#blueprint

402296 messages ยท Page 745 of 403

bright frigate
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I admit it can be better but I want the lights to switch on or off in a specific time and earlier simpler conditions were for some reason not getting them to work at one time or starting at the wrong time and I was getting confused so I made it really explicit like this

maiden wadi
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Either way can work. It just depends on what is easiest for you in that situation.

bright frigate
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Also, the delays are there so that each light can start at a slightly later time than the other, looks a bit more natural

maiden wadi
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What doesn't work is Combine Rotator. This function is fucking screwed. :/

odd ember
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is that on tick?

bright frigate
spark steppe
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i mean, you even have the hours apparently

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so you can just make a select node for the daytime enum with int as selector and values of 0-23

prisma stag
bright frigate
spark steppe
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yes

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or custom game instance if time is elementary for your game

gentle urchin
bright frigate
# spark steppe yes

well I mean I am just using Current Seconds to determine what time it is and just checking if it's in a range, so isn't that the same as what the function is doing

spark steppe
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yea, your current "logic" is confusing as hell

bright frigate
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it started off pretty good I swear

spark steppe
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yea, until you started adding nodes ๐Ÿ˜„

bright frigate
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essentially I just need to check against current time variable to know whether I want to do x or y or whatever

spark steppe
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no

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you have to take the time of the last tick into account

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that way you can get onetime events

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if hourLastTick != hourThisTick => hourChanged()

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and so on

bright frigate
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I think I tried doing that with the boolean earlier, because the boolean would remain the same until flipped, no?

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or does tick still claim a 'new' state for the boolean even if it is the same value

spark steppe
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yea, but a boolen isMorning is stupid

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if you can have a enum which actually represents the daytime

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unless you want to end up with 20 bools

bright frigate
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it's fine if it's stupid, earlier I was told I should just make it work and optimise later

spark steppe
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no thats not fine

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you should try to understand this

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otherwise all your future blueprints get bloated

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and at some point you lose it

bright frigate
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I'm trying but I can't get to the part where I can confidently put the nodes in

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for now at least

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I was looking for enum tutorials but they;re too simple

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in my case I have all the other things to balance so it's more constraints/conditions

spark steppe
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well, get it working first is not a bad advice to understand it

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but you shouldn't keep it like that before moving on

bright frigate
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yea so I'm still at understanding it phase :p

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of course I will change it to something better, I've done that to nearly everything before this

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as I understood better etc.

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often doing something else helps reorganise the earlier problem ... I literally have dreams about making blueprints and sometimes they give me better answers lol

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anyway, where are you calling 'get game time'? As in, you 've shown the inside of the function, but how is it logically tied outside the function?

UpdateSun is the previous node -> right now I have the Branch checking for the Audio playing conditions -> if true, Call Event Dispatch

spark steppe
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somehow like this

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while i grabbed the first best event dispatcher that i had in that class ๐Ÿ˜„ (^^ that would be for the sunbp)

odd ember
bright frigate
odd ember
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you also whittle away points that are redundant that way. for instance, you know the end of dawn is the same as the beginning of noon

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you fire it continuously between two times

spark steppe
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well he is catching it with the do once

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which is a hacky workaround imho (and still doesn't have a reset condition which would add more logic on top of that)

bright frigate
spark steppe
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it's the enum with the daytime names

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morning, noon, ...

bright frigate
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okay right

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colour blind so it didn't register for me

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I need a break before I make this function ๐Ÿ˜„

spark steppe
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i know that feel ๐Ÿ˜„

granite barn
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If I have a Structure full of Integers, how do I put that data into a text in a widget?

The below returns 0 always.

And yes, the Structure is receiving data from other sources which update correctly, but never in widgets. (Pressing E to add Raw Iron in this example)

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Even going direct to ToText node without setting a new var still gives this issue.

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Ping me with any comments please, thanks.

spark steppe
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the method looks fine, only thing i can imagine is that it's not correct bound to your UI or that Inventory doesn't get updated (even if you say so)

granite barn
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Done lots of checks to ensure its updating, certainly is, hence the confusion here,

granite barn
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Okay, so, some more checking.

If I manually set the number inside the Structure, outside play mode, it still returns 0.

However, when running prints of the inventory structure, its returning the correct number.

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So everything besides the Widget is able to read the data of the structure, and I have no idea how to fix it...

odd ember
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sounds like BP structs are at it again

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where are you parsing the struct to the widget?

odd ember
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how does the struct get passed onto the widget?

granite barn
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I create the Structure as a variable of itself

odd ember
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inside the widget?

granite barn
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No no

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yes

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which worked inside another BP

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and showed data correctly

odd ember
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how are you setting the data

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of the struct

granite barn
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currently, spamming a button via my player

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but it also didnt work when I set the value inside the structure to something other than 0

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but the other reference inside the player, knew the new value

odd ember
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I mean you'll have to show me your code

granite barn
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this is inside the player

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Works fine, prints fine, updates all okay

odd ember
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yes but the one inside the widget

granite barn
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I use the same Inventory var, made the exact same way

odd ember
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ok but let's see it anyway

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just in case

granite barn
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idk what to show, just this ?

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thats all Im using,

odd ember
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so... you're not setting it inside of the widget graph?

granite barn
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no..

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should I be ?

odd ember
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if you're not parsing values into the widget, how is the widget supposed to know your values?

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can you show me where you spawn the widget?

granite barn
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I thought it pulled them from the structure, and when I pressed Q from my last image, it updated the structure.

odd ember
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is this inside the controller or player?

granite barn
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player right now,

odd ember
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alright try exposing the struct in the widget on spawn

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then refresh the widget spawn node

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then parse the struct variable from your player (where I assume it is) to the widget on spawn

granite barn
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let me give it a go,

bright frigate
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@spark steppe sorry to ask again but do you still have this drawn up, or could you elaborate on what you're doing with hour? It cuts off at the bottom

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Are they conditions you check?

granite barn
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This works.

If I reference it from my player it updates. Not ideal, so now Ill set the new var in the widget to update from this. Will probably work.

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Thanks for the help btw, just seemed to get confused where the data should be coming from

odd ember
granite barn
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so I tried it

spark steppe
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and has the enum as output

bright frigate
crimson nacelle
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does anyone know how to make player keep jumping when we keep pressing the jump button Thanks ๐Ÿ™‚

fiery glen
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Override can jump to return true

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Or raise the character's number of jumps

odd ember
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unless you mean some sort of auto jump where you'll jump again as soon as you hit the ground

fiery glen
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That would be different, yeah

odd ember
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would that require an inputbuffer?

arctic radish
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I am sorta confused.
I made a function named StartLevel and it takes a input of LevelName being a string, I want this to create a widget then set a variable inside that widget(the text) to be LevelName

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is this possible? if yes, how

fiery glen
crimson nacelle
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if anyone wanna make auto jump here is an easy code

fiery glen
icy dragon
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ALS (V4) uses an entirely different setup for the camera, unlike the normal Third Person BP.

arctic radish
# fiery glen I'm assuming this is possible? what's the actual goal of this feature?

let me explain it in a different way, I would have a notification system. there could be a function named CreateNotification and it takes a input of title and text. when you call that function it creates a widget, adds it to the viewport and sets the text and title of widget to = the input you provided. there might be a better way of making this but it's the only way i can think of

icy dragon
main halo
wispy star
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Is there a way to SpawnActor node to have options avaialble in the linked class if Select is used as Class input?

pure relic
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I'm a little new but could use some help on where to start:

  • I want to start out with a galaxy, and when you click with the mouse it zooms into a solar system. I'd like about 10 different solar systems. Anyone know how I would/could start this?
arctic radish
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that's a good start

bright frigate
pure relic
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Thanks @bright frigate , appreciate it. I'll start with that.

fiery glen
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bind the text to a new string/text variable on the widget bp

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there might be a smarter way of having one widget have multiple little notifications

arctic radish
fiery glen
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a new variable I made for later use

arctic radish
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it won't set the text

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this looks horrible

dawn gazelle
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You can't set the value of something before you've created it.

arctic radish
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wdym

dawn gazelle
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You have two set nodes that have the widget you're creating as a target before you've created the widget. You should put them after.

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Or, on the widget itself, mark those variables as "Exposed on Spawn" and "Instance Editable" then you can feed the values directly into the create node.

arctic radish
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it worked

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thank you

livid summit
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Hello I am currently having some problems with creating a quest in unrela engine because my quest just doesn't display can anyone help me?

trim matrix
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Hi guys I have a weird problem with my boss blueprint actor, idk why but in his memory there is my player character (RBody_BP) that takes most of the memory but normally he shouldn't appear in this character's memory that much, here is a screenshot :

static charm
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UrLocalLeader, just post the question until someone answers. Also if it's widget specific you can also try asking in the UMG chat a few channels below.

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Misterrider, that's asset sizes, which includes references.

sharp rapids
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@trim matrix You probably have Reference to your Player Character in your Boss Blueprint.

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It's going to load it in memory too

trim matrix
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ok, I thought it wouldn't impact this much the memory due to a simple reference, thanks

stone steppe
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This solved it for me. Thanks ๐Ÿ™‚

tight schooner
chrome fractal
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I can't find "Start Recording Sequence" in actor. I found it only in editor utilities. I am working in 4.25 and also when I trigger it with editor utility widget the sequence got created but nothing recorded it's blank.

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Please help it's urgent.

chrome fractal
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And how to render sequence at run time.

left carbon
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Hi! Does anybody know, where I can find logs from a Project Launcher game session (Win)?

fast escarp
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Not exactly sure this is the right place, can I hotkey the collapse actions?

true valve
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How come attach Comp to COmp doesn't work properly on socket in IK bones?

high ocean
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I have an EndTurn Event (turn-based combat) triggered by AnimMontage (on DamageTaken>PlayMontage>OnBlendOut>CallEndTurn). It's all nice until I have AOE damage which triggers the same event for every unit hit, thus skipping the next x units in the initiative chain. How would I go about only triggering EndTurn for the last AnimMontage which called it, without slapping on delays?

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I can't have a bool that takes the first one and ignores all the rest because then, I get other problems with the AI and longer (death) animations.

safe sable
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Hi guys, Im trying to simulate ocean currents/ random swaying movements caused by waves on my character but I cant seem to get smooth inputs I only get impulse like movements, Ive tried Add movement input, add Impulse and. Anyone got any tips I want smooth swaying movements in random directions. This is the current result

tight schooner
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@safe sable however it is you're generating the force, you probably want to apply the force on tick (scaled by delta time or Get Delta Seconds). So within your current example where you're making a new force value every 2 seconds, you can save that to a variable which then gets applied on tick. It may look like the ocean current is suddenly changing direction every 2 seconds but at least you'll have solved the start-and-stop motion problem.

chrome fractal
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thanks in advance

safe sable
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@tight schooner ok thanks Ill try that

safe sable
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@tight schooner looks much better now thanks

gentle urchin
high ocean
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@gentle urchinThe old one was just based on a delay - I didn't like it. For some anims it was too long and felt slow/boring

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But I fixed it (I think, testing it thoroughly now - as thoroughly as one can before realizing it wasn't thorough enough, u know). I'm checking to see if all finished animations. If they all did, the endturn goes through, if not, it does nothing.

earnest tangle
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The way to do this would probably be to track which actors are currently "active"

gentle urchin
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A turn is usually more like a currency which allows you to do some action. Once the action is done, player is out of turn(s) and the next player is granted a turn

earnest tangle
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So your animation notify or other event would instead trigger "actor finished its thing"

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and you keep track of this, and then trigger end turn once all actors have triggered this

mild flare
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Hello, this is my Master Charactet BP it contains a widget which is displaying the name, healthbar and class icon above a players head. how can i make it, that only people that share the same team can see this? googled a little and people built it completely different

high ocean
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Uhm... Yes, I think my choice of words was clumsy. It's rather "EndAction". Fek! my bad! :/

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The turn itself is initiative based

gentle urchin
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Right, but isnt it a bit odd to end on enemy take dmg?

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What if no enemy is hit?

high ocean
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then it triggers on effect

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The system worked as intended with the old delay system, I just wanted it to be "snappier", more precise. I know it works since I have a game up on steam with the system and It's been tested for over a year

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That one was indeed based on current unit's action + delay to allow for hit/death anims to finish before passing the action to the next in the initiative chain.

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Maybe I'm just overcomplicating things ๐Ÿ˜†

earnest tangle
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I think it's a sensible idea to actually track it instead of delays

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basically when an actor becomes active for any reason it would just increment a counter, and when it becomes inactive it decrements it, and each time you'd just check if the counter is at 0 yet

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this is a much more reliable way of doing it than using some system with delays where they might or might not be accurate - if you wanted you could always add a delay after the counter reaches 0, that's still a much better solution imo because you're just using the delay at that point for a visual effect instead of "let's use this to wait for stuff to finish"

high ocean
gentle urchin
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Yepp, this makes alot of sense ^

zealous jasper
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Hello friends, I divided my screen into 2 vertically from the picture above, in this picture, I assigned the camera controls to the right side, now I added a switch to operate both sides separately when 2 fingers touch the screen. how do i block

high ocean
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@earnest tangleCounter sounds good, and adding to it isn't the problem, but rather timing in subtracting from it.

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For instance: Attacker (A) hits 1,2,3,4. Say 3 dies.

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When it does, it has a rather longer animation+particle effects etc.

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If I base the end action on the attacker's anim, 3 would still be in death anim when the action will pass on, since the attack animation is long finished by then

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the others are just "hit"

earnest tangle
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Right, so when any of them become active (eg. start animating) you increment the counter

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I would assume if they get hit they would become active for this purpose

high ocean
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not really, no, depends on skills/if skills have retaliation/other after-effects

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they get hit, they play the anim+particles+sound and that's that

earnest tangle
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Yeah so I don't see the problem

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if they don't do anything then they won't increment the counter

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if they do, they would, and thus prevent the turn from ending yet

high ocean
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so, on receive damage () they increment the counter only if they're about to die (since, as a safe rule of thumb death animations are longer) or react?

earnest tangle
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Yeah something like that

high ocean
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Ok, i'll try that - thanks! ๐Ÿ™‚

odd kiln
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Hi all, I have a problem with the node "Play montage" and the pin "notify begin"

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someone can help me please ?

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I see that the "notify begin" of my animation is not always triggering at the same time

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so it makes my "spawn actor" transform not always the same..

cobalt lynx
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Hey, I'm currently running into a massive issue. I have a Struct which contains a ton of data for how a weapon should work. Once I continue to work on it and notice I need an additional variable and add it to the struct. This entirely wipes all data set in any weapon blueprint in this struct.

I'm on UE4.26.0 right now and this is slowing down the progress like crazy. Any idea why this is happening?

obtuse herald
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(that's how you reload a bp class)

odd kiln
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sorry to ask help again but no one had my problem before ?

earnest tangle
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@cobalt lynx you could also try creating a data asset for it instead of a struct. This might work a bit more reliably, plus allow storing them as individual assets

odd kiln
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To explain better : I think that my notify begin is triggering randomly

cobalt lynx
cobalt lynx
high ocean
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@earnest tanglepffff... I get extra calls on the add to counter function. I just can't figure out how. I even tried to plug it into anim notify's "hit". It still gets called by the same unit twice sometimes ๐Ÿคฆโ€โ™‚๏ธ. But it should work like you said, the idea seems what I need.

earnest tangle
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Maybe you shouldn't run it off the animation, but rather from the logic that triggers the animation

high ocean
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nvm, i'm an total cretin! The skill itself was doing hp+mp damage god damn it!

earnest tangle
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heh

high ocean
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hence triggering the hit twice, one for each. At least I've learned that even if the anim doesn't actually play twice, it still triggers the notifies twice - or does it ๐Ÿค”

earnest tangle
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it probably depends on how you handle it

restive oracle
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Hey guys, I'm trying to add a 'timeline' node to my blueprint but when searching for 'timeline' or 'add timeline' nothing appears

earnest tangle
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if the notify is on the very first frame and you start the animation twice, that would probably consider the first frame to trigger twice

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but if it was later in the animation it might not

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@restive oracle are you inside a function or the event graph?

earnest tangle
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latent nodes such as timelines only work within the event graph, since functions cannot be latent

restive oracle
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I see, thanks a lot for that ๐Ÿ™‚

obtuse herald
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timelines also are not everywhere avaiable

earnest tangle
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Not sure, everywhere I've tried to use them they've worked (as long as it was in the graph) lol

obtuse herald
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timelines are only available for actors

earnest tangle
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Ah. Have you tried using it in a uobject which has a GetWorld() defined in C++?

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I know certain nodes like Spawn Actor will not work in an uobject unless it has that declared, so perhaps timelines have the same limitation

obtuse herald
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Timelines are basically ActorComponents

earnest tangle
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Oh I see, yeah they probably would be limited to actors in that case :P

odd kiln
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Why notify begin of Play Montage is not precise ?

spark steppe
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<@&213101288538374145> ^

gusty shuttle
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Hey folks, is there a way to disable motion blur via options style? I'm not seeing a way how through the post process

spark steppe
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check the camera settings

gusty shuttle
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Aye, it's in post and camera

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by default it's greyed out

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Wait, yeah by default it's on at .5 haha

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gotcha

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Early morning haha

icy dragon
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Or console command r.MotionBlur.Amount 0

gusty shuttle
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I think I'll just use the console command to be honest

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So the next question is, will it set to 0 on the camera AND post?

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I could just simply set it to 0 on both for good measure

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Then again, sometimes the post takes over the camera settings I think right?

high ocean
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@earnest tangleGood! Tested properly and ur method works in all scenarios (I could think of so far), thanks alot for the help ๐Ÿ™‚

earnest tangle
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nice :)

cursive path
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Can i cast or target to level blueprint?

spark steppe
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no

icy dragon
icy dragon
cursive path
icy dragon
spark steppe
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i wonder if those "management" actors don't get culled away or slowed down when far away from the player?!

arctic radish
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is there a way to write text to a file without using c++

spark steppe
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there's a free plugin on the marketplace for it

icy dragon
heady zenith
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I'm trying to make a cone (An static mesh attached to the character) to rotate looking at the mouse in the X and Z axis using the SideScroller template, but I can't figure out how

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Right now I get the mouse position with this

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But, using this value in the look at make my cone move very little and not even facing the debug sphere

arctic radish
heady zenith
plucky harness
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can you constrain mouse to certain area of screen?

earnest tangle
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probably by forcing it back inside the area if it goes outside of it

plucky harness
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yes that sounds what im looking for

odd ember
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you'll need to do the same for y

plucky harness
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i will try

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ty

flint sluice
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hi

deep elbow
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how will you stop that loop tho lol

earnest mango
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Can touch input be triggered by a right-click? I have UseMouseForTouch on and everything

gusty shuttle
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What's the debug command to see which sound wave is playing actively?

sharp rapids
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Hey guys, a quick question
If I want to set a reference variable to null, then I can just use a 'Set' node without plugging anything in, Right?
Or is there another method of setting a variable to null?

gusty shuttle
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@sharp rapids Yes, just SET the variable to nothing in it, keep it blank. Do so before calling the actor/thing to destroy so it garbage collects

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Or do it when you need it nulled

sharp rapids
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@gusty shuttle ah, okay
Thanks

winter kettle
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in c++ you can do MyObject->IsA what should I do for blueprint?

icy dragon
gusty shuttle
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Yeah I keep trying it but its not showing any oddly

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I've done it before not to long ago but I forget the actual command.

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Aye, I had to add a 1 after soundwaves. Thanks man!

earnest mango
flint sluice
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where can download GamePlayAbility system plugin

icy dragon
chrome fractal
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How can I render a sequencer to a movie at runtime?. Please help its urgent.

chrome fractal
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Can I access these node (movie pipeline Queue engine subsystem) in any blueprint like actor?

prime stump
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Hi, how do i make the ESC key open and close a pause menu, normally i'd flip flop it but im not using the Set Game Paused node as its multiplayer?

icy dragon
prime stump
spark steppe
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i would rather poll a get all widget of class and search for the "pause" screen

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if it exists destroy it, if not spawn one

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or if you just hide it switch on the isVisible bool

faint badge
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What is your issue? Looking at the screenshot the Pitch is 0 and your branch prints "ROT IS 0" which seems correct

prime stump
icy dragon
spark steppe
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yea if you store the reference anyways, make the pause menu get an validated get

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then you can branch from there

prime stump
spark steppe
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no

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rightclick the variable node and select "convert to validated get"

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that saves you the branch and the other node

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the logic is kinda the same, it's just cleaner in the blueprint ๐Ÿ˜„

prime stump
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So like this? @spark steppe

covert pendant
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Hi, I'm trying to do something very specific with texts, strings and arrays.
Basically I input a text, i Parse it into an Array and this is where i don't know how to do what i want: I want to replace each word of that array (example: duck) with themselves plus a text tag (<Tag>duck</>)

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I was thinking an each loop that sets the same variable over and over?

spark steppe
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you can remove the first normal pause menu get, and plug it to the blue pin on the validated get

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to clean up a bit more ๐Ÿ˜›

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stumbling in a help channel and offering payment upfront is pretty risky imho ๐Ÿ˜„

prime stump
# spark steppe yea

Thats still not working, it opens the pause menu but wont close it, does it have anything to do with the Pause Menu BP?

spark steppe
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no, that looks fine

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it's possible that your menu grabs the input focus and you never receive the ESC press on the other blueprint

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put a print string before the validated get, and check if it even fires

prime stump
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Yeah it only fires once doesn't fire again

spark steppe
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yea welcome to hell

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where you try to get input actions working with UMG ๐Ÿ˜„

gentle urchin
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Listen to input action

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^

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So input comes from external to open, and is listened to internally to close

spark steppe
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ah yea you have set input mode ui only, haven't seen that before (as its in the widget)

gentle urchin
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Thats atleast how i set mine up and it works like a charm

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Thats also a no go ๐Ÿ˜… good catch

spark steppe
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that should be fine, not?

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well, depends on what behavior he wants, but usually on menue screen you don't want input actions for the game

gentle urchin
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True. I use time dilation for it, but theres also a ignore move input avaliable

spark steppe
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only later would work for him, as its multiplayer which cant be paused

gentle urchin
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Yepp

raw bridge
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so I am trying to make a one piece fan game for fun and im stuck on trying to make a system to where you have certain abilities at first but when you eat/remove a devil fruit those abilities switch with different abilities/diff character and for whenever you switch that devil fruit with another one

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I've tried but can't come to a good stance

prime stump
arctic radish
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how can I get and save the current players location? I don't wanna actually save it as a save game just hold it in a variable so I can use the location later

arctic radish
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alright

gentle urchin
devout dove
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I don't know where to ask this question.

So I've done a demo movement for a flying pawn. I'm moving the root object forward and left right, the pawn is the child of that root object and should have collision. The issue was that the root is moved forward and the pawn that has collision just clips through walls and it should somehow inherit the collision, so if the pawn hits the root should make some sort of a bounce crash or something.

prime stump
gentle urchin
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Not if you set the ignore move input variable

prime stump
gentle urchin
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For that part id just setup the listen events and consume them in the widget

#

When they're unused i just blind them

#

For good messure blind is just a function that contains a print string which says that its blinded.

prime stump
gentle urchin
#

Sweet. If it works to your criteria then all good :)

prime stump
#

Thanks for ur help!

high frost
#

how do I migrate blueprints derived from cpp classes to another project without unparenting BPs to actors and UserWidgets? I don't really want to set up all my blueprints again after migrating

faint pasture
#

Where would be the place to store global data or hashmaps? That is, Rarity-Color pairs for UI and Text etc.

carmine peak
#

hey so

#

how do i stop media player from different bp?

#

i have escape menu widget and a media player widget

#

and i want to use the escape to stop the media widget yesi know stupid question

obtuse herald
odd ember
#

any of which may draw data from a data table

devout dove
#

What is the best way to move a pawn forward?
It's also causing a weird shadow behind the static mesh

odd ember
#

add local offset is the same as set location

#

it's going to be choppy at the best of times

#

if you can't use a movement component (which I strongly suggest)

#

at least try with impulse

devout dove
#

What's the difference between Collapsing into Node, Function or Macro? Any performance differences?

arctic radish
#

I'm trying to tp my character into the air, whenever this code is run it just teleports my character into the air for some reason. why? The default value of readyToTeleport is false so it should always get playerPosition first click

devout dove
odd ember
#

speed = v/t

#

or rather

#

velocity = speed/time

#

I guess

arctic radish
#

ye

obtuse herald
odd ember
#

welp even better

atomic salmon
#

Velocity is a vector, speed its magnitude

odd ember
#

no math required

atomic salmon
#

Velocity = Delta Movement / Delta Time in case

devout dove
odd ember
#

should carry velocity all the same

atomic salmon
#

Delta Movement is world location at this frame - world location at previous frame

obtuse herald
atomic salmon
#

Speed in cm/s

obtuse herald
#

oh wait

#

yeah you're right

#

whoops

odd ember
atomic salmon
#

For m/s divide by 100

#

Unreal base unit of length is cm

odd ember
#

just saying

obtuse herald
atomic salmon
#

Be careful about what is appearance and what the physics engine returns

obtuse herald
#

These are the default settings

#

so I would assume it would return this. On the other hand, it wouldn't make any sense to return distance in cm but velocity in m/s

atomic salmon
#

Those settings are under Editor Appearance iirc

#

It means those are the units the editor will display

#

Not the units the physics engine is using

#

The physics engine works in cm, s, centiN and centiN cm.

obtuse herald
#

alright, good to know

atomic salmon
#

Have done enough vehicle physics to have learned that the hard way ๐Ÿ˜‰

odd ember
#

wouldn't the velocity in m/s still be correct without division though

atomic salmon
#

Velocity come from where?

odd ember
atomic salmon
#

GetPhysicsLinearVelocity returns cm/s

arctic radish
#

cm

odd ember
atomic salmon
#

I think you are still looking into the appearance section of the editor. That is how the editor will show values.

odd ember
#

I don't know to which extent the components use physics

#

yeah but "show the values" I guess also means "the value of a function return"

#

or so I would assume

atomic salmon
#

Regardless. Also GetVelocity returns cm/s

odd ember
#

otherwise, why would that setting even be there

atomic salmon
#

No, values shown in the edit boxes in the editor

odd ember
#

I've not seen a single box anywhere say m/s

atomic salmon
#

Me neither, thatโ€™s why those settings look like legacy to me

#

Unity uses m and m/s but we never mention Unity on this Discord

#

Oops

obtuse herald
#

The fact that the default walk speed is 600 makes it actually pretty clear that the units cannot be in m/s

atomic salmon
#

Exactly

#

Those are cm/s

obtuse herald
#

which is 6 m/s, which makes sense

atomic salmon
#

A really fast walk yes

obtuse herald
#

he's right, we got defeated

atomic salmon
#

Letโ€™s say that I have been through this before

odd ember
#

is there a way in BP to make "touch" collision without the use of collision?

atomic salmon
#

For my vehicle physics I have created wrapper for all physics functions to have them use m/s, N and Nm

#

Otherwise it is impossible to compare to values from real cars

atomic salmon
#

Like line traces

odd ember
#

that's collision though

atomic salmon
#

No, because there is no collision resolution

odd ember
#

a line trace hits something, a collision channel or a collision object

#

that's collision

atomic salmon
#

Technically they are scene queries

odd ember
#

and it still carries the cost

#

I was thinking arithmetically

atomic salmon
#

No because there is no narrow phase nor collision resolution

pure relic
#

Hey hey!
I just need to make a simple blueprint that when a player clicks on an object, camera zooms and focuses on that object (tree), and then again to see it a lot closer (ant on tree) Anyone have any ideas how I can accomplish this?

odd ember
#

a very big tree and ant you can scale down/up

atomic salmon
pure relic
odd ember
#

set view target with blend?

blissful gull
atomic salmon
blissful gull
#

set the view target to the camera on the object's bp

solid nexus
#

Hey ya'll - is there a way to edit/hide the text caret in UMG?

#

For editable text boxes, etc.

odd ember
#

google does not return great results

atomic salmon
#

Sphere with sphere

#

Sphere with plane

odd ember
#

so it's an api

#

or just again, math with vectors

atomic salmon
#

Thatโ€™s what the physics engine does

#

Itโ€™s math fundamentally

#

Geometry namely

odd ember
#

well everything is

#

the question is how costly it is

atomic salmon
#

Not much, in fact it is at the core of the physics engine

odd ember
#

the physics engine is by and large expensive

atomic salmon
#

No surprise the collision primitives are spheres, cuboids and capsules

#

PhysX and Chaos never got a native cylinder

odd ember
#

if I am using that I might as well just add a collider it seems

#

capsules would have less data points than a cylinder

atomic salmon
#

Capsule are a cylinder and two semi spheres

#

Pretty efficient as well

odd ember
#

the cylinder is interpolated

#

it's just two spheres

#

and a half height

#

hence, 3 data points

atomic salmon
#

The cylinder is done using generic convex shapes

#

In Unreal at least

odd ember
#

doesn't sound right

#

you'd have better control if that was the case

atomic salmon
#

What are you referring to?

odd ember
#

and they could make the cylinder work as a cylinder without sphere caps

#

which they can't

atomic salmon
#

I wrote capsules

#

Cylinders are not primitives in Unreal

#

Other physics engine do support them as primitives

#

So they have analytical solutions to check for collisions with cylinders

odd ember
#

the point I've understood about cylinder use in UE is that you can interpolate the positions between two spheres much more cheaply than you can by creating an extra cylinder shape

atomic salmon
#

Not sure what you are talking about

#

Which use case?

odd ember
#

for collision

#

that's how they optimized it to just have 3 data points

#

anyway, analytical collision sounds like it's the same as putting down a collider

atomic salmon
#

If the cylinders are colliding laterally yes

odd ember
#

which is a last resort

atomic salmon
#

If they are colliding in other ways no

odd ember
#

if they are colliding from top or bottom that would be one data point, one of the spheres

atomic salmon
#

Yes but it has to work for any rotation of the shapes

odd ember
#

3 is max

#

is my point

#

for capules

#

1 for spheres

#

6 for boxes

atomic salmon
#

Lost you

#

These are what?

#

Values to define the shapes?

odd ember
#

that are also the only points used in the calculations

#

the sphere uses its center

#
  • radius
atomic salmon
#

Center and radius

odd ember
#

but that's still one data point only

atomic salmon
#

Itโ€™s 4 values

#

Not sure what you call a data point

#

sphere is 4 floats

#

Cuboid is 3+3+3

#

9 values

#

Center

#

Rotation

#

And the 3 dimensions

#

Capsule is 3+ 2

#

Sorry 3+3+2

odd ember
#

that would mean that cubes are the same as capsules, since capsules use 4*2+1 according to you

atomic salmon
#

They are different shapes

odd ember
#

capsules are two sphers

atomic salmon
#

Their analytical description is different

odd ember
#

and a midsection

atomic salmon
#

Capsules in unreal are defined as

#

Center

#

Rotation

#

Radius

#

Half height

odd ember
#

I don't know what you mean by rotation

#

I don't think that's a data point

atomic salmon
#

We are in 3D space so you have location and rotation

odd ember
#

the capsule shape does not change per rotation

obtuse herald
atomic salmon
#

No but the rotation affects how it collides with other shapes and that is the whole point

odd ember
atomic salmon
#

Correct , a capsule has one symmetry

odd ember
#

the rotation changes, but that's irrelevant

atomic salmon
#

In fact the engine uses the symmetry of the capsule to optimize the collisions and the overlaps

#

Folks great discussion, TBC

#

Itโ€™s bed time in this part of the world

obtuse herald
#

same

atomic salmon
#

๐Ÿ‘‹

green eagle
#

Any ideas on how to get an actor reference from the level BP to another BP?
Have an object Hierarchy that I need to send data to a Builder BP that is spawned by Level and its instance is saved in levelbp. But I can't figure out a way for the ObjectHierarchy to "know" who to send it to.

odd ember
#

you can do it in a few ways, but the real question is why

green eagle
#

Using interfaces

odd ember
#

if you're just hacking stuff together, use GetAllActorsOfClass

#

otherwise I'd advise you to look at your architecture

bright frigate
#

Which is better for performance or in general. Promote to variable or clean wires with nodes?

faint pasture
#

@obtuse herald@odd emberFunction library sounds like the ticket. Just want a global data table lookup without any specific actors. Thanks

odd ember
#

making variables are better, because understanding matters more than performance

#

at least until you ship

bright frigate
#

yeah i agree

#

I think wires are probally better than variables tho but dont know for sure

odd ember
#

the difference is going to be minimal

#

if you want to save performance for real, use cpp

#

anything in BP already costs 10x as much to perform

#

so throwing a stick on a blazing fire isn't going to make much difference

runic nest
#

Speaking of performance, i heard about some devs putting a lot of their logic in the game state blueprint and then just grabbing variables and functions from that instead of having a bunch of different blueprints casting all the time. Thoughts?

runic nest
meager spade
#

I mean, structure and scoping matters as well

#

Just because you can doesn't mean you should

#

Priority one for me is organizing and trying to make stuff maintainable

cyan prawn
#

Split screen in single player - Anyboby knows how to approach this? I am using the scene capture component to do something like this. But it is far from perfect. AA doesn't work, lights are wierd etc. I would like to render two actual cameras on a single screen. I know this can be done with multiple players but before I experiment with seting up input for that, I would like to know if there is an easier solution.

odd ember
odd ember
bright frigate
odd ember
odd ember
#

you might as well use level blueprint at that point

bright frigate
#

Can you do behavior trees or ai in cpp? Thats pretty much a tick isnt it

odd ember
#

but no, if you want to approach something with massive performance gain like ECS, you'll have to do things differently. atm there is no easy way to do it in UE4. but UE5 will have an ECS system that is extendable

meager spade
odd ember
meager spade
odd ember
#

also, the BT graph isn't blueprint

#

it's just another interface that looks like blueprint (like the material graph)

#

the tasks themselves can be either BP or CPP

#

same with decorators, services etc.

meager spade
#

I'll have to read what he has to say sometime soon because my AI is killing my FPS

odd ember
#

how many do you have?

#

and what do they do per tick?

meager spade
#

Not even that many, like 20 but the game is all about AI and I hope to be able to cap out at around 2-300

#

They check a lot of stuff, depending on what they do

odd ember
#

you'll need some massive amounts of optimization to make that happen

#

unless the AI is very simple

#

like RTS AI

#

and even so

#

you'll still hit a hard cap

meager spade
#

The AI is supposed to be completely self going since it's a bit like a city builder but I'm just doing stuff badly

odd ember
#

consider most FPS games out there have 120 to absolutely max 250 AI per level

meager spade
#

Not really, more like sims on a village level

odd ember
#

I think an AI director would be able to save you quite a bit

#

but that requires cpp

meager spade
#

Yeah that's no worries

odd ember
#

use a world subsystem to create an AI director

meager spade
#

Only thing is that they are all independent

odd ember
#

what do you mean?

meager spade
#

Like they don't need to do the same stuff at the same time if that makes sense

odd ember
#

sure

#

basically you can have their needs be local, perception be local, and then have them communicate with the director about what to do based on needs/perception

meager spade
#

Everyone has different jobs different locations they live etc, I honestly have too bad of a understand of game architecture overall to make it highly optimized

odd ember
#

but for the number you want, you'll have to find clever ways of turning them off or making their ticks much longer and interpolate their actions between ticks

meager spade
#

Currently I have an actor that creates a thread every X ingame time that updates their activity weights based on their needs

#

Not a single thread for every NPC but one thread and it loops over all NPC's

#

Is it possible to see which BTTasks are the most demanding?

odd ember
#

the profile should be able to show you what's what, but you're probably better off asking in #cpp

meager spade
#

Luckily they don't use perception

odd ember
#

well they still have to move

#

so you'll have to interpolate movement

meager spade
#

Yeah I was actaully thinking the move might be pretty heavy since I think it runs on tick no?

odd ember
#

everything runs on tick if it's a behavior tree

meager spade
#

Is it possible to somehow change the tickrate?

odd ember
#

but AIMoveTo is a heavy task yes. pathfinding is expensive, and it has to have a chance to update dynamically if something gets in the way

#

you can change tick rate on every task

#

it's exposed in the BT

meager spade
#

Ohh, I'll have to check that out tomorrow

#

Move to could probably be .1-.2s without it looking too bad

odd ember
#

depends on distance

#

as in, camera distance

meager spade
#

Yeah for sure

#

I am not planning on the game being too focused on graphics and the looks to begin with. Of course you need it to have some sort of baseline for immersion but I'm more focused on the actual systems

odd ember
#

also where an AI director could come in handy. if the pawns all register to the AI director, then the AI director can cull their tick rate based on distance. or even deactive them

meager spade
#

What would the AI director even be? In terms of class and such. AIController?

odd ember
#

subsystem

#

something like a UWorldSubsystem

#

at least, mine is

meager spade
#

It's far too late and I'm too tired rn but I'll keep a tab open for tomorrow

odd ember
#

good luck

meager spade
#

Thanks for the insights

bright frigate
bright frigate
meager spade
# bright frigate See above

I prefer not when it's not needed and I think the biggest problem right now is that I've just done it poorly

bright frigate
#

yeah me either rather learn it myself tbh ๐Ÿ™‚

worthy frost
prisma stag
winged sentinel
#

So i have a messed up situtation, i was playing with a menu template and there was a gamma slider, i slid it and now the gamma for my entire engine has changed. THis is the BP for it, idk wtf happened

#

u can see its all dark

lost schooner
#

so, got a real weird issue, no clue whats going on but it feels like someone out there might know the answer.

for some reason my gamestate object isnt correct when I launch the game from a standalone [ie, right click, launch game] but if i launch in the editor, even in standalone mode, its right, i know its the right gamemode, just the gamestate is the 'base' one when i launch via the right click menu.

lost schooner
#

also, it works fine with a packaged build... so weird this one thing doesnt work.

lost schooner
#

welp, i figured it out, def a learning experience there, you'd think unreal would just crash if a class was missing from a blueprint, but nah it just falls back to a valid type, had to rebuild in development editor to get it to work, was using debug editor to test some stuff.

quick oracle
#

Why does my timeline keys stay linear when selecting user?

#

/how do I change the user setting?

#

To default to an ease

faint pasture
quick oracle
#

I know you can manually do it, but there should be some way to set the user default. I'm following a tutorial where when the user option is selected it automatically does an ease on both keys, as if that is the specified user preset - easing.

solar sequoia
#

can I use something like an enumerator to select from multiple object types? I'm trying to make something that selects what icon to add to a UI element based on another criteria

swift yarrow
#

Hi everyone. I want to add in some keyboard and gamepad use for my document reader, but for some reason my usual method doesn't work.

maiden wadi
#

@swift yarrow Not sure why it's not working if it does usually. Initial assumption is that the Widget isn't getting keyboard focus. On a side note it might be safer to make a local map of Keys mapped to Integers and switch on those, but if this was working before I doubt that's necessary.

swift yarrow
maiden wadi
#

Unsure. You could try testing by setting Keyboard Focus on the widget's tick to itself. If that doesn't work I'd start debug printing in the on key down.

chrome fractal
#

Can I save a structure or mapped variable in save game object?.

maiden wadi
#

Of course. The only thing you cannot save there(you can, but should not) are hard pointers.

#

Any form of basic data can be saved into a savegame. Structs are a very important part of organizing data for that, and that becomes even more true if you ever get into C++ and start serializing your data down to bytes.

icy dragon
earnest tangle
#

It seems advantageous in being easier to deal with code-wise and takes less space

wheat jay
#

Need some quick help here, how can I make it so my character doesn't deplete stamina while they're standing still or while in mid-air?

chrome fractal
#

Having this issue when rendering a sequence to a movie video out put base. please help.

#

It worked when I pass output png but crashes in video.

tight schooner
# wheat jay

I'm having trouble parsing what's going on in your graph cuz you got an event tick going into delay nodes, which is a big no-no. If you want something to happen periodically, use Set Timer By Event with "looping" checked, and connect the red delegate pin to an event, and then you'll have a periodically firing event that you can stop, reset, or otherwise control.

#

The problem with the node graph in the screenshot is you could potentially have many delay nodes activated simultaneously so it's hard to know what's actually going on at any given time.

#

You probably just want one, periodically recurring event that

  1. checks the state of the player and makes a decision on how to alter the stamina, and
  2. alters the stamina
wheat jay
#

Alrighty, I'll give that a whirl.

#

Thanks for the tip!

safe sable
#

Hi guys, I set up a basic box trace system that checks if an actor has an interface implemented and executes code accordingly but for some reason the trace does not detect any characters/ static meshes it only detects the basic actor I made. Anybody have an idea what might be causing this? A character is a type of actor so it should detect it right? UPDATE: it was a collision setting causing the issue

odd ember
gentle urchin
#

Centralizing the ai into some ai master mind would help with this

#

But even with the ai itself superoptimized, your gonna hit limits on animations and everything else that goes along with it. But thats another chapter

wraith bay
#

In my game, I made it so that when the player clicks retry, when he dies, it loads a random new maze/level, however I want to make it so it always cycles, but it never loads the same one

#

Is there a way of doing that?

#

Right now it loads either level 1 or level 2, when I click retry, but I wanted to make it so it never loads the same one twice

gentle urchin
#

Never the same - through a session or through a save ?

wraith bay
#

Im not sure

gentle urchin
#

Oh

#

Just not the same as the last

#

I see

#

You just need to store the last loaded level

#

Either by gameinstance, or by a savegame

wraith bay
#

I see

#

thanks!

chrome fractal
#

I want to record sequencer in game with all things like material change, animations, etc. All at runtime like twinmotion. Anyone knows please help

odd ember
wheat jay
devout dove
#

I'm making a game with airplanes and the movement component isn't working how I want it. Is it possible to not use a movement component and still replicate the movement? I want to use loca offset nodes to move the pawn without movement component.

jolly knoll
#

Hi guys, I'm wondering if there is anyone who could help me with an issue I'm having regarding pawn possession. I'm working on a project for my final year of university and I'm trying to take control of a ship by interacting with the helm but maintaining the perspective of the player. Like you might see in Sea of Thieves, can anyone help me with how to do this?

full hare
#

Heya i am trying aiming from a top down mobile shooter and I use an arrow component to spawn bullets and i need to rotate it 360 degrees around the player so you can shoot in every direction using gamepad like controls so i used Gamepad Right axis multiplied it by 360 and i used set relative rotation on the arrow it works But for example when i move the joystick to left the arrow moves in a different direction and sometimes it freaks out and it just doesnt move correctly any ideas?

icy dragon
full hare
faint pasture
#

@wheat jay whoah whoah whoa what are those delays doing in event tick?

#

Just simply do

Stamina = Stamina + TimeStep*(Regen + Drain*bIsSprinting*bIsMoving)
#

That's for if Regen and drain are additive. You'd do the math slightly differently if they are exclusive.

wheat jay
#

Yeah sorry for the delays lol, new to blueprinting.

faint pasture
#

Event tick runs every frame, I'm not even sure what the delay would do in that case but it certainly wouldn't do anything good.

wheat jay
#

I learned not to use Event tick for these kind of things.

earnest tangle
#

iirc the delay node ignores additional calls if a delay is already active and waiting, so it would basically act as a debounce

#

(vs retriggerable delay which resets the timer on every additional call)

trim matrix
#

How could I stop the blocks from going through the ground and other blocks when building? I use linetrace and set world location to determinate the location currently.

faint pasture
gritty elm
#

inside your child, you can use function called "Get parent" or if you are in parent, you can get child actors

obtuse herald
gritty elm
lyric hawk
#

Can someone help with why I can't get input?

obtuse herald
lyric hawk
#

In a actor that's not my player I can't get player input

obtuse herald
lyric hawk
#

Still doesn't work

obtuse herald
#

Do you use the same input events somewhere else?

lyric hawk
#

I don't think so

obtuse herald
#

If so make sure they don't consume the input

#

(It's inside the event details panel)

lyric hawk
#

No, I can't find any other actors that use that button.

obtuse herald
#

Show me your graph

lyric hawk
#

For the player or that actor that doesn't want to get input?

obtuse herald
#

Actor

lyric hawk
#

The whole or just the part with input?

obtuse herald
#

Just the part

lyric hawk
obtuse herald
#

Alright

#

Singleplayer or Multiplayer?

lyric hawk
#

Singleplayer

obtuse herald
#

Then I don't see a reason why it shouldn't work right now

#

Do you have a custom player controller?

#

Try it in there

lyric hawk
#

I just have the third person character.

#

But ok

obtuse herald
#

Yeah that should also work

lyric hawk
#

Input works fine in player controller

sharp rapids
# lyric hawk

Did you try removing the bool-check and going straight into Print String?

#

It might be that the bool isn't set to true, so it's not firing forward

obtuse herald
#

In your actor, get the player controller -> enable input on begin play

sharp rapids
lyric hawk
#

Haven't tried with any other actors.

obtuse herald
#

Ok I'm out of ideas

sharp rapids
#

See if it works there?

obtuse herald
#

And you are sure you've set Auto input of this exact actor to player 0 and you don't consume input somewhere else?

#

Maybe try it on an empty map?

sharp rapids
#

Okay, I'm bling guessing here,

#

Are you trying to get input while you've paused the game?

#

Or have you applied any Modifier to the Input Event?

lyric hawk
lyric hawk
lyric hawk
sharp rapids
#

Is any box checked?

obtuse herald
#

Default character, default controller

gentle urchin
sharp rapids
lyric hawk
#

No modifier

obtuse herald
lyric hawk
#

Yes, the only thing that is really edited in any of the default stuff is the position of the camera on the player controller

obtuse herald
#

Yeah no I'm out of ideas

#

Try it in a new project

#

If it doesn't work there then idk

lyric hawk
#

It works fine in the other project

gentle urchin
#

There's always a million differences between 'this' project and the 'other' project

zinc spoke
#

Hi there. How can I move an NPC from one point to the second point and then to the third point without stopping? The goal is, that NPC is continuously moving towards third point location, without stopping at first and second location. I tried to make it with Behaviour Tree, directly in Pawn Blueprint, and also with Spline Component, but NPC always is stopping as it reaches the target.

gentle urchin
#

Sounds like ur not updating the goal location once the first goal location is reached

zinc spoke
#

The second problem is, I am using an Array to define where the Pawn should go

gentle urchin
#

If its a problem then id suggest rethinking the design of the system

zinc spoke
#

Pawn is moving to the second and third location, but stops as it reaches each location.

zealous orbit
#

Array of destination points is fine

gentle urchin
#

For sure thats fine.

zealous orbit
#

Are you seeing a single frame hitch or a longer delay?

zinc spoke
#

I want find out how I can move the Pawn without stopping at each location of the array

zealous orbit
#

It comes down to how you define "arrive at each location"

#

You need to use a configurable near distance from the destination point, and change your destination when equal or lower than your near distance

zinc spoke
#

If I'm using for each loop, then it finishes too fast, that Pawn is moving to the last location in the array

zealous orbit
#

Any of the techniques you've tried can work. It comes down to how you define arrive at location and how you handle the switching

#

I mean destination switching

gentle urchin
#

You gotta let the pawn reach or atleast get close to a destination before moving to the next one

cursive path
#

When i use the rope i success to attach it to my character but when i swing fast it get offset and be front or back from my character

zinc spoke
#

Thank you so much, I think I understood what you both meant. I'll try it out ๐Ÿ™‚

sage pecan
#

Hi, I want my player to transition to crouch animation when sphere trace hit an obstacle (actor) like in Gears of War
But seem like the trace successfully detect the hit and transfer the data to 'Play Montage' but my player is not reacting

#

Is there anything to change in the blueprint or is it in the AnimMontage itself?

sharp rapids
#

Maybe change the starting section to 'Default'? (Or the section you have in your montage)

sage pecan
#

I have not change any setting is the montage yet, Default in 'Starting Section' seem to not work

gentle urchin
#

Is the target area within the nav bounds?

swift yarrow
devout dove
#

Can I replicate my own movement without a movement component? Like using math and add offset location / rotation?

quartz mural
devout dove
quartz mural
#

I need to find the middle of numbers -200 and 1800, I can't divide by 2 because of the 0. Anyone know how to get around that?

#

Wait, I just realized I can offset both number to be above 0, then divide, then offset back. Is there a more efficient method?

devout dove
#

I think you tag the wrong person

#

I want the network replication. I'm little confused why you came up with slow movement or teleporting. I mean is there replication in slow movement? Im very confused

#

Yes thats correct

#

But you said slowly move and teleporting

#

But is movement component needed for net replication?

#

So I have a plane_BP and I cant find it there

#

I see replication on variables

#

This here?

#

but also its rotation etc?

#

Ok cool, thanks. I have one more question, can the default root inherit the collision of the static mesh?

sharp rapids
#

(-200 + 1800)/2 = 800

#

Isn't that what you want?

devout dove
#

Which is the right place here to ask about collisions?

earnest tangle
#

If you're referring to the scene object that's the root of an actor - no

#

if you want the root component to collide based on the static mesh, make the static mesh the root

devout dove
#

Here is the issue, in other to make a visual effect, im moving the whole root scene forward and the plane moves left and right

#

I lost my old project files ๐Ÿ˜ฆ

#

Idk how to show it

earnest tangle
#

usually for moving actors you would have the root component be some type of primitive, such as a collider or a static mesh

devout dove
#

Im recreating (once again) the movement of an old game ive played

tawdry surge
#

Hey all, I'm trying to figure out how to rotate the player pawn from BP for a first person point and click game. I can update the location just fine but it refuses to rotate for me. Any ideas?

earnest tangle
#

if you're not controlling rotation directly by moving the mouse and instead are rotating based on clicks or such, try turning off "use control rotation"

devout dove
earnest tangle
#

Hmm

#

I think in this instance you would have a separate camera and separate plane

devout dove
#

I was able to make it move like this, except it was going through all walls

earnest tangle
#

and the plane is just moved relative to the camera

devout dove
#

So i move the camera not the root scene?

earnest tangle
#

Yeah something like this where you have the camera actor and the plane actor

#

the camera is the player pawn, and the plane is just an actor that you move around for visual effects

devout dove
#

Yes but that's just a camera behind a plane

earnest tangle
#

but since it's a separate actor it can collide into things

devout dove
#

But I cant just move the camera, the plane will stay in place i think

#

In did that by moving the whole scene

earnest tangle
#

You can attach the plane into the camera

#

so that as you move the camera the plane moves with it

devout dove
#

But will collision work?

earnest tangle
#

Sure, I don't see why it wouldn't

#

If you move the plane with "sweep" enabled it should collide into things

#

it probably would work even if the plane was just a component attached into the camera instead of a separate actor :)

#

but yeah if you use "sweep" when moving it, that means it will do a collision sweep and see if it would hit things as it moves

devout dove
#

like this?

earnest tangle
#

Yeah something like that should work

devout dove
earnest tangle
#

Note that in this configuration the camera won't collide with anything so depending on how you want it to work it may need to be set up differently

devout dove
#

With spring arm it doesnt work

#

OHH i had -80 target offset in z axis and it clipped into the floor

#

why is it so fast now omg in ue4 it was much slower when flying 250

woeful path
#

working on chaos vehicle. The vehicle either doesn't move or is tsuck in the air

#

stuck*

#

physics is enabled

swift yarrow
#

Ok, I have tried to restructure the system so the OnKeyDown only sends the pressed key to a custom event in the event graph.

#

Still not working, I've set the input mode to UI only.

gentle urchin
high ocean
#

I know it's a dumb question, but is there a "clean" way to get random 0.10 in range? I mean, I need to only get random .10s from - say, 0.0 to 0.5

icy dragon
obtuse herald
high ocean
#

@icy dragonIt's what I'm doing now, thought I was an idiot (I usually am) and there's a better/cleaner way ๐Ÿ˜„

icy dragon
icy dragon
obtuse herald
#

yeah xD

gentle urchin
desert flame
#

Ok, so i have a decal below the player that always stays on the ground even after they jump. When they jump i want the decal to shrink based on their height, but if i base it on the distance, it grows instead of shrink.

Would anyone know how to work around that?

desert flame
obtuse herald
desert flame
#

...i dont know what that means

odd ember
#

the reciprocal

#

no?

obtuse herald
desert flame
#

Theres a few nodes called inverse, ive never used any of them though

obtuse herald
#

just use a simple divide node

#

1 divided by distance

desert flame
#

Yeah that works, but do you know how to make it blend more? Rather than snap to smallest

faint badge
# obtuse herald Is it called like that? _english isn't my first language_

The inverse is the name for something which when combined with the original thing produces the "identity", which is just the name for the thing which when combined with something else produces itself. I.e. the identity for multiplication is 1 as 1 * X = X, for addition it's 0, as 0 + X = X. The Reciprocal is just the specific name for the inverse under multiplication, in the same way a square is the specific name for a rectangle with equal sides.

odd ember
icy dragon
desert flame
icy dragon
#

It should be done on tick (or timeline for fixed duration)

obtuse herald
#

or make the interval smaller

gentle urchin
#

Probably easier solution

#

Works with existing setup

icy dragon
#

That would work, though IMO something that doesn't need sub frame precision should be dumped to trash Event Tick.

obtuse herald
gentle urchin
#

Is there a way to set a timer to once per frame ?

obtuse herald
#

Interval of 0.0001?

faint badge
#

Interval of 0

#

Timers check their value once per frame to see if the elapsed time is greater than or equal to the desired interval, if it's 0 they always succeed

#

I would question the value of a timer once per frame though as you've basically just reinvented tick

obtuse herald
#

It's cleaner I guess

gentle urchin
#

Guess its just a means to avoid stacking loads of things on tick

faint badge
icy dragon
gentle urchin
#

For sure. I'd just think its more managable compared to a massive branching event tick function.

icy dragon
frank peak
#

Hi everyone, I'm building a map for Unreal Tournament using the UTEditor and I'm trying to make a low-gravity area. for that, what I thought of is make 2 custom events in the player character that set the gravity (one decreases and the other one decreases it back to normal). what I'm currently doing is OnBeginOverlap of the trigger volume, i'm casting to the player character and calling the custom events. it works perfectly fine in editor, but when I package the map and play it on my server, the moment any player enters the volume, all clients (and possibly also the server?) crash. could anyone help me debug this? thanks a lot!

gentle urchin
gritty elm
#

how to drag/move an object with mouse?

icy dragon
frank peak
#

oh, you're right! Thank you

gritty elm
#

right now i'm doing it like this

#

but this have a problem. The problem is that when i click on object, it snap to center of mouse hit location

gritty elm
#

i want to move object from point

icy dragon
# gritty elm

Would be best doing it in an actor BP anyway as you could drag whatever actor you're clicking.

gritty elm
#

if you can understand

#

this is not issue, the issue is that where mouse trace hit, i'm setting actor location, but it snap the actor to hit location, since center is the origin of actor

#

if you see that when i hit at any location point, it should move from that point.

obtuse herald
#

Ahh, just save the offset when you click it an add it to the location while dragging

gritty elm
#

when press left mouse, save hit location to vector

obtuse herald
#

save that to vector

icy dragon
icy dragon
gritty elm
#

i did the subtraction method already, but this creating some issues when trying to move rotating object

icy dragon
gritty elm
#

when object rotation is 0,0,0 then drag works fine. But when rotation is changed, the object is starts jitter

icy dragon
# gritty elm i did the subtraction method already, but this creating some issues when trying ...

By transform gizmos, I mean transform gizmos in runtime, not to be confused wit editor ones. Something like this
https://www.youtube.com/watch?v=0zys_jv5zyk

gritty elm
#

you can see that if i try to move object, it starts jittering

#

and this is the blueprint setup

#

@icy dragon

#

the floor and cube collision is already set to block

#

mostly it happen when object rotation is changed, if object rotation is set to 0,0,0 it works fine

spark steppe
#

does it also happen if you set the visibility response channel on the object to ignore?

obtuse herald
#

It's probably alternating between hitting itself and hitting the floor

spark steppe
#

it may jump back and forth between the ground and your object

gritty elm
#

should i disable the floor collision

spark steppe
#

no

#

on the object in the collision profile stuff, set visibility channel to ignore

#

just to test

icy dragon
#

Or rather make your own trace channel via Project Settings.

spark steppe
#

yea that's what would be a solution if it's really the problem

#

just in case you don't know what to do ๐Ÿ˜„

gritty elm
#

but this have one more issue

spark steppe
#

the offset?

gritty elm
#

Yes

#

mouse offset. the object should be moved by mouse clicked position

spark steppe
#

yea idk why you subtract newvar from the hitlocation

#

you should be able to just set the actual location from the hit result

gritty elm
#

the reason for doing this, because the object should be grabbed and moved from relative to hit mouse position on object

gritty elm
#

i want to move object from point clicked

#

for example what if click on corner of cube? and try to drag

spark steppe
#

ok i see

#

make the custom channel like hoodie suggested

gritty elm
#

is there any better way for doing this

spark steppe
#

and set the cube to blocking on that channel

#

then your first thing is to check where the cube was clicked on the cube channel

#

and then you should be able to move it relative

#

actually what happens is that you click the edge of the cube, but it selects the floor location behind it, because it can't "see" the cube

obtuse herald
#

I don't think you need an extra channel for that, just check if hit actor == self

spark steppe
#

no, that wont work because then he would get his other issue

gritty elm
#

i created a trace channel and applied that channel to cube

#

this is for cube.

#

and what should i do for floor?. should i set test channel to ignore?

spark steppe
#

that depends on what behavior you want, probably you want ignore

#

so you can only grab the cube if the mouse is over the cube

snow aurora
#

Hello. I am a beginner when it comes to Unreal Engine but I am trying my best to work on a idea I have. I want to make a tool that scales objects up and down in game. The idea is to scale them up when holding left mouse button and down when holding the right mouse button. I have come this far:

#

As it is now when I press left mouse button it scales objects up but it does it by a set amount and I want it to scale it gradually and when I stop pressing the button it will stop scaling
If anyone can help it will be awsome

spark steppe
#

where you start a timer, which executes the event as long as the button is pressed

gritty elm
#

i set the floor collision of test channel to ignore and then inside cube, the test channel is set to block, but when i tried to move object, it's offset is suddenly changed

#

it works fine, but when i try to move it faster, it hides

spark steppe
#

you should only set the offset once with the other trace channel

#

show your BP as it is right now

gritty elm
#

maybe mouse is hitting on floor?, so it return 0,0,0

spark steppe
#

possible, if you update the offset each iteration, which isn't necessary

gritty elm
#

the trace channel is also updated