ifne

#

fine

trim matrix
#

so that

meager spade
#

I have no idea about the math itself because vector math is not my strong side but yeah

trim matrix
#

neither is mine haha

native willow
#

its okay, trust me

meager spade
#

I always brute force vector math and then never touch the algorithm again

native willow
#

i always look at that

#

it has a very good explanation

trim matrix
#

i'll keep that somwhere might come into use

native willow
#

disregard any opengl stuff

meager spade
#

I mean I have stuff like checking if a runtime spawned collision box is fully inside another and stuff like that but I can't describe why it works. It just does

#

I understood it for a couple of hours while writing it but after that I forgot

trim matrix
#

so we have an issue

#

let's just say the speed of the train and the rate of the wheels spinning are veryyyyyyy different

#

like I think the divide is wrong or something haha

native willow
trim matrix
#

the wheels spinnnnnnnnnnnnnnnnnnnnnnnnnn

#

fast

native willow
#

well, I do not know how you apply the rotation, I just gave you the way to get the velocity

trim matrix
#

so the

#

thats how to apply it but the math to get the velocity seem to be in proportion to the speed the train moves veryyyy different

#

lets say train was leisurely stroll, wheels were usane bolt

native willow
#

debug output the velocity and see

#

the velocity is in cm/s

odd ember
#

you need to consider the velocity in terms of how big the wheels are no

trim matrix
#

.36m

meager spade
#

Could be

trim matrix
#

is wheel siz

native willow
#

@odd ember is right

trim matrix
#

size

native willow
#

so you ever driven a car?

#

the value of the TrainVelocity variable is what you would get on the speedometer

#

or whatever its called

odd ember
#

#blueprint slowly turning into a mechanical engineering course

native willow
#

with a diff that your velocity is in cm/s while in car it is usually in km/h in europe where im from

#

anyway, the value could be one frame 100 next 105 next 102 next 110

#

it is not the incremental change

native willow
meager spade
#

Well it's nice because some of this stuff is things that I've forgotten from school

native willow
#

and each frame you add that velocity directly in degrees to the rotation

meager spade
#

Rotation would be something like 36*Pi / Velocity then right?

native willow
#

so lets say your train is moving 200 km/h that is about 5555 cm/s so every frame you add 5555 degrees to the rotation of the wheel

meager spade
#

Or did the diameter of the wheel not matter anymore?

native willow
meager spade
trim matrix
#

Jeeze

odd ember
#

what did you think it would be simple

meager spade
#

You kinda agreed

icy dragon
#

Lads

Can we just jerry rig the Vehicle BP into train?

odd ember
#

I was thinking that

#

but I never worked with it

trim matrix
#

I was thinking same

meager spade
#

Same, which is why I got interested

icy dragon
#

After all, trains are wheeled vehicles but the wheels stuck into a rail.

native willow
#

if you want to caculate exactly how much the wheel should turn you would need the size of the wheel but that you also involve some more advaned math and I would need to think some more to calculate this

trim matrix
#

hmm,

#

what if i didn't / by the world delta seconds

odd ember
#

basically convert the radius of wheel into radians, convert speed into radians, divide? something like that ?

meager spade
#

Wouldn't it be simpler to calculate velocity from the rotation since that's how it actually moves?

trim matrix
#

because as the train came to a stop the wheel speed came down to a stop

maiden wadi
#

And by the time this is all figured out and decided, it'll probably look ridiculous, so it'll get scrapped in favor of something more visually friendly and less accurate.

icy dragon
#

The built in PhysX vehicle physics did most of the vehicular equations.
I would've gone the lazy way and let the physics engine to the hard work.

trim matrix
#

well this train runs on a spline over time

#

using timeline

native willow
#

assuming the units are correct

#

ie cm/s everywhere

trim matrix
#

from start of spline to end so it's setting location each frame rather then actually moving to follow spline, hence all this advanced math stuff seems to be only way so far

#

blender is m

#

UE4 is cm

native willow
#

sorry, did I miss smth? I stopped reading your messages for some time XD

trim matrix
#

wheels are 0.34 m in blender

native willow
trim matrix
#

radius

native willow
icy dragon
trim matrix
#

hmm would this work

#

ie then i could use get velocity then ??

native willow
#

i did the entire equation for you and you ignored me ๐Ÿ˜ฆ

trim matrix
#

oh sorry i thought you were still working it out

icy dragon
#

Cut the manual equation labour as much as possible and let the automation do the hard work.

At least that's my way of doing things (because I got bad grade at math in school)

trim matrix
#

i'll scroll up now

#

Velocity / (2 * PI * Radius) * 360 that ??

native willow
icy dragon
native willow
#

you have to multiply the radius by 100 because you have radius in meters and velocity in cm

trim matrix
#

right so gonna sound stupid to ask but that equation

#

I take the vector length / 2 to begin with

native willow
#

you can just use the math equation node

#

and copy pase

#

copy paste

#

PI is constant

trim matrix
#

math equation node what is this

meager spade
#

Math expression is what I think it's called

native willow
native willow
meager spade
#

Learnt that they existed a couple days back

trim matrix
#

then copy and paste what you sent

native willow
#

yes

meager spade
#

Will probably use them to clean up some of my ugly BP maths

trim matrix
#

for pi what would that be

native willow
#

PI

trim matrix
#

literally vector length * pi ?

native willow
#

you have PI as a node in bp

#

copy paste it first and show what you have

trim matrix
#

correct or not ?

native willow
#

i think

trim matrix
#

well lets see if it works

native willow
#

why are there so many (

#

)

trim matrix
#

??

#

i copied and pasted

native willow
#

forgot the name for them ๐Ÿ˜†

trim matrix
#

should i remove some ??

native willow
#

brackets

#

thats whats they are called

#

leave it

trim matrix
#

okay

meager spade
#

Also now you have to set old location after the add local rotation I think

trim matrix
#

oh god sake

#

hahaha

meager spade
#

If you are plugging the return value directly into the X (roll)

trim matrix
#

i didn't catch that

#

also I am

meager spade
#

You should alos save it as a variable to not do the calculation twice imo

native willow
#

or nvm

#

you are right

trim matrix
#

this is what we have have i missed anything apart from maths frying my last brain cell haha

meager spade
#

Try it, should be good

meager spade
trim matrix
#

woooo

#

it does

native willow
trim matrix
#

i am so pleased can't describe

meager spade
#

You mind downloading screen to gif and get us a preview? Would actually love to see some trains

native willow
#

๐Ÿ˜Š

trim matrix
#

only thing to do now is reverse one set of wheels are the rotating backwards but i've sure theres node to invert

meager spade
#

Yeah just * -1

native willow
#

X * -1

trim matrix
#

that it

native willow
#

I need to walk the dog and wake up in 4 hours so please show the train ๐Ÿ˜†

meager spade
#

Glad I can wake up a lot later than that

#

I still have a good chance of getting 6-7 hours of sleep

native willow
#

highschool sucks...

trim matrix
#

whats X being * by ??

native willow
#

-1

trim matrix
#

oh never mind

#

hahahahahaha

#

my brains gone

meager spade
#

Haha, I work in a clothing store and do dev on free time

#

Are you still in high school?

native willow
#

yeah, last year

trim matrix
#

right i'm cplieing and i#ll show

meager spade
#

Impressive

trim matrix
#

loading game now

#

it's TSW2 bassically

meager spade
#

If it's that zoomed in I really want to see

#

I thought it would be something like railway empire

native willow
#

I just want to sleep now ๐Ÿฅฑ ๐Ÿ˜ฉ

trim matrix
#

walla

native willow
#

pls hurry up

meager spade
#

Haha

trim matrix
#

it's uploading had to record on my phone so like barewith haha

meager spade
#

Looks neat, was hoping for full fledged train but ๐Ÿคท๐Ÿปโ€โ™‚๏ธ

native willow
#

im stunned

#

its beautiful

meager spade
#

We made this peepoHappy

trim matrix
#

hahaha no the game has them, with a modding team thats brought out unoffical editor mods can not be made for the game unoffically

#

this is why it;s was awkward as it literally has the location set as it progresses etc dosen't move like pawn or vicheal haha but i'm thankfull to you all and happy it's working haha

#

i can sleep now

native willow
#

I dont care about the rest, I saw the train, Im happy now

#

im going to sleep

#

see ya guys

meager spade
#

Sleep tight guys

trim matrix
#

Toodles

#

๐Ÿ˜Š

odd ember
#

cue Thomas the Tank Engine theme

onyx pawn
#

I am wanting to do a check to have an actor on its colllision component overlapping an actor it checks if that actor as an oppositi boolean, IE if actor has right collision for placement of wall section it knows it can be placed if its right side collision overlaps with a walls left side collision. any suggestions?

trim pollen
#

is there a way to get vertex index in a material?

#

and position

trim pollen
#

I am trying to write the world's simplest material. which colors by vertex position.

civic briar
#

If so, and if you are doing the collision checks on the object in the image above -> just use overlap node on each one and do things accordingly.

If you are doing collision in the other actor, just assign 'tags' to the ones in the image above

tepid forum
#

@trim pollen I belive you will have to use blueprint to assign vertex colors on the mesh components of an actor

#

then just plug the vertex color into the color output in the material editor

fast escarp
#

Heya, is it possible to get the parent of a component?

dawn gazelle
fast escarp
#

Seems like exactly what I'm looking for, cheers ๐Ÿ‘

onyx pawn
vapid grotto
#

Implementation In-app purchases for assets unreal engine tutorial video or github code.
Any SUGGESTIONS WILL GREAT HELP.
Thanks in advance.

vapid grotto
tawdry valley
#

Noob question,

#

I want to get this

#

but i don't know how to create target

vapid grotto
tawdry valley
last abyss
# tawdry valley I want to get this

target is just simply who you're setting it on, you can drag off the holder pin and search for set interacting then the target pin will show up, assuming you have the 'interacting' boolean in your holder class

fast escarp
#

But it never runs the end segment for some reason

last abyss
fast escarp
#

yeah, it stops one step away from the interpolation target every time

#

for ex. target is set to 900 and it stops at 903 and ends without ever triggering the true branch print

#

I don't know how this is possible

#

the timer definitely ends

last abyss
#

thats strange, so you're saying the timer ends but the print string doesn't print even though the timer clears after the print? and there's no other place where the timer is being cleared? also... isn't this an infinite loop..?

#

like, are you crashing due to infinite loop because in your link you are calling the function at the end of the function if your max walk speed is nearly equal to unboosted walk speed.. after setting your walk speed to the unboosted walk speed

fast escarp
#

doesnt seem to be crashing

#

can invidivual components crash?

last abyss
#

maybe in ue5?

fast escarp
#

ahh it was a crash thing, I was crashing the timer by spawning too many apparantly

#

.<

last abyss
#

all good then? alex

fast escarp
#

Yeah I think so >.<

#

Don't call timer 800 billion times or they stop working, TIL

#

Thanks, lol

slender stream
#

Hi, everybody for this function, for each loop only fires for W and not for the rest. Does anybody know why?

#

Hi, everybody for this function, for each loop only fires for W and not for the rest. Does anybody know why?

maiden wadi
#

@slender stream Check on LoopBody, not Completed. Completed runs after the loop is over, which means that ArrayElement and ArrayIndex will be the values of the last index in the array.

slender stream
maiden wadi
#

ReturnNode ends the loop. You have to be literal. Might need a branch before the ReturnNode.

#

If ArrayElement IsCurrentlyPressed == true return true, else do nothing. If the loop completes it'll return false.

slender stream
#

Didn't work either just so you know it works when I dont use a function

maiden wadi
#

Because you're ending the loop before you intend to.

gentle urchin
#

Loop body -> branch (criteria is pressed) -> TRUE -> return true

Loop completed -> return false

mortal cradle
#

When I switch the weapon I also destroy the previous one and my question is, whats better, save reusable info about a destroyed weapon (current ammo, max ammo, damage etc) on player controller in variables or make a seperate struct for every weapon? Or maybe something completely different?

gentle urchin
#

I would think just de-attatching it and hiding it would solve it for you instead, avoiding unessesary saving of variables in controller , but could be flawed thinking from my side

#

there's definetly scenarios where it would be not so great

mortal cradle
#

They would be still eating up some performance in such way, especially if I would end up with xx weapons

#

But I see it's usually between these 2 methods, either hide or destroy and save variables elsewhere

gentle urchin
#

Depends on the amount of things going on in your weapon during not active, how many weapons you realisticly will have etc

#

Usually the number isn't in the hundreds

#

You can always optimize it later on if performance becomes an issue for you anyways

#

using profiler to find culprits etc etc etc

mortal cradle
#

Sure, I think it may be the time to give hiding a chance instead of always destroying the weapon and see if performance will be an issue, thanks

gentle urchin
#

hide, deactivate (stop tick, remove collision, detach) should get you a long way atleast

#

If you create/destroy there can be mem buildup aswell before GC comes in i think

earnest tangle
#

Hiding is imo the way to go because it allows the code to be simpler :) The effect on perf from it is most likely entirely negligible and unnoticeable

harsh hedge
gentle urchin
#

your alignment along with auto size

#

When it changes size, the alignment's displacement halfs due to the texts half size

#

Alignment is relative to containersize

harsh hedge
gentle urchin
#

Your setup in the canvas is... questionable at best

#

You're anchoring it to center , then displacing it with alignment

#

I'd suggest (without being an expert in setups if it needs to be scalable and whatnot) anchoring it to the edge or corner you want it to be in, and offset it in the direction you want it

harsh hedge
gentle urchin
#

I prefer position X/Y

#

makes it not depend on the size of the container

#

you can easily test this by adding another element to the text

#

wrap it in a horizontal box, add an icon (for the bullet image or whater)

#

If you've used alignment, you'll need to readjust it

#

if you used X/Y, it should still be correct

harsh hedge
#

Okay, thanks

gentle urchin
#

I do usually set the alignment to 1/-1 depending on start position tho^^

#

Drasticly changing the size of the container, yet it remains in the same spot (anchored down, right)

earnest tangle
#

VaRest is the only plugin I've heard mentioned for that purpose

#

Not sure if it's paid or free though. There's a HTTP thing on C++ side of things, but none of it is exposed to BP's afaik

compact mauve
#

Hi,
I would like to know how I can handle a Sphere Collision to only be active if my Player Character is dead. I know when my Player Character is dead. I dont know how I can effectily disable the Sphere Collision until he is dead. Is disable collision sufficient in this case? I have read this thread about it: https://forums.unrealengine.com/t/disable-an-actor/4738 and they suggest to 1. Stop it from ticking, 2. disable rendering, 3. disable collision and do even more. I am wondering if there is a better way to achieve what I need. Or does in my case disabling collision is enough?
Is it better to spawn a Sphere Collision via AddSphereCollision every time I need it and destroy it when I am done? This is for reviving a player, so would not occur very often.

chrome fractal
#

I want to move my pawn when when game paused. I set my pawn to tickable when paused, the movement events are "Execute when paused". Events are executing but add movement isn't working.

gentle urchin
#

Sounds like you wanna play with time dilation instead

native willow
#

maybe you need to set smth in your movement component? never done this before so its just a guess

chrome fractal
gentle urchin
#

Global time dilation and custom time dilation on the char is prob what you want

#

Havnt watched any tut about it so got no good refs

chrome fractal
#

I have tried but got into a situation where one actor supports the custom time dilation who has time line and event tick code and the other one which isn't using any of them didn't support.

compact mauve
bright frigate
#

Hey guys, why isn't my linetrace doing anything when I go underground? I put my door underground in the tunnel and the linetrace even shows the green, the door's overlaps work, but none of the doors execute

#

if I take them above ground then they do

#

I have an Audio Volume in the tunnel but moving that aside did nothing either. I thought it might be that because earlier I had trouble with the Trigger Volume whose collision settings were causing interference with the linetrace, but Audio Volumes don't have any such thing and as I said, I moved the AV away and it made no difference, where as moving the Trigger Volume away did show me it was the culprit.

#

I dunno what's going on lol

#

If I switch it to Line Trace by Channel (I had a For Objects before) node, then it works

#

any explanation why these two are behaving like this, especially that it works fine above ground?

civic briar
#

Did you say line trace by objects worked as expected when above ground ?

#

When you say "above ground" if you are simply referring to something like (ground level vs. a cave) for example. This should not matter.

It all comes down to the collision presets and trace Params being setup properly.

Do you know the real differences between trace by channel vs. object ?

bright frigate
#

it's strange to me that line trace by objects is failing when I'm below the ground plane

bright frigate
#

I've circled it here

#

it's even weirder because everything "above" is actually still halfway "under" the grid

#

not halfway but somewhat

gentle urchin
#

Doubt it has anything at all to do with "above" and "under" ground

icy dragon
warm elm
#

Hey Guys

#

does anyone know what does this button does?

#

Like, it seems not to run OnBeginPlay, does not seemed plugged to the output log

#

is there any reference that says what really happens when someone clicks there ?

icy dragon
# warm elm

That thing actually had puzzled me for years, but never really bothered to take a further look

warm elm
#

Yeah I found that topic before asking here I'm very puzzled by it.

#

What does that mean ?

atomic salmon
#

@warm elm @icy dragon That button allows you to simulate the actor within the blueprint editor viewport. Try for example to create an actor with a cube and a rotation movement component. The cube stands still until you press Simulate, then the rotation movement component is enabled and you will see that the cube spins around.

#

So even if the actor is not yet placed in the level you can still "test" it (to a certain extent at least).

bright frigate
gentle urchin
#

Not without seeing the code atleast

warm elm
#

OnBeginPlay is not called, I tested that

gentle urchin
#

Maybe you know this but if you need to test an event in editor, you can make a custom event and check thr 'call in editor' bool in its details panel

warm elm
#

fair point! I actualy knew that and forgot it.

#

Thsi whole conversation really seems to prove that no-one really uses that button

icy dragon
trim matrix
#

hi all

#

I need help hahaha

#

the train has a cart

warm elm
#

OH NO WHAT A TRAGEDY

#

IT HAS A CART !!!

trim matrix
#

I need cart to follow the spline behind the train

#

So far i have tried taking the location on the spline and offset on the Y but it's mot really working cause then the actual location dosen't match the location for where the cart is set

#

anyone have any ideas how I could do this so the cart follows behind the train as the train moves along the spline, with Cart also obvs following spline ?

warm elm
#

get the location at distance X on the spline for the locomotive, and get location at distance along spline at Y for the cart

trim matrix
warm elm
#

Where Y = X - (0.5locmotive size + 0.5cart size)

trim matrix
#

so i'm getting location of train on spline there

#

0.5 ??

warm elm
#

yes half the locmotive length plus half the cart length

trim matrix
#

right

#

well 2 would be loco length

warm elm
#

Blue plus red:m

#

the leftmost red cross is where you wnat to get the distance along the spline for your locomotive

#

the rightmost blue cross iw where you want the distance for your cart

#

They are separated by Y as expressed above

trim matrix
#

I don't think i understood the expression

#

1 is half loco size / .725 is half of cart size

warm elm
#

it's ok

#

just take a distance along the spline for the cart at an offset

#

how long is your cart ?

trim matrix
#

1.446 m

warm elm
#

then try with Y = 2.5m

#

then adjust as needed

trim matrix
#

2.5 M

#

?

#

I feel like something is not working

#

should i be added onto the get distance or minus like I am here. When i try this the cart starts moves back and then when train gets to near end of the spline the cart then starts moving until the train stops (end of timeline) the cart stops also but not far from start of spline

warm elm
#

I'm going to have to leave you in other's hands

trim matrix
#

no worries thanks for the help though

warm elm
#

It's also difficult to read your BP since we only have a part o it

#

no worries

gentle urchin
#

I assume physics constraints are out of the question

trim matrix
#

i want to do physics now

#

cause then I can get velocity normally without expressions and I guess it would be easy to do what i'm trying to do

gentle urchin
#

I heard from someone that it can become insanely difficult to make it run on tracks based on physics , but dont quote me on it

trim matrix
#

oh it's simple

#

like its a minature train that is for the visual not something for player to use

gentle urchin
#

Maybe it was because it was some train sim thingy

#

Still just allowing it to follow a spline should be pretty much easier

trim matrix
#

hmm shouldn't be i have a empty project I think i'm gonna get it working there and then transfer things to other project when I know its working

#

well it would need to do that

lime rain