#blueprint

402296 messages · Page 740 of 403

bright frigate
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I think this is the relevant one. In this, I've disconnected the linetrace for objects because the solution so far has been to use by channel, so just imagine the for objects node as the one connected instead of the channel one

odd ember
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If it's something off hand, then ideally you shouldn't spend that long on it IMO

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I thought the train was your main focus

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but chances are players won't even notice

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I don't think you can reparent material instances at all

lime rain
odd ember
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you're basically making anew material at that point

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if you have any pins that use the old material instance parameters then that's probably crashing it

lime rain
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Well my idea is I want to have some scripts to manage material hierarchies managing materials. If I have master material "A", and I have an asset with 5 materials that all inherit from "A", but I want to adjust some parameters across just those 5 materials, I would like to create a new instance of "A" -> "MI_A" and then have my asset materials inherit from that instead of directly from the master "A". Sorry if the language is confusing.

odd ember
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why aren't you just assigning a new material instance to each of them?

lime rain
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They do have a material instance for each one, and those material instances are pointing to "A" as their parent.

odd ember
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I'm also not sure that materials use inheritance the same way that ordinary classes do

lime rain
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But lets say I wanted to adjust the tint across all of them at the same time, or dirt overlay, or any other custom paramaters, I would need to go through each instance and adjust the materials individually.

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I would like to just insert a new parent above them, and be able to apply the adjustments across the group there

odd ember
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I can see the usecase, but in my experience reassigning parents is a bit dangerous. I'd look at the cpp code for how they do it in engine and try as best to copy it

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you could also ask in #graphics if there are people there who know more

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I know som gfx programmers hang around

lime rain
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Yeah my experience is mainly Python for traditional CG Pipelines, I'm wondering how far I can get before having to dip into C++ with Unreal.

marsh hill
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So i'm having a problem - i've scripted wallrunning, and i have two identical vectors being traced to tell if the player is on a wall. It works fine, however i have it set to if you look a specific distance away from the wall it ends the wallrun

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the issue is that wallrunning in one direction allows you to look further away from the wall before it detatches

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despite the vectors being the exact same

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While wallrunning from the left, i'm able to look almost 90 degrees to the right before it detaches

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on the other side it's more like 75

earnest tangle
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Maybe try printing the angle or whatever value you're using to decide when the limit is reached

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I'd guess they're probably behaving differently depending on which way you're facing, and how they are different should give you some ideas on how the logic needs to be changed

zealous orbit
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Are you trying to change to a new master material?

unborn radish
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has anybody messed around with enhanced input at all? i have two input layers that bind to the same key, but when i press the key it always triggers both actions. one has a higher priority than the other, and both actions are set to consume input. what gives?

lime rain
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@zealous orbit I'm using the same master material, but switching to an instance of it

zealous orbit
lime rain
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From : A -> A(Instance1) To: A -> A(Instance2) -> A(Instance1)

zealous orbit
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Not sure if that will work for your need

trim matrix
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however is there a way to have this bone Rotation face towards a mesh ??

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So toward the Train infront in this case ??

lime rain
zealous orbit
odd ember
trim matrix
odd ember
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you need to convert between spaces

trim matrix
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how would i do that ??

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like to begin with where would i do that ABP or from the BP that has the train in that all the code to move the train etc

trim matrix
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thanks

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so would i pass in my find look at rot here or take the out and use that to then fine the look at rotation ??

odd ember
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something like that

trim matrix
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but then I need to set bone rot obvs so where would i be doing that cause so far dosen't look like I can do it from BP ?

odd ember
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you should be able to convert to bone space from world space again

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or rather, from world space to bone space

trim matrix
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yeah i've got that node

heavy lion
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Evening all. I am trying to find a way to find all actors of a particular type and then find all the spline points within the actors, and return the closest point along a spline

white field
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is there an easy way to copy a text string into the system clipboard?

civic briar
heavy lion
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To whatever you want. But in this instance the player

maiden wadi
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@white fieldNot sure that is exposed to BP. If you know how to do C++ it is very easy to do.

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FPlatformApplicationMisc::ClipboardCopy(*MyString);

lime rain
# zealous orbit Yeah it is a bit heavy handed. How often do you need to do it though? For a one ...

I was hoping to be able to do this fairly often whenever an artist is world-building and tweaking materials on across various groups of actors. In any-case, I submitted a bug report and put my notes here https://github.com/jamesdeschenes/ue_mi_crash I really don't expect to get a response, but it would be nice.

GitHub

A simple UE 4.27 project setup to demonstrate a crash issue when switching a in-use materal instance's parent - GitHub - jamesdeschenes/ue_mi_crash: A simple UE 4.27 project setup to demons...

civic briar
heavy lion
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Press of a button

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Basically. I wana check, are you near a spline point. What is the location of that spline in the world. Perform action based on the outcome.

civic briar
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Maybe use FindLocationClosestToWorldLocation

Target is spline

heavy lion
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Trouble with that is, if the spline is really long, and you are miles away from its pivot point in the world. It wont work

woven lance
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are there lists and queues for blueprints? or only arrays?

civic briar
white field
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had only seen a deprecated version

trim pollen
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I didn't ask about VertexColor, I asked about how to assign color based on position of the vertex.

barren orbit
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Hi guys, I'm having anouther problem again 😄 So, I'm trying to use the On Begin Cursor Over event in my blueprint. But so far I can only get it to trigger, when i click. And then I also triggers the On End Curser Over, at the same time. Through testing I found out, that it specifically triggers, when I release the mouse click. Anyone have any ideas? I googled it, but the only thing I found was people having HUDs in the Way, that blocked it, but I removed all of those as well, and it still doesn't work correctly...

trim pollen
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VertexColor will give me the color of that vertex, not the position 🙂

woven lance
trim pollen
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here's an example of what I am trying to do. The color is assigned based on each vertex Z position.

woven lance
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not supporting what i'd assume are super fundamental to gamedev

civic briar
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That's why I just decided to learn c++ there was so much I couldn't do in BP.

But yeah I don't really understand

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I'm also fairly new. Although my knowledge of UE and game dev has drastically increased.

I hope I'm not providing any false info about what I stated earlier

gentle urchin
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Same with stack, being opposite

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Fifo and lafo principles could be applied

heavy lion
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Well I have no idea

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I cannot find any examples of anyone trying the same thing either

woven lance
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i'm intending to use a queue for an input queue, so something that'll be manipulated practically every frame

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and to me, popping off from a queue seems a lot less costly than recreating arrays with one less item

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am i overstating the performance difference?

gentle urchin
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Could they be so very different at the bottom? I think you are but i could be wrong

woven lance
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like an actual linked list sounds like it'd be changing a pointer here or there,
but with an array, it's maybe creating a new array, maybe it's shifting up every item,

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etc

gentle urchin
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Could be the case, sure

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That would prob be wordt case difference

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If one is way easier than the other, its not obvious for me thay an array would behave that differently

woven lance
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like, adding to the front of an array would mean you'd have to copy every value of the array, but +1 index, and then 0 is the new item

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but a new item in a linked list would juts point to the previous head, and hold the new value

gentle urchin
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Guess you can always do it in c++ if the performance hurts

warped cloud
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Is there a way to prevent specific objects from being culled using blueprints?

lyric gazelle
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anyone know why a "setactorlocation" with self as target works for an actor with the static mesh as the root, but not with a scene comp as the root? (with SM attached)??

kindred pier
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How come the second delay doesn't occur and it goes straight to the second movement?

waxen sorrel
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Ins't possible to let from a component choose another actor component inside it from the details panel ?

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I want to select the StaticMesh but no luck

kindred pier
dark crow
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Use a Sequence after Begin Play

kindred pier
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will check that out thanks 👌

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this is what I got on my own, weird but does the job

trim matrix
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Hey guys I want your answers in my problem, in a packaged build I am trying to make resolution settings. What I am doing is I get the game user settings and I set resolution setting to what resolution I want . After that should I call apply resolution settings then set full screen and then save ?

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My problem was that after clicking this the game was trying to change resolution but the main problem was that the screen was flickering black and back to game every second almost

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This is game breaking and the only way to fix this was to delete saved

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Saved folder

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So after I set resolution

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I want to apply the resolution and save it

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But I don’t want to flicker

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Is there any way to do this?

heavy lion
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Anyone know why my navigation mesh may not be generating?

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Ahh.... Invoker only

young grove
harsh zephyr
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Hi

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Im making a Pickup and move object system

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I can put it back when object is coming closer to me

zealous moth
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Does anyone know if there is a ssbm or ssbu template somewhere? Thinking my search is incorrect

winged sentinel
cinder oak
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Hi guys, Is this a bug? in the bottom right I had the event take in a inventory component but I can can't pass it in.

lyric gazelle
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do you have multiple components named inventory?

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try to reset the input and perhaps restart the editor ha

cinder oak
lyric gazelle
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Glad it was simple!

trim matrix
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whats the best way to move a bunch of actors at the same time?

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im not sure why its not working

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it just instantly moves it instead of over time?

lyric gazelle
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what is the track looking like

trim matrix
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it just goes from 0 to 500 for 5 seconds

lyric gazelle
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I would do something like this

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in your case you can use relative location, but make your lerp a float, with 0 as the A and 500 as the B

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your timeline should go from 0 to 1 as the value, and time is how long

half cloak
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dynamic weather

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do you know dynamic weather

trim matrix
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@lyric gazellethanks! will try that 😄

kindred pier
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I keep getting this error and tbh I'm not sure why, the actor exists so I don't see why it wouldn't be able to get it, and I have it only check if the actor exists

lyric gazelle
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does it literally exist in the level when this runs?

kindred pier
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yeah

lyric gazelle
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how many times is this event being called? if it is more than the amount of actors that exist then i can see why that would return none, since you destroy the actor

kindred pier
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this event is being called for one npc

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but the event itself is being called when an object on the map is facing a certain way, then it stops when facing the other way

lyric gazelle
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lol squid game

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but if it's called multiple times and there are no actors being returned in the "get actors of class" because you've destroyed them then there is an issue

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i would try a print out after the "get actors" and attach the return value to the print input

kindred pier
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thanks I will try that, also I set a variable after the first time the actor is destroyed that is checked before it would have gotten the actor of that class in the next iterations

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it just prints out the actor name

lyric gazelle
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once?

kindred pier
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yeah

lyric gazelle
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it would probably work out better to have an event dispatch that your lady statue thing is facing the players, then bind on that event in the npcs / player, then do your movement check with the branch, if true (moving) then destroy actor

kindred pier
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I will check that out thanks 👌 though this still stumps me

lapis atlas
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Hey guys, I’m attempting to make a kind of tycoon game just to learn how to. I know some basics like how to setup collision boxes on the player mesh and what not, but how would I go about having a base player money count and have upgrades that would activate when you step on them if you have enough money? Just looking for a vague breakdown to point me in the right direction. I’m just going to be using squares and stuff and make it super simple since I’m just focusing on the blueprints side. Also I’m on UE5

lapis atlas
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I guess to make that less vague now that I’m thinking about it, my first question would be how to I make a number that indicates player’s gold/money and have it display on screen normally? And then what would be the blueprint names to change that when the player spends or gains money?

atomic salmon
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You will learn about using variables to store game play information like health points or money.

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You will also learn about using that information to drive your gameplay logic.

lapis atlas
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Okay, I figured it was kinda simple. I’ll head over there and start that then. Thanks

atomic salmon
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Displaying information on screen is done through widgets. They are part of the UMG, the Unreal Motion Graphics UI system.

blissful grail
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I could've sworn I saw in a video a way to have the Print String node auto format things. Maybe I am misremembering 🤔 (yes, I know about the format text node)

earnest tangle
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void UKismetSystemLibrary::PrintString(const UObject* WorldContextObject, const FString& InString, bool bPrintToScreen, bool bPrintToLog, FLinearColor TextColor, float Duration)

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I don't think it does 🤔

blissful grail
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Must be misremembering.

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Maybe I wasn't paying as close attention to that video as I thought I was, lol

earnest tangle
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There's a couple of those nodes which do formatting like format text, and some number conversion functions too, maybe you're mixing those together :)

atomic salmon
blissful grail
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That's far more effort than what I'm wanting to put in. Just using Format Text is enough.

atomic salmon
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Lol. Go for it! 👍

marble summit
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Anyone have advice for a situation where I have an array several structs, and I just want to find an index where one variable in the struct matches something else?

blissful grail
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Event Dispatcher

trim matrix
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idk if this is the right place to ask but how would one handle pathfinding in a rts game, right now i use the "move to" node but it does not work well for groups of units, are there any other options you can recommend?

gentle urchin
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Sounds like custom movement would be the way to go

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Especially for things like formations and whatnot

trim matrix
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i don't have much experience with this, can you recommend somewhere to start?

icy dragon
trim matrix
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i am just doing this for fun

icy dragon
trim matrix
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Hes saying that it might be to complicated anyways. worry

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even if just doing for fun.

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i get that

hasty dune
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Hello, I come here to ask for your help. I would like to create a real-time in-game bullet trail system with a spline mesh (because the bullet is very fast), I found something to create this but I have no control over the size of the points that I would like to reduce as time goes by. If anyone has any documentation on this subject, I'm interested. thank you. Otherwise here is where I am :

icy dragon
gentle urchin
# trim matrix i get that

If you really wanna give it a go, you could google rts pathfinding and go from there. I'd start looking at it from outside of ue4 to not fall in the trap of copy pasting logic, and then having major issues at every bump along the way

hasty dune
trim matrix
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ok thanks

icy dragon
hasty dune
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Yes I did something like that for the particles :

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Haha sorry, finally I tried again and it works fine with the particles. Excuse me !

woven vault
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Is there something wrong with that line trace? It won't work as intended :/

maiden wadi
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@woven vaultIs it not hitting what you intend, or is it not even displaying a debug line?

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It look fine at least as far as theory. The distance float is set?

woven vault
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not displaying

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yup it is.. i tried even large values ~100k+

maiden wadi
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Your prints after it are showing?

woven vault
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the line trace is returning false value every time

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when I change the end points to 0,0,0 or something preset, it works then

woven vault
maiden wadi
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Identical, or nearly identical?

woven vault
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identical

maiden wadi
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Because even the forward vector at 0 should be a length of 1, so it should be slightly off.

woven vault
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yea

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i think i'll try restarting or something.. could be some other issue cuz I think bp should work

dark crow
worthy carbon
trim matrix
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Can someone recommend a video about organizing objects of some type in game (for example, items, or weapons, or enemies)

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Is it possible to have a variable in blueprint that holds a blueprint CLASS (not blueprint instance)

earnest tangle
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Organizing objects in what way specifically?

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And yes, it is possible to have class refs. Go into the variable type selector, select the type you want, and instead of object choose class

fallen glade
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Bit of a weird question. If I need to reuse a variable a lot is there any difference between setting it once like this and reuse or keep grabbing it from the source?

earnest tangle
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This is probably a little bit more performant

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But most likely not enough to really make much of a difference

fallen glade
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z omg super fast thank you very much!

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2 different event types are they not?

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one is for overlapping one for hitting

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they trigger in different ways/ need different values. It depends what you need really

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if you need to keep track of something overlap if you need to fire it once hit I think but I'm always wrong so that that with a pinch of salt

earnest tangle
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I'm not sure if there's other differences besides the fact that if your object blocks on everything then it isn't going to overlap (I think?)

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and similarly if your object's collision overlaps everything, then it is not going to trigger hits... but I could be mistaken, I haven't tested this

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I think that's how it works, but you could find out for sure quite easily by testing it :)

trim matrix
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Hello guys, im trying to find a tut of making a Crate Loot like Apex/CoD etc but i cant find a good one. Anyone can teach how to do it? I know its array etc but i cant figure out how to make it 😦

icy dragon
trim matrix
icy dragon
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If it's a single player game, the only exception is to ignore server-client separation and do it all in standalone client.

tall umbra
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Does anyone knows a plugin in the marketplace for ingame GIF recording?

icy dragon
tall umbra
fallen glade
icy dragon
tall umbra
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yeah, i am looking for a way to have that feature included in the game for players}

fallen glade
tall umbra
fallen glade
tall umbra
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I want to export a replay sequence of gameplay as a GIF from a simple button in game.

tall umbra
fallen glade
icy dragon
# trim matrix No clue how to do thaat tbh

Okay, example of my "patent pending" gacha randomiser algorithm

Say that you have number range from 0 to 4096. This will be sort of the "seed".

Make an item correspond to one or more of the numbers. Let's say a busty waifu is assigned to number 420, 666, and 1337.

Randomise a number between the range we have earlier.

Compare the randomised number with the busty waifu's number. If it's not equal, compare it with another, lesser items. If it's equal to one of those number, then grant the busty waifu.

Also known as lottery method.

fallen glade
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My packs got straight to torrent sites and I can't do anything about it sooooo......

icy dragon
worthy carbon
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hi! i created an inventory but when i tested it i get this error (look at the photo's) how do i fix this error

fallen glade
worthy carbon
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this is the blueprint of the error

fallen glade
icy dragon
# fallen glade What's that?

So a while back Epic used a new, more centralised payment method, called Hyperwallet (or something along the line). It was obliged for all marketplace sellers to fill in taxation informations, so that they get their Hyperwallet account. Those who aren't filling the info by a deadline won't have the account, and as a result, ceased sales of their products.

Some people don't give a shit about this, intentionally avoiding it, or left the marketplace behind, thus their items are not for sale.

worthy carbon
dusky topaz
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I've been trying to figure out how best to set up a parent blueprint for an event trigger, basically I want the children to define what type of event it is, and as such, I want them to have unique collision shapes. But in the parent, without putting in a Box/Sphere/Capsule collision, I only have ActorBeginOverlap to work with, which has severely limited functionality. Does anyone have an idea of how I could either 1: get the functinality of a box/sphere/capsule collision sent through to child blueprints, or 2: Swap a box collider for a sphere collider in a child blueprint

worthy carbon
icy dragon
worthy carbon
fallen glade
icy dragon
crimson hornet
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Does Someone know how to make a blocking volume for a specific tag?

atomic salmon
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@crimson hornetthere is nothing like that (unless you program it yourself), but you can make blocking volumes for specific object types. By creating your own object type (channel) and assigning the actor you want to block to it, they will be blocked by your wall.

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This works if you have a limited number of types of actors you want to block.

crimson hornet
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Okay Ill try thanks! @atomic salmon

spark steppe
spark steppe
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or you add all to your parent and destroy the components that your child doesn't need

dusky topaz
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But inherited variables can't be deleted, right? potatodetective

gentle urchin
dusky topaz
gentle urchin
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How so if i may?

dusky topaz
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Principle I guess, performance thinking somewhere in the back of my mind. I don't think spawning a single collider is going to eat up much performance, but if it's avoidable, it's avoidable, and that would be preferable

gentle urchin
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The collision is gonna exist either way, how could it be different in performance?

dusky topaz
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Because one is precompiled and one is spawned at runtime? 🤔

spark steppe
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they execute the same code

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just do this

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and as target use whatever collider you have in your child

dusky topaz
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Oh that's funky

dusky topaz
trim matrix
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does anyone have an idea about my problem?

icy dragon
odd ember
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is there any way to assign hotkeys to custom events that are ran in editor?

odd ember
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any solution available through extending editor preferences? it feels like this is the one key element that is missing for proper custom tool creation

icy dragon
odd ember
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welp

glossy bane
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I'm trying to spawn the same actor that contains ISM's multiple times, but for each spawn I want to modify the amount of ISM's spawning, problem is even if I change the amount variable, it still constructs the same amount of ISM's as the initial variable declared, anyone know a way around this?

gentle urchin
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Sounds like wrong execution but its only a guess untill some code is shown

glossy bane
odd ember
# icy dragon I don't think the hotkey preferences is exposed to even custom C++ editor module...

https://forums.unrealengine.com/t/adding-global-editor-shortcut-key-from-plugin-editor-module/40043 I'm looking at this and admittedly not getting a whole lot from it, but it does make me wonder if you can just bind console commands to keystrokes and make it work impromptu like that?

odd ember
clear robin
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does anyone know why the round collision of the characters capsule component is used for the floor check when the capsule is at half-height (character crouching) and i am jumping onto something? "Use flat base for floor check" is enabled.

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works fine when i jump on something and the character is standing

glossy bane
odd ember
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start at is only hooked up for 3

glossy bane
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This code rather, had them disconnected as I was testing different stuff

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yeah sorry posted correct sc now

odd ember
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I don't know where the float variables are set

glossy bane
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Float variables are just for the spawn location, the amount variable im trying to control is the size integer

odd ember
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I see

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I think the issue is that you're spawning them, then setting the variable

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which probably doesn't make sense for spawning them

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so you should expose that variable on spawn instead

glossy bane
odd ember
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expose on spawn

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it's literally an option in the variable

glossy bane
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right, I have checked it now

odd ember
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refresh the spawn nodes

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and it'll appear on them

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set it there instead

glossy bane
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oh I see now, and just set it there yeah?

glossy bane
wispy star
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Hi. I do have a question in #ue4-general (i don't want to crosspost, sorry in advance) Any way to solve this:
If some actors A were attached to another ones - B. And that B actor will be modified in a way the Root is replaced. Actor A will be detached from it in all the levels.

atomic salmon
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@wispy startwo options: 1. add a stable root component to your B actor (like a dummy scene component) and parent A to it; the rest of the B components can be parented to the stable root as well, but in this way you never have to replace the root itself 2. change the logic of your root replacement by getting all the children components/actors of B first, then replacing the root, then re-attaching them to the new root

wispy star
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@atomic salmonno way i can reparent all the stuff in all the levels

atomic salmon
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There may be other options but these are the most obvious ones without knowing more about your use case

wispy star
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option 1 seems not excluding reparenting

atomic salmon
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it does if A is attached to the stable root of B, while what you are exchanging is an immediate child of the root itself

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Of course if the root is the collision shape and you need to move the actor with sweep, then this won't work either

wispy star
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i want to replace Root with NewRoot

atomic salmon
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Yes, that is clear

wispy star
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but it will break the attachment of this cube

atomic salmon
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My suggestion was to have a root which you won't touch and another "root" under it which you can more easily replace because the main root stays in place.

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What is the use case for all this reparenting if I may ask?

wispy star
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well, i need to replace it, that's the question

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oh..it's the bug in ue4 that causes inherited roots to reset their mobility setting from time to time

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for DefaultSceneRoot

wispy star
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@atomic salmonwell, it can't be reproduced in new project, but we're not using c++

arctic radish
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How can I edit UI elements with blueprints? I wanna have a function that takes a header and a message and can set a UI elements current text to those 2 value

dawn gazelle
arctic radish
maiden wadi
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Keep in mind that this route is going to break very quickly when it comes to localization.

arctic radish
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ok

maiden wadi
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Personally. When it comes to text in widgets, it should pretty much always stay as FText. And it all needs to be stored in Stringtables

arctic radish
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ok

gray drum
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Hey all, I'm trying to get the actual length of a cable component to change its length in runtime. Currently I'm iterating through the cable particles and summing the distance between the previous and current particle, but this always seems to be lower than the real length of the cable. In fact, when the start and end are closer than the cable length set in editor, the cumulative particle distances is still lesser. how do I go about getting the correct length?

arctic radish
#

how do I run a widget function from outside the widget

#

I will probably change my method of doing this but im confused on this

formal prairie
#

hello, do any of you know how i can hide these categories from my actor ? i only want to show my exposed variables and nothing else

quartz fossil
formal prairie
#

ah alright thanks

prisma snow
#

is there any way to copy one level with all of static mesh inside it to another level?as example I want to copy a room with all stuff inside it to another level, can I do it?

odd ember
#

yes, select the actors, duplicate them, the while having the duplication selected, go to the levels tab, select the level you want to move it to and do Move selected actors to level

prisma snow
odd ember
#

in that case you can copy the actors, paste them into a text editor (notepad/notepad++), then copy the text directly into the other level

#

when you load the other level

#

the first one requires you to have both levels loaded at once

#

the second one uses the ML that is inherent in UE4

prisma snow
#

ML??

odd ember
#

markup language

open shell
winged sentinel
#

Is there anyway I can setup a melee system like this without having to manually make each line trace individually? It there a system in UE that can do this?

odd ember
#

collision boxes

ripe lark
#

Is there a setting to allow you to use breakpoints when creating editor utility widgets when you aren't in play mode?

odd ember
#

I don't think so. I haven't found any

ripe lark
winged sentinel
odd ember
#

the dot method is probably the best

#

combined with a few line traces

covert arrow
#

hey guys what is the best tutorial for a inventory system.

heavy lion
#

Subjective. Google it and try a few

high ocean
#

Bit of a math question...
I have a HP var, taking values between 0-1
I have a stain var, taking values between 0-8.
How would I go about getting this:
HP=0 => Stain=8
HP=1 => Stain=0
🤷‍♂️

#

uh oh... curve maybe?

ripe lark
#

1-hp * 8

worthy carbon
#

Can someone explain me how to get rewards once you level up and the reward you received will send to de inventory locker

high ocean
#

@ripe larkomfg I'm retarded - right! Thanks!

#

Now I feel fully retarded 😔

#

but I get to solve my problem so yep, moving on, thanks a bunch @ripe lark 🥳

ripe lark
#

no problem

open gulch
#

Hey guys" I'm trying to solve a bug with no luck since yesterday..

It does not matter what kind of Event inputs I’m using, the fact is, Pressed Inputs Draws Trace by Channel, however, RELEASE Inputs do not!
And It happens in literally every project of mine.

#

The funniest part is that the “print string” function, always fires but the line trace only fires with PRESSED Inputs.

I have searched this problem on the forum, and I found out some people having trouble with RELEASE Inputs, but, in my case, the Release input Fires, however, does not draw lines.

#

if anyone has any idea to solve this bug, I would be more than happy

dawn gazelle
open gulch
dawn gazelle
#

Here's what I'm doing:

#

Output:

open gulch
#

WHAT??

#

What is your UE Version?

dawn gazelle
#

4.26

maiden wadi
#

May also help to put a radius in. Or use a normal line trace.

dawn gazelle
#

Sphere trace seems to at least draw the line even with a radius of 0.

maiden wadi
#

Math has to be off then. No other reason for it to not draw with that enabled unless you cook the game.

#

@worthy carbon Depends on what you use for items. You should be using Gameplaytags for them but integers work too. Assuming Gameplaytags make a struct of itemcount and GameplayTag. Then create a second struct of level as int32 and the previous struct as an array. Now you can create an array of levels that are linked to an array of items. When you level up, you iterate over this array to find the entry matching your new level, then use the array in the same struct to grant your items.

open gulch
maiden wadi
#

@open gulchWhat are you getting the vectors from?

open gulch
maiden wadi
#

Odd, that should still work.. unless..

open gulch
#

But did you see that it only works on PRESSED and Never on RELEASED?

#

And i just replicated this bug in 3 projects of my...

#

hahahha

maiden wadi
#

Testing something to confirm.

open gulch
#

https://youtu.be/d7JKfbk699Q
I'm literally following this class step by step

Announce post: https://forums.unrealengine.com/showthread.php?109823

Zak Parrish returns to the Training Live Stream to show how to create an awesome 3D Puzzle game in Blueprints! Zak will be starting with the core mechanics taken from the "Lights Out" game type, but adding a twist: It's on a Sphere. If puzzles and game mechanics are your passi...

▶ Play video
open gulch
warm ocean
#

ok quick question ive just started to use unreal engine so im really new to blueprints and making games in general but how would I make a projectile that bounces off surfaces

#

nvm I figured out i needed to change the collision preset

maiden wadi
#

@open gulch Not fully sure why, but release on Touch is returning the mouse position at -1,-1. Which is leading to the function failing to return a valid vector.

#

This function is ran from ConvertMouseLocationToWorldSpace to get the mouse location in the viewport so that it can run math on it. This is what I get on Release. So the function isn't creating a valid vector.

#

@open gulchFound a neat work around. Annoying to have to do, but eh. It works.

heavy lion
#

I am trying to get an AI controller to possess the player character. But I cannot for the life of me think how

open gulch
# maiden wadi

WOW! you're a God Dude! I'll try it right now! Thank you SO Much

#

@maiden wadi IT WORKED! Again, thank you so much!! 😄

quartz tendon
#

Hey everyone. Am I blind or is "Get Level Viewport Camera Info" gone? Tried to search the forums but no luck 😦

maiden wadi
#

@quartz tendon Not sure why, but the class it is in is deprecated.

quartz tendon
#

oof... and there is no other way to get any reference to the viewport camera, right?

maiden wadi
#

Unsure about that. I don't initially see anything that is blueprint exposed. If you're C++ familiar, the functions that specific function was using don't look deprecated, you might be able to just subclass the EditorUtilityActor and reimplement the function yourself.

quartz tendon
#

🤔 I have tried working with C++ a few times but not having so much luck. Maybe I can use this problem as another reason to give it a try. Do you have a reference to the function that blueprint was using?

maiden wadi
#

Which Engine version are you running?

quartz tendon
#

4.27.1

maiden wadi
#

Actually you might not even need to Subclass this. Sec.

fiery glen
#

no reason you can't just steal the implementation from ADEPRECATED_PlacedEditorUtilityBase::GetLevelViewportCameraInfo , right?

#

I wonder why they deprecated it

maiden wadi
#

I'm currently testing if you even need the subclass. Nothing in it looks forced to the class. It very likely might be something to drop into a simple library.

#

Side note... I fucking love how things like UHierarchicalInstancedStaticMeshComponent is a thing.. and then they Shorthand UnrealEditor module name to UnrealEd 😂

fiery glen
#

when I first saw that name I thought it was Unreal Education or something for the in editor tutorial

#

they call instanced static meshes ISM everywhere so it's weird that gets a full name

maiden wadi
#

@quartz tendon Well, that seemed to work. Do you know how to implement static blueprint library functions?

odd ember
#

can blackboardkeyselectors still not be setup up as arrays?

quartz tendon
maiden wadi
#

Yep.

#

In C++ I mean.

quartz tendon
#

oof, no unfortunately not. I'm still installing Visual Studio 😅

#

if you can point me to a guide 😓

fiery glen
#

all you need to do is make a file in your project (the game itself) that inherits from UBlueprintFunctionLibrary

quartz tendon
fiery glen
#

yep that is correct

maiden wadi
#

.h file
UFUNCTION(BlueprintPure, Category = "Development|Editor") static bool GetLevelViewportCameraInfo(FVector& CameraLocation, FRotator& CameraRotation);
.cpp file

{
    bool RetVal = false;
    CameraLocation = FVector::ZeroVector;
    CameraRotation = FRotator::ZeroRotator;

#if WITH_EDITOR
    for (FLevelEditorViewportClient* LevelVC : GEditor->GetLevelViewportClients())
    {
        if (LevelVC && LevelVC->IsPerspective())
        {
            CameraLocation = LevelVC->GetViewLocation();
            CameraRotation = LevelVC->GetViewRotation();
            RetVal = true;

            break;
        }
    }
#endif //WITH_EDITOR

    return RetVal;
}```
#

Project build.cs file requires "UnrealEd" added as a dependancy.

quartz tendon
#

alrighty. I'll tr it out. Coming from the Java / C# world, C++ is always a bit intimidating 😅 thank you very much for your support so far!

maiden wadi
#

And CPP file needs these includes.

#include "Editor.h"
#include "LevelEditorViewport.h"```
fiery glen
#

don't be intimidated by UE++

#

it removes a lot of the hard parts of C++ for you

#

of course there are still pitfalls but you should be fine

maiden wadi
#

But yeah. Once you have a library set up, if you follow what I posted above, it works fine. Tested with an editor callable function on an actor I already had in a level.

fiery glen
#

I wonder if they moved that functionality somewhere else?

#

seems crazy to deprecate

maiden wadi
#

I couldn't see anything from the calls it was using. And I couldn't find a way to get access to the viewport views it was iterating over in blueprint. 🤷‍♂️

#

Odd that it is in a specific class to begin with since it's not tied to it.

quartz tendon
#

alrighty, so I have VisStudio installed. let's see if i can connect rider to it.

fiery glen
#

are you using rider for unreal?

quartz tendon
#

well, I want to try as I am a jetbrains fanboy

fiery glen
#

just make sure you have the unreal engine package in the visual studio installer

#

it includes .net stuff

#

unless I am forgetting how to get those

quartz tendon
maiden wadi
#

I think I've opened VS like twice in the last ten months.

fiery glen
#

Rider is nice because it is more aware of how UE++ works

quartz tendon
#

Rider is also more aware of how Unity works. Jetbrains just makes the superior IntelliSense

maiden wadi
#

Side note, don't forget to change the UPortalUILibrary name I have there to whatever your library's class name is.

quartz tendon
#

Okay moment of truth... I'm compiling the class 😬

fiery glen
#

any luck?

quartz tendon
#

I'm not seeing the code yet in the engine but I think there was something going on with a rider plugin. I'm restarting unreal engine.

#

YES! 🎉 I have to test if the functionality works but I'm more than happy to just see a C++ class in a blueprint! 🕺

maiden wadi
#

Give it six months. You'll be reading Unreal native classes wondering why 95% of the functions are marked virtual EXCEPT the ones you really want.

quartz tendon
#

I guess I will figure it out from here. Thank you both very much for helping out with this. Didn't expect to get help this quickly on a niece problem.

wet patrol
#

Can anybody help me with drag and drop for my inventory system. Specifically for destroying the original slot

young sage
#

i can't for the life of me figure out why this cast fails. i have the custom player set in world settings

#

*custom player state class

undone timber
#

I am having an issue where child actors i create by code are not sticking to their parent

#

this is the blueprint

#

this is inside the collapsed node

undone timber
#

no single player

#

the best i have managed to do was make them spawn in the right place by using world coordinates for the child actor node, but when my ship moves they are left floating in space

last abyss
#

that wasn't in response to you, but have you tried using attach to actor?

undone timber
#

yes but apparently the child actors are being destroyed when they are spawned

last abyss
#

did you have manual attachment enabled when you tried that?

limpid cedar
#

anyone have a solution to where the first child of the Uniform Grid Panel is only registering the "DragOver" function at the absolute left hand side of the Uniform Grid Panel's widget space.

dawn gazelle
undone timber
#

i have tried with both

#

manual dosnt work either

leaden niche
#

wonder if anyone can assist. Whenever my character is detected as falling/ in air the character goes to t-pose and I lose the animBP. Happens when jumping or just falling in general

odd ember
#

sounds like there is no animation hooked up for jumping

#

or falling in your case

leaden niche
#

it's definitely setup. the preview editor shows a nice transition between the jump start loop and end when "isinair" is active.

#

it's not the AnimBP because it's happening on all AnimBPs I have

odd ember
#

I mean you'll have to show some code for what you are doing. but if it's not the animation not being set, I don't really see what else it could be

young sage
dawn gazelle
young sage
#

last screenshot was useless, but you can even see it's picking up the overriden player state

#

yeah it executes the child widget creation through the invalid cast pin

#

which isn't all that useful since i need the player state data

#

@dawn gazelle thanks for looking at this

light token
#

Hello. I've got a problem. Currently something is eating GPU. I think it's the physics engine. I'm making a coin pusher and even with like 40 coins it's eating 90% GPU on a 2070. Is there somewhere a setting to set physics to eat less GPU by rendering it less realistic or something?

dawn gazelle
young sage
#

yeah

#

just to see that i can add lines

#

it's not a widget creation problem afaict

#

the array is there, length 3

dawn gazelle
#

try removing the cast node and recreating it - failing that, try restarting UE4 entirely.
If in your game mode your PlayerState is indeed set to InvokePlayerState it should be casting ok.

odd ember
#

if it's multiplayer could it be a replication issue

young sage
#

hmm i wonder if this is a ue5 ea issue?

#

i'll try that though

gaunt steeple
#

Can someone tell me how I can make my player appear randomly on a whole landscape every time I press play?

odd ember
#

put down a collision box above the landscape, get random point in box. trace down to ground level, spawn player

gaunt steeple
#

I hadn't thought about it, I'll try.
The problem is that the landscape is infinite since I use the Voxel plugin...

odd ember
#

if you can always guarantee the landscape is there, you can jsut do a random point aboveground and trace down to surface level

bright frigate
#

how heavy is a physics constraint performance-wise? Is it like having something on tick?

viral lantern
#

Hey guys

carmine mesa
#

question

#

why is my on event overlap not working

#

my collision spheres

#

my collision settings on my big sphere

#

i want to detect what actors are in my larger sphere

#

i tried both c++ and blueprint

unreal plaza
#

How to scale and change location smoothly at the same time?

carmine mesa
storm vigil
#

Hi. I am currently using a template that has a lot of childclasses. There are some areas that have several casts and cascades to the specific childclasses. I was thinking of making pure functions on the base bps or the BP_simplified functions so that I can directly get certain references. Is this ok or rather is this one way of optimizing the BPs? or will I have problems is with accessed to none by doing this. Thank you

carmine mesa
#

i dont think there's any helpers here aym

#

only people here asking questions

gentle urchin
# storm vigil

Id say thats a fine way of doing it. Make sure to handle the case if the cast where to fail tho. Atleast print a string if nothing else

carmine mesa
#

why is my collision comp2 appearing at 0,0,0 on the map

#

instead of the location of collision comp

tight schooner
#

@carmine mesa hard to say. Check details panel on that component and go to the transform section and check if the location is world/absolute. If so, set it to relative? Otherwise dunno

slate wasp
#

I have a component in BP that's got many children which in turn have their own children. I want to convert this to a c++ comp, what's the best way to copy-paste all the child component data?

#

if I copy-paste the topmost comp then I only get its BP code thing but not its children's

#

if I select every single comp and copy that out then once I paste it back to the parent their properties get messed up

barren flower
#

So I have quite a mindbender im trying to sort out. How do I get polar coordinates for a sphere?

#

For a 2D plane

#

So basically, I have a 2D, square plane the player can walk on. I want to push this to a sphere, and have the sphere rotate along with the player

#

But to do that, I need to orient the sphere to polar x/y coordinates, not a vector 3

#

@untold anchorIm gonna be a mad jerk and ping you about this, specifically, too, because we were having mad mirror fun the other day and I think you might be able to help out, if I can pretty please you enough

gentle urchin
#

So you wanna wrap a 2d space onto a 3d sphere?

#

And rotate it based on 2d coords?

paper galleon
gentle urchin
#

When i read it, im imagining something along the lines of ff7 overworld, but i could miss it entirely

paper galleon
#

Yeah. Something like planetary movement. From a top view, it looks like a square plane but in 3d it's a sphere. That's what I'm interpreting

barren flower
#

You guys basically got it right

#

So

gentle urchin
#

Not that im gonna argue with methodology but could you not rotate the sphere at the velocity of the player ?

barren flower
#

Basically, the planet surface actually is a square plane, but its projected as though it were a sphere

#

So you can

#

But then I need to get the coordinates of the player, in 2D space

gentle urchin
#

Player velocity / circumference of the sphere = rotation speed ?

barren flower
#

The rotation speed basically does not matter, the problem is that navigation and enemy placement exists on the plane

gentle urchin
#

Right, but speed + rotation of the player handles world alignment, while you can internally just treat it as a 2d space

barren flower
#

So lets say this is the actual gameworld

#

If there is a grey cube 3 tiles above me

#

lets say this represents 180 degrees in both directions

#

That would be about 16.875 degrees on the sphere

#

To my north

#

So I now want to place a cube in that position. How do I get it?

gentle urchin
#

You place them on the sphere at spawn, attatch them to it and let them rotate along with it

barren flower
#

Wont work for dynamic movement?

gentle urchin
#

Finding its location would be a some spreadsheet of relative locations calculated to degrees, rotated at 0,0,0 on the sphere, then moved out sphere radius

#

Im probably explaining this horribly

barren flower
#

I think you are saying I need to use some kind of lookup table for positions on a sphere? Thats not a great approach tho

gentle urchin
#

Its rotation would be equal to its offset from a fixed location on the sphere (0,0,r)

#

Not a lookup table

#

But you must convert the 2d displacement to a rotator that you can use on the sphere

barren flower
#

I better point out right now, because I think what you are explaining isnt going to work

#

Thats not actually a sphere

gentle urchin
#

The rotator equals displacement / sphere circumference * 360

barren flower
#

its not possible to project a grid of squares onto a sphere without massive distortion

gentle urchin
#

Indeed its not,

barren flower
#

This is a projection

gentle urchin
#

I figured you had that solved already :p

barren flower
#

Well kind of, as you see in the video, but that means placing objects on the sphere as anchors doesnt make sense

#

Its not a sphere, you cant rotate all around and have them in place anymore

#

Not if they are attached to the mesh

#

and if they arent attached to the mesh, im back to the OG problem which is how do I get the vector of a point on a sphere from an X and Y 2D value

#

Basically, if I gave you my latitude and longitude, how do you make that a point on a globe?

#

That way I can rotate everything that should be visible to the player, relative to his 2D coordinates, and remove them from the projection when they go 'around the horizon'

gray chasm
#

hrm.... I've done ... something... and now my pawn is no longer triggering any ActorBeginOverlap events. It has a collider, and the collision preset is Pawn... anything else I should check?

trim matrix
#

Hello i am using procedural recoil and i am interpreting between values in order to get jitter motion.Everything works fine but it is working differently on different frame rates.I am calling the interpret code on event tick.How to make it consistent on different frame rate??

light token
earnest tangle
trim matrix
#

The input is delta time

#

Here is the function.Can you plz tell where to do that.

barren flower
#

For all future explorers

#

X = cos(theta) * cos(phi) * radius
Y = sin(theta) * cos(phi) * radius
Z = sin(phi) * radius

The radius is rho, the polar angle theta, and the azimuth angle phi, so a formal polar coordinate looks like this:

(rho, theta, phi)

#

Thats how you do it

#

Figure 8's, baby

devout condor
untold girder
#

i want to make a reference to an actors location in my third person character but for some reason you cant make references in the player blueprint does anyone know how i can make one

gentle urchin
#

Check out blueprints communication tut

untold girder
#

i will thanks

rancid steppe
#

I need help

#

When I download and use Advanced locomotion system to moved to my project, this message appears, and I did the same way, too, to no avail. The same error appears

#

I can't use it

modern musk
#

Hey, so this might be a dumb question, but is there a performance benefit to setting "GetAIController" to a variable on event begin play and then using that vs just using the "GetAIController" node whenever I need to access the controller? I only ask because "GetAIController" appears to cast to the controller, and I've read that casting calls all the references to a class regardless of if they're currently being utilized on screen or not (this could be inaccurate and/or my understanding could be incorrect). Thanks in advance!

earnest tangle
#

Storing a reference is generally faster, but it might not make a huge difference if you're only calling the function on occasion

#

and even if you do it on tick it doesn't really have that much of an impact

rotund ruin
#

Lets say you're doing something like an endless runner. Anyone have some high level ideas on setting up different level types? Spawning, transitions, etc?

crimson geyser
#

Hi, I want to set up the ragdoll animation when the character overlaps with a collision box. It looks very simpel in tutorials, but nothing happens on my end. So I made a custom "death" event with the simulate physics. And I made a overlap collision box with cast to thirdpersonplayer and calls the Death event.

#

Can anyone help me with what im doing wrong?

atomic salmon
#

As an alternative use Print String to show on screen when your event is executed and the function called.

crimson geyser
#

The event is triggered correctly, but just not the simulate physics part I guess.. Do I maybe need another target when I call the Death event?

atomic salmon
#

Which needs to have an associated physics asset

crimson geyser
#

I'm using the 3rd person game template. Wouldn't that be automatically associated?

atomic salmon
#

Mesh is what?

#

You said the Death event is properly called?

crimson geyser
#

Ye it is

atomic salmon
#

Can you put a Print String immediately before Set Simulate Physics

crimson geyser
#

Yes and that does show up. I also got a Disable input and Quit game after the simulate physics. Those seem to work as well

#

Its just the simulate physics that doesn't work

atomic salmon
#

Do you have anywhere any other code that calls Set Simulate Physics in the same mesh?

somber linden
#

anybody know how I can convert mouselocation from the player camera to another camera?

crimson geyser
#

Nope no warnings. And not this is the only simulate physics I use.

#

no*

atomic salmon
crimson geyser
#

Its probably something simple I switched on or off I guess, but I can't seem to figure out what it is.

atomic salmon
crimson geyser
#

I did accidentely deleted the ThirdPersonBP folder, but I've added it again and everything seemed fine. Could that be the problem?

atomic salmon
#

It may stil be there but maybe it is no longer associated.

crimson geyser
atomic salmon
#

Ok looks like it is still there. And if you open it you can see the bodies in it?

#

And if you click simulate it should ragdoll

crimson geyser
#

Ah no it wasn't selected. This was empty.

#

That was probably it though because instead of not moving the character falls through the ground now.

atomic salmon
formal prairie
#

hello, is there a way to make a construction script refresh with another actor ? for example, if i move a volume in my scene, i want another actor's construction script to refresh

crimson geyser
atomic salmon
#

Thanks you too

modern musk
untold girder
#

so i basically made a throwable sphere in my third person character and i want my player to teleport to the sphere whenever i press F but i dont know how to make the reference to the location in my third person player blueprint can anyone help me

trim matrix
# formal prairie hello, is there a way to make a construction script refresh with another actor ?...

When you move the volume, its construction script will fire. During the Volumes constructions script, get references to the actors that needed to be "refreshed" and call each of their constructions scripts. Though you will not directly be calling there construction script however as you cannot do that. Instead for each of the actors that need to be refreshed, condense there construction script logic into a custom function. You can directly call this custom function on all the actors that need to be refreshed.

trim matrix
#

And made it fly forward?

#

The SpawnActorOfClass node returns a reference to the spawned actor. All you have to do is save that ActorReference to a ActorTypeVariable. Then when you press F, get that previously saved ActorTypeVariable and run GetActorLocation from it.

dapper bramble
#

Does someone know why a child of an actor might translate at a faster rate than the parent, when I move the parent via the gizmo (not in game)?

trim matrix
#

Not me. Solution in the end is just to not use child actors lol.

untold girder
trim matrix
#

right click it

#

and hit promote to variable

#

OR

#

Create a new variable on the left side of the screen by hitting the CreateVariable button.

dapper bramble
#

@trim matrix yeah thanks ^^

trim matrix
#

Click on the variable, and in its details, change the type to actor.

untold girder
#

i don't think i can promote it to a variable(if i right click on it i dont see promote to variable) and if i create one on the left side how to make the variable contain the SpawnActor information

trim matrix
#

You need to right click the returned ActorReference

#

And if you did the second thing.

#

You set it to make it contan the SpawnActor information

#

Variables are peices of data that can be retrieved (Get) and set (Set).

#

If you want a variable to hold X data, you set it.

#

The Input pin in a SetVariable node is where you plug in the data.

#

Try not to mind my horrible mouse text D:

untold girder
#

all right thank you

trim matrix
#

Now thats all you gotta do to get that location you needed.

#

Might want todo this actualy

trim matrix
#

The IsValid node will check to make sure a ReferenceTypeVariable is actualy valid (Is actualy set to anything).

jaunty solstice
#

Help! I need to call an event in an existing Actor Blueprint Event Graph (instead of relying on EventBeginPlay) from Sequencer.
I've tried following this
https://youtu.be/Ao6HjoJFDCE
but I need something a little more basic. I assume I would need to set up and use a Blueprint Interface but beyond that am struggling. Is there a good basic tutorial somewhere?

Tutorial showing how to make events in sequencer trigger behavior in the level blueprint.

Software:
Unreal Engine 4.25
Camtasia 2019

Music from https://www.youtube.com/audiolibrary/music?nv=1

  • Twilight Train by Dan Lebowitz
  • Daily Beetle by Kevin MacLeod is licensed under a Creative Commons Attribution license (https://creativecommons.org/li...
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trim matrix
#

While a BP inferface would work, if you go down that route the event you call should probably be quite generic. I dont think it would be a good idea to create an interface for every single random actor that needs to have its specific events called during sequencer. If you want to use a preexisting actor, you can do this by adding that actor to the sequencer. Then you can "Rebind" those actors that exist in your sequencer to preexisting actors in the world.

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I cannot remember the exact procedures to accomplish this although so I would not be able to personaly help you unless I took a minute and figured it out again. Anyways start heading down a the actor rebinding path though rather then the interface path.

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Hopefully you can find someone does sequencer alot and knows how todo that very well or even knows some better way and howto do that.

compact mauve
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Hi, I have a issue with my binding function. Each time it gets executed twice after each frame. I am printing out my delta time from tick and these hellos. There are always 2 hellos between one delta time. Does someone know what this can be causing? I have also created a fresh binding function but it still gets called twice 😮

dawn gazelle
compact mauve
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Yes I am runnning multiplayer. Removing multiple clients and setting to standalone did not resolve this issue. I have also the issue that the Progress ist twice as fast.

jaunty solstice
compact mauve
#

@dawn gazelle Hmm and printing on construct does only result into one call so construct get called once

velvet dagger
#

Where would I save the variables for things such as how many items have been collected?

kindred pier
#

How come this is spawning the actor at the world center instead of the location of the current actor?

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this actor is on the corner of the map, but it still spawns at world center for some reason

atomic salmon
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@kindred pierinspect the value out of Get Actor Location or print it with Print String. See what is its content.

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@velvet daggerin general or by the player?

velvet dagger
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By the player :)

atomic salmon
#

@velvet dagger You can either store them in the player itself or create an inventory actor, linked to the player, to store that information.

velvet dagger
#

What I've been doing was storing it inside the player and was a little worried that that was superrr wrong

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How would I create an inventory?

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I think it'd be more nice to have one to store all of this information

atomic salmon
#

It is not wrong per se. It may generate problems if you would switch to multiplayer if it is something the other players need to see as well. Then you can use the PlayerState.

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@velvet daggerhttps://www.youtube.com/watch?v=TcTxSyk8Vks

In this video I teach you how to create your very own inventory system. I also give you the choice to download it for free

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velvet dagger
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Thank you for the help! :)

kindred pier
#

I mean I did the print thing and confirmed the location I put it in matches the string it outputs

mental robin
#

I am drawing a mask to a render target but I want multiple actors to draw to it each frame. Problem is if I have the RT as additive it leaves a trail and the values build up..if I select translucent or a masked material to draw as this gets me part way there but the previous frame it leaves a smudge of where was previously masked

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I just want the actors to draw points to the render target without leaving trails

kindred pier
north marten
#

Is there a way to stop something from being able to jump again after jumping and bumping into a wall?

trim matrix
north marten
#

I can just keep hitting space and climb up a wall with just the basic jumping blueprint from the ball rolling template

trim matrix
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All i could say before was a point in the a general direction.

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I have a very infrequent use with sequencer.

atomic salmon
hidden grotto
#

hey im new to ue4 and i made an ability code thing after following a youtube video and i wanted to add a counter so that every time i click the ability it prints the number of times i did it , for example it prints 1 then 2 and so on but it keeps printing 1 and i think i need help

dawn gazelle
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You want to get tries then +1 it.

crisp vale
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Heyhey, im new to UE4, and i was trying to follow a tutorial for making a fighting game and i keep on getting this error

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i have "Char2" referenced quite a few times

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and set it to the 2nd player on screen

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and i have 0 idea why its not working

dark crow
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Empty ref

crisp vale
#

and the errors only appear when Char2 is connected here

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char2 is on the bottom

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how should i go about an empty ref?

trim matrix
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hey guys how do i make these

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like null nodes

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or splitters

dark crow
crisp vale
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how do refs work

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im 100% bew

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new

dark crow
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Char 1 needs to exist

crisp vale
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char1 does exist whenever i start the game

dark crow
#

Then it may not be valid for a while

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use IsValid or ValidateGet

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Since you're doing it in the Level BP

crisp vale
#

ill try that

trim matrix
dense mural
#

Can someone tell me why this isn't working? "Hello" gets printed but "Done" doesn't, how can i fix this?

velvet dagger
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I'm trying to make a sound's pitch change depending on the percent of the number, probably sounds wrong but I mean like, so you have 1 of something out of 50, so the sound will be low, then you have 25 of something out of 50, so it'd play at 0.5 pitch. Anyone know how to help me with this?

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What happens to me is that it plays at a low pitch and after like a random amount of numbers the pitch will either be normal or really high pitched

trim matrix
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hello i have a question, how can you connect this 2 node to the branch?

dawn gazelle
dawn gazelle
dense mural
crisp vale
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sets up player 2

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spawns player 2

near yarrow
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your getting 0

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shouldnt you be getting 1 since it is the second char in the index

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im assuming char 1 and 2 are of the same class here

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you set the pointer Char 2 to index0 of the array "get all actors of class" is spitting out

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if char1 is in that array and it exists first then it will be index0

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so char2 is actually char 1

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get 1 not 0 if this is the case here

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id like to see more of your second picture. im assuming char1 and 2 are the same class of actor

dawn gazelle
near yarrow
#

where should i go to get help with the scenecapture2d on this discord

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im using a scenecap for like a pop screen that has a smaller fov for a zoom effect

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problem is we dont want a certain post process effect applied

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when we set scenecolor options it skips the post process

crisp vale
#

the top one if for character1, and the second character2

near yarrow
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but it also skips bloom and stuff

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we want the final color output but without the post process effect that is sometimes used

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i thought about compositing to separate scene caps but it looked worse than just using scene color

dawn gazelle
# crisp vale sets up player 2

What are you trying to accomplish? Unreal doesn't work this way - normally a player controller is automatically created for your players as they join your game.

near yarrow
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^

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ya it seems he is doing things tottally different

crisp vale
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should i send the videos i was using?

near yarrow
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no

crisp vale
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okay

near yarrow
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your missing some fundamentals here man

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its ok tho

crisp vale
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so the character controller is set in the player controller file

near yarrow
#

ive been exactly where you are

crisp vale
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but this is the level blueprint

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and this is more just setting up the characters to exist in the scene

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and for them to be summoned

dawn gazelle
#

Unreal does most of that for you. A lot of people don't even use the level blueprint.

near yarrow
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i would use game mode for possesion and spawning

crisp vale
#

player 1 is loading in perfectly fine

near yarrow
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are they the same class?

crisp vale
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no they are not

near yarrow
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ok

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so get index0 should work

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but it kinds of defeats the purpose the way your doing it

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but i could see it done this way

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double click that spawn players function and show us that

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your calling that same function at the end of both

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no matter what happens spawn players is going to do what comes after

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you might need an input into the function

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and input char1 or char2

crisp vale
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how would u recommend i start with that?

odd ember
#

is there a BP class for sounds that exist in world?

near yarrow
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show me what the spawn players function looks like. double click the blue spawn players node and screen shot that

crisp vale
near yarrow
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ok

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do you see tho?

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your calling the same function after char2

crisp vale
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so after it does char1, it does not repeat for char2?

near yarrow
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char2 may not be valid yet

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i would have to dig into the whole project to make sure

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but im willing to bet its going in order and if its not valid yet nothing happens

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i would do two separate spawning functions if your going to have them be two different classes

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normally people wouldnt do it the way you are

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the chars would be the same class

crisp vale
#

what if they are meant to be different characters?

near yarrow
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and you would take a playercontroller and spawn a char for each of them and hand them possession

crisp vale
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for example, like a fighting game

near yarrow
#

inheritance. they would still be children of a type char

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but thats neither here nor there. you can still do it the way you are wanting its just going to take a longer time wiring it up

crisp vale
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i see i see

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should i put a validation in there to validate char2?

near yarrow
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if they are meant to be two different classes then i need to see infront of this pic

crisp vale
near yarrow
#

okay hmm

crisp vale
#

the last pic is the camera being set up

near yarrow
#

i see

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do the chars exist before event begin play

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this is the level blueprint

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that get may not return anything at all

crisp vale
near yarrow
#

do you know what the printstring node is

crisp vale
near yarrow
#

print string is something you can use for debugging

trim matrix
#

already got it sorry

near yarrow
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hang on let me boot up and ill wire something up as an example

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try this real quick on them and it will print the name of the char to the screen or will print does not exist yet

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all is valid does is check if something exists or not

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could just print display name and it should print null if its not there yet

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but you will find yourself using print string alot to check your blueprint wiring out

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this can help you find the right direction

crisp vale
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so player 1 does not exist

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but it doesnt say anything about 2

near yarrow
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yup

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did you do that to both of them? or just the first one

crisp vale
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both of them

near yarrow
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okay you havent actually spawned them yet

crisp vale
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i had the spawn players at the end

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wait

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i took them off

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had it like this

near yarrow
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ok

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but either way player 1 does not exist yet

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use this

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you have to spawn the actors

crisp vale
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where should i put that?

near yarrow
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you could do in place of get actors

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you dont need to get the actors since they dont yet exist

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go ahead and spawn them using that node and then you can do your rotations to the char 2 after

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actually spawn transform is the location and rotation of the actor being spawned

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so instead of doing the spawn players function you created that does teleporting and rotation you could do it right there

somber wadi
#

does anyone know how to sync a bp variable to a c++ variable?

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this is my current blueprint code

near yarrow
#

what are you trying to do?

somber wadi
#

so i made an IsReloading variable in c++

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and this is my anim bp

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so i want to bring the state of that variable into my anim bp

near yarrow
#

there is a way to expose a variable to bp

somber wadi
#

alr ill look into it

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ty

near yarrow
#

ive never done it but ive heard others talk about

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thats the terminology they use tho. exposing to bp

somber wadi
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oh yeah using UPROPERTY

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okay so yeah it was already exposed but im not sure exactly how to access it after a cast

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oh wait

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i actually think i have to specifically cast to the character class that i made

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instead of just the base character class

near yarrow
#

ya

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thats it

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i wasnt paying attention. i just thought you named your character character

somber wadi
#

lol

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now i gotta link up the animation to all my other states

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this is hell

near yarrow
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i wish i had animation guy

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animations are hell in general

grizzled solar
#

Hey yall! Rotations are making me crazy right now! I'm interpolating a rotation, but when it flips from +180 to -180, my interpolate teleports and just looks awful.

odd ember
peak plaza
#

Animations on the celestial plane aren't great either.

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XD.

odd ember
grizzled solar
#

Yeah its over time

odd ember
#

you may want to use quaternions instead if you want more proper rotation

grizzled solar
near yarrow
#

no

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delta rotation

grizzled solar
#

This is how i have it currently

near yarrow
#

hang on

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what are you rotating

grizzled solar
#

capsule component in fps controller

near yarrow
#

i imagined my fps game where the aim was snapping

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oh ok

grizzled solar
#

Yeah fps

near yarrow
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i had to use the delta rotation

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delta means difference

grizzled solar
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is there a node for that?

near yarrow
#

let me check what its called

odd ember
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what is your code

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there is a delta rotation node but I'm not sure what you've been doing so far

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there's a few ways you can interpolate rotation

grizzled solar
#

Theres a lot, im basically trying to get my rotation to add velocity to my lighter flame, i have it for movement and it works just fine. But my rotation snaps, ill cap a .gif

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So the movement velocity works fine, but my rotation snaps when going from 180- -180

near yarrow
#

hmmm

grizzled solar
#

The vector coming off my multiply at the very right

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is my target coming into the left of the VInterp

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it really just has something to do with the rotation harsly skipping to -180

odd ember
#

you probably need to use quaternions if you want to keep your method

grizzled solar
#

Okay! Never used those, can you convert a rotator to a quaternion?

odd ember
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you should be able to

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but you'll need to convert it back after the fact

somber wadi
#

does anyone know what to do with this error?

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i want it to get the variable ammo from the owning character

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and bind it

odd ember
#

when spawning the widget, pass a reference to the pawn it is for

somber wadi
#

how do i do that?

odd ember
#

first

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where do spawn the widget?

somber wadi
#

oh so do i have to link it to the character first?

odd ember
#

the relationship between character, player controller, and UI is special

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the best way you can make it work is by having the player controller control UI for the character

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so the player controller needs to know the character

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if the character is known, it can be passed as a reference when the player controller spawns the UI

somber wadi
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okay

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so instead i want to get playercontroller

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and then get character

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and pass it to the widge

odd ember
#

no

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or, I don't know, that may work

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but it's a shortcut with no guarantees

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what you can do is

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create a variable in your widget

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of the type of your character

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then check instance editable and expose on spawn

somber wadi
#

so something like this?

odd ember
#

when you now spawn your widget (which should be happening in your player controller)

somber wadi
odd ember
#

the create widget node will not have a pin for your character

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and you can pass the character your controller already knows into it for free

odd ember
prisma stag
#

Hello, is there some variable that can have a name and integer value associated with it that can be set from another bp?

odd ember
#

a struct

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an object with those fields

static charm
#

and if you want to do more than one, you can use a map

prisma stag
odd ember
prisma stag
odd ember
#

i would use an array of structs then

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you can have names and integers in a struct

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and it is a future proof solution as you can keep extending the struct with values

prisma stag
odd ember
#

and it gives you access to data tables so that you can table all possible items

odd ember
#

well, not lambda

#

but predicates anyway

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the way the engine would do anything like that is a foreach loop with break that matches the name you search for with one of the entries in the array

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then break and return that entry once you have it

static charm
#

if you kept two separate arrays (or put them both in a Struct), you can use the find function, and then returned index to match the other array. it's a little messy but works.

grizzled solar
prisma stag
odd ember
#

in CPP structs are much better for this. but in BP you're severely limited

static charm
#

i'm not sure what you mean, as you can set the values at anytime

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unless im forgetting something myself

prisma stag
static charm
#

i mean a Stuct file/object, not a data table.

prisma stag
# static charm i mean a Stuct file/object, not a data table.

Ok. This makes more sense. So in another bp, I have it setup so that there is a separate variable per product in the game. Now I was going to do the same thing but wanted to create a function that would have an input for the name, then take that name and do a search for that item and get its quantity and set it.

static charm
#

yup, you don't need a struct to do this, it just organizes the arrays into a single variable that contains the arrays.

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but if you ever wanted to nest all your arrays, putting the arrays into an array. you can then just make a struct with all the arrays. and then make an array of the struct.

near yarrow
#

I remember i was using a node call add rotation

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It would jump over the 180 mark and go nuts

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When I added the delta tho it was all good

prisma stag
odd ember
#

not sure why you don't just create a struct by itself... especially if these are items, you'll save yourself a lot of headache later. but whatevs, it's your funeral

prisma stag
odd ember
#

in CPP you have similar functionality, but you can just as well create your own

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in BP

#

all it is is a foreach loop that checks every struct's name against your name

ripe rose
#

is there an efficient way to calculate the exposed surface area of a component from a given location?

odd ember
#

you'll have to give more detail

ripe rose
#

like

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say an actor is half obscured by a wall

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and half exposed

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from the perspective of a different actor

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is there an efficient way to get the exposed surface area

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and i mean surface area like 2d