#blueprint
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well, i would like to see the whole logic now ๐
that little part isn't telling much
No Idea how to work with timers
the message has a screenshot which pretty much explains it
otherwise, watch youtube tutorials
In this Unreal engine 4 (UE4) tutorial I show how to use a timer. I implement a function to decrement an integer periodically by using a timer in a blueprint.
00:20 : Create actor blueprint
01:10 : Add decrement function in blueprint
02:15 : Set Timer that calls decrement function
See my social profiles here
G+: https://plus.google.com/+JayAnA...
What are the Set Timer by Function and Event Name Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
now you aren't tracing the floor correct
you need another trace for the offset
both on different channels
i found the issue, when i move slowly, then it works fine. but when i move mouse faster, it starts the issue again
trace for the offset happens on the channel that the cube is set to blocking
trace for movement location happens on visibility channel
maybe the mouse isn't hitting to cube
no, you are actually just tracing on the cube xD
so as soon as you move away from the cube it hits nothing
when i try to move mouse faster. to verify this, i tried to cast to assetbaseclass actor
you need TWO traces, one on cube channel one on visibility channel
is there any way of getting a function name for debugging purposes?
updated code
this is what i've already thinking to do two line traces on different trace channels. one is for cube and one is for floor
but how does this works in correct way
i wrote that 2 times by now, read up again
i created a new trace channel called "floor", and by default set it to block
what kind of information i need from these two traces
from cube channel, i can get location of cube. and from floor channel, should i also get location?
trace 1, happens on cube channel to save the offset, and only happens once when you click the mouse down
trace 2, as usual on visibility channel to trace to the floor each update
for floor collision, should i set to cube channel to ignore and floor channel to block, right?
so floor will be block all dynamic
but if you want to, go with a floor channel
thinking about it, yea make a new channel for floor which the cube ignores
and set both to block on visibility channel, otherwise you may run into unexpected issues later on, if you want to line trace for objects
updated code, both are different traces now. it is working, but when i click on object, it's offset is snapped by +10
this video explain
on cube, the floor is set to ignore and visibility is set to block and cube is set to block. Same for floor ( but it's opposite )
yes, but it still happens
@gritty elm
LOL
I liked the case, had to implement it
In general, when you look for an hit, you should always check that it actually took place
So branch on Blocking Hit == True
i downloaded and tested, the jitter is still happening
of course if you are dragging the mouse around at 100 km/h
it is possible that the mouse hit flips from the cube to the floor
Thanks for sharing the project and for your effort on this. Yes i think the floor was creating issue, And me and @spark steppe was fixing this
it is almost fixed, but at the end, when i click on cube, it offset is changed, but it is not jittering anymore
if the jittering happens when the mouse is very close the the edge of the cube, it is hitting the floor
yes exactly.
look at the part of my code which calculates the delta and applies it back
this is my setup, it is very similar to your setup. is this correct?
and this video shows the issue : #blueprint message
I don't like the timer with 0.01 time
it's very likely that it cannot fire at that rate
On your setup, cant you save the original offset between hit object location and floor hit location @gritty elm
10ms is 100Hz
That should make the snapping go away
the first trace is for cube. the second trace is for floor.
on the floor mesh, floor channel is set to block, and cube channel is set to ignore
same for cube, cube is set block, floor is set to ignore
That part is fine
The vid im seeing has the cube move on click
Which i assume you dont one, seeing how you point it out
when i first time click on cube, it is hitting on cube
@gritty elm found the ultimate solution for you
Great, surely will download and implement this. but the project right now have some custom movement system rather than gizmo tool
Use it to learn from it ๐
I already linked him that repo, but he wasn't budge.
Though tbh it's my fault I linked the YouTube demonstration video instead of the repo.
yes i see, and thanks for sharing these links. i'm very closed to ending of cube movement system
i was doing this from scratch, i did in C++
but after i realized some issues like jittering, then i started testing in blueprints ( just to quick debug and fix )
Here is few lines of code that i've implement in C++ :
FVector const ABasePC::GetSubtractorLocation(AAssetBaseActor *& p_currentActorUnderMouse, FHitResult & hitresult)
{
if (IsValid(p_currentActorUnderMouse))
{
//FTransform currenttransform = p_currentActorUnderMouse->GetActorTransform();
FTransform currenttransform = Cast<UAssetControlsComponent>( p_currentActorUnderMouse->GetComponentByClass(UAssetControlsComponent::StaticClass()))->GetBaseStaticMesh()->GetComponentTransform();
FVector const loc = hitresult.Location;
return UKismetMathLibrary::InverseTransformLocation(currenttransform, loc);
}
return FVector{NULL, NULL , NULL};
}
void ABasePC::OnMoveObject()
{
if (MoveFlag && IsValid(currentActorUnderMouse))
{
if (HitRotatorComponent->ComponentHasTag(FName("pitch")) || HitRotatorComponent->ComponentHasTag(FName("yaw")) || HitRotatorComponent->ComponentHasTag(FName("roll")))
{
// do nothing
return;
}
else
{
auto loc = GetMouseTrace().Location;
//currentActorUnderMouse->SetActorLocation(UKismetMathLibrary::InverseTransformLocation(UKismetMathLibrary::Conv_VectorToTransform(FVector{ CurrentTraceLocation.X, CurrentTraceLocation.Y, 0 }), FVector{ loc.X, loc.Y, 0 }));
//auto fsdf = UKismetMathLibrary::Conv_VectorToTransform(FVector{ CurrentTraceLocation.X, CurrentTraceLocation.Y, 0 });
//fsdf.SetRotation(FQuat(0, 0, 0));
//auto trs =UKismetMathLibrary::MakeTransform(CurrentTraceLocation, FRotator(0,0,0), FVector(1,1,1));
currentActorUnderMouse->SetActorLocation(UKismetMathLibrary::InverseTransformLocation(UKismetMathLibrary::Conv_VectorToTransform(FVector{ CurrentTraceLocation.X, CurrentTraceLocation.Y, 0 }), FVector{ loc.X, loc.Y, 0 }));
}
}
}```
so how offset should be saved when click
change first line to ```c++
so the only offset needs to be fixed when click first time
@rocky cliffit's more a question for #multiplayer
ahh true mb
there is already someone posting C++ in Blueprint ๐
yea you might really want the offset from floor to cube on the first click
but that would probably only work on flat surfaces
the first trace is only happen on cube
but honestly, i don't want to twist my head around that one now
is there anyway to get trace channel name from single line trace(to hit object), so we can do stuff according to it( without doing separate traces ).
i think it is not possible. since trace needs to be hit first
You already have two traces, so all you gotta do it update the offset once on click. Do once could work in this case. Reset by letting go of the mouse button
should i save offset with floor trace or cube trace
Both
Use the hit actor from cubetrace -> get its location then get the floor trace' hit location, do the math to get the offset... (pardon my typos, my phone and i are having an argument)
but the offset issue still happens, it offset by larger value now
Guess i cant escape turning on the pc
i feel like a mouse cursor trace isn't the best option to get that offset
or maybe it is
what do i know
Where do I spawn the widget, in the player controller or in the pawn?
player controller is fine if you are working with single player game
multiplayer
Use Add to Player Screen in the pawn
looks good. going to try it now
I added a tag for the draggable object, but i guess you can verify it by any means you like
ok got it
Hey guys ,can i ask a question in this text chanel?
Asking a question about asking a question
ye
just ask the question you want to ask
yes it works now. But sometime when i try to drag it from corners, it starts jitter, but i think it will be easily fixed by custom trace channel.
Thanks @spark steppe @gentle urchin @atomic salmon @icy dragon for your help. You were really helpful to solve this issue. And by adding custom trace, it is fixed almost. The jitter issue is also fixed now. I wish you all the success and happiness in the world.
On my end, i dont see any jitter at all, when dragging from corners
Yes jitter was fixed . The custom trace channels, and other methods suggested methods by everyone.
YO ,i maked i little "hitlag" by global time dilation in my bike game BUT I HAVE A PROBLEM it looks fine in the ue editor but its work not correctly in builded game !
video of the problem
Working on a topdown shooter. I have the camera boom angle at 80deg. instead of straight down. I'm spawning projectiles that move from my muzzle point to the cursor location. Problem is.. everything is slightly off (bullets landing higher than the cursor location on everything that isn't straight up or straight down). If i switch the boom to straight down (90 deg.) everything is PERFECT. I'm assuming there is some kind of mathematically offset I can do to account for the 10 degree camera tilt when calculating the projectile rotation, but i'm not really sure where to begin. Any ideas?
you'll have to show your logic
I'm getting the cursor position on the HUD and should I cast from the PAWN to get it or cast from the widget?
hello there!
quick question:
I'm trying to handle Pawn spawning on the OnPostLogin event on the Gamemode. Could that be used for spawning both local and remote players?
Every test i've done indicates that creating a new player controller (be it local or remote) fires up OnPostLogin, but i've been having some bugs with the local spawning
should i keep handling this way or should i separate local pawn spawning from remote pawn spawning?
In Blueprint, how can I tell if a particular animation montage will loop?
I use my camera to move the plane and how can I detect when the static mesh collides with something? Hit and Begin Overlap don't do anything.
well.... they do haha. What are you trying to do
When I do On Begin Overlap nothing happens same with hit
can you send the blueprint? I have no idea what the expected result is, and you want me to find whats wrong?
just a screenshot
I'm moving the camera not the static mesh, I'm trying to stop the camera from moving (by setting the speed to 0) when the mesh hits a wall
Im actually laying in bed now ๐ถ 11 past midnight for me
Is this a character?
Yeah that's a super weird way of doing that. When you get another chance to be at your PC, ask the question again with the screenshot.
Not weird, I want a specific movement where the mesh has also a visual movement added
Here @brazen pike
This is the movement
dLiscord?
:no_entry_sign: proleskovskiy#6907 was banned.
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.
I've tried turning off accepting controller rotation on the pawn, and rotating the controller and the pawn directly.
Any ideas?
Only thing that does work is "setViewTargetBlend" but I don't understand why I can't rotate it manually
I will, I've done this movement already once (lost the project backup) sadly I always failed with the collision. The plane always flew through walls.
https://youtu.be/y-yRvnT_CKA?t=36
Dubstep warning mute audio, not my Video.
It's the way that the plane rotates left right while the camera is still. This happens when strafing left right with AD buttons.
Use AddYawInput/AddPitchInput/AddRollInput via the controller to rotate the pawn
That's not what casting is.
Thanks solved it already :)
How would I use the AddYawInput/etc.. to rotate my pawn?
Currently I'm trying to interpolate from the pawns starting rotation to the rotation of the target object so you are looking at the target object.
I think those nodes take in an axis value as a multiplier and are usually updating rotation on tick. Not to a predirmined spot
you can also set the control rotation on the controller, the pawn will rotate with the turn rate that you set up in the character movement component to the target rotation
however, you have to set the pawn to use controller rotation for that to work
Ok I'll try set control rotation. I think that'll take an input vector.
Thnx!
that will use a rotator
So, if I have 2 different pawns one thats VR and another that is keyboard controls and i wanted to switch between the two of them via possession would you have a parent pawn that would hold the logic of depossing a pawn and spawning the alternative pawn?
Yeah, rotator. Was thinking about vectors cuz I just got done with the location part
Rather than a parent pawn, it might be easier to have the player controller do it
Thanks!
And it would involve when i want to switch dispossessing the one pawn, deleting it, spawning the other pawn in the other's location and then possessing it?
Yeah I think so
It would make sense to have the controller also decide which one is spawned to begin with
Then you can reuse the spawn logic as a function or something
And not rewrite it for the different use cases
What would you do with level game mode?
The VR Expansion plugin does it the way I'm saying
I think you set the default pawn to nothing. I'll check.
Thanks and by the VR Expansion plugin do you mean the OpenXR plugin?
or is it a separate plugin utilized?
Nah, it's a free community plugin that does a lot of extra VR stuff for you
Grips, network replication, a bunch of other stuff
It's quite complicated but also awesome
I was specifically referring to the VR Expansion Plugin EXAMPLE that you can download
The example has a bunch of example blueprints. The main plugin generally expects you to use C++.
nvm; figured it, set the input buffer check too soon ๐คฃ
Glad we could rubber duck for you!
Not sure I understand the idiom but thanks nonetheless hahaha
It's a really weird phrase common in certain game dev circles
Basically, "rubber ducking" is when someone sits in and listens to technical problems a person may have
Hey all, I'm trying to build out a controller that uses as X-55 Rhino HOTAS Throttle, I need to get the axis value from the throttle, dials etc but can't seem to find how to get hotas inputs into UE, any help would be greatly appreciated! Here's my profiling software for the throttle with the mapping options incase that's of any help ๐
The person explaining the problem then finds the solution in the process of explaining the problem
OH lol
I remember when I first learned the true power of rubber ducking
Yes it sounds silly, but it is actually very good
Sometimes I'll explain my problems out loud to myself if there is no one around to be my rubber duck
I was just watching my graph and then figured I might just try making it check the input buffer last instead of first. Now I'm wondering why I didn't think of this before when I spent a good hour trying everything I could think of xD
Pets are a good alternative too, they reply even though they don't understand
It be like that sometimes, the amount of long nights, only to come back first thing in the morning and find the solution in 5 minutes also
This is also key
I pissed off a manager once by leaving "early" (around 1 am) when the whole team was banging on a problem
Everyone else stayed all night...
Guess who solved the problem?
Me. The next day. When my head was clear enough to read the code. It was a trivial problem but everyone was smashed from crunch.
My bane is figuring out of how to make some really complex stuff while I'm already in bed ready to sleep. Like why NOW?
Remind your boss that what one developer can do in one hour, two developers can do in two hours!
Yeah... I don't work there anymore. One of many game dev layoffs.
"early" ๐คฃ
Get a notebook, or a notetaking app on your phone. Scribble the idea down.
It might help you sleep better too. Ideas like that tend to race around your head and prevent sleep.
The best part... My wife had come to pick me up from work.... So she sat around the office for like 6 hours
Usually what I do
I'm really glad I don't work for that boss anymore
With that patience, that's a keeper for sure
I'm still fairly new to UE4, so I may be off base. However this sounds like something that will need some custom C++ code.
๐ฆ I was hoping I wouldn't hear the C word
so I'm not sure this is optimal, but I've found a way.. I've mapped the buttons on here to shift modifier macros, such as shift 1 for increase throttle value, and the HOTAS dial runs that macro every x micro seconds for the input event
Does anyone know of a tutorial on how to make AI "Road Network" spline? I want to be able to make paths that AI can Transverse and have a choice from different paths not just one "straight path". If what I am asking is confusing, which it might be as I am a half wit. lol Assassins Creed GDC talk on "Meta AI" is what I am looking at replicating
Have you got an AI component roaming around a NavMesh area yet, or are you looking to create one from the start?
I do have a project that has AI already, but I am making this in a new project first before I migrate to my target project. As of now I do not have any AI but that can be easily solved by migrating existing AI from my target project or just creating a simple AI that will just move around. I failed to mention that this "Road Network" will be just that A ROAD network. I still want the AI or NPCs to have the ability to steer off this path if necessary(possibly use NavInvokers). Ex: use the splines to connect cities or towns while having Points of interest they can explore, but in the cities there will be a "bounding box/volume" to limit or ensure the cities are populated properly while be mindful of processing resources./
Ah I see, I assumed when you said "road network" in quotes that you didn't mean literal cars and roads haha. This tutorial seems to be along the right kind of tracks, with adaptation from the sidewalk to the roads offc
Project Files : https://www.patreon.com/posts/39393074
This is the part 1 of the mini series I am doing on a pedestrian system in unreal engine. Here, I am going to focus on a way to define the paths that pedestrians can take. For example, if we take a city, there are streets, zebra crossings and sidewalks. Even though the whole area is navigabl...
anyone know how to do this style of destruction?
Where the entire mesh doesn't all fall apart at once and you can break it apart, and the pieces of it actually have collision and can affect the players?
Lol Yeah, I want to start creating a framework I "drag and drop" into any project and have a starting point. Go to the 9:50 mark in this video and it will far better explain what I am trying to accomplish. Thanks for the link Ill be checking it out here in a few.
In this 2018 GDC session, Ubisoft's Charles Lefebvre discusses the creation of Meta AI for Assassin's Creed: Origins and how its objects could be virtual or real, in formations, in conflict, be part of a mission or autonomous, and how they can have a persistent inventory.
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on...
Recently with my project I've had a lot of issues keeping my guns to the centre of the screen when aiming, I thought id finally solved it with a macro that sets the capsule collider to not rotate up or down but it seems that when playing sometimes my gun will go off-centre for no reason, the only way I can replicate the issue is by spamming different keys (for crouch, switch weapon, sprint etc.) But none do it consistently, does anyone know what this issue is and how I can solve it?
What exactly would be a good tutorial on Epic games Unreal Engine 4-5 for blueprints I'm fairly a beginner I have worked in some aspects of Blueprints but I want to dive deep into so I can understands it's code?
I've set two different actors to implement the same interface. On the first one I can double click the interface method to define it's implementation but when I try to do that with the other, nothing happens. Anyone know what the issue is?
I'm assuming I should be able to set them both to the same interface and then do an implementation per blueprint.
I guess I'm just confused. Events with no params/return seem to appear as events, otherwise they appear as functions.
Try right clicking on the interface on the left side and select "Implement Event" rather than double clicking.
If the interface is defined to have a return value, then it will be a function - these ones when you double click will open up for you to define the function and its return value.
yeah that makes total sense
thanks
it is nice to have them isolated for clarity i feel, though im pretty new
i guess it doesnt really matter
is it possible to reuse blueprints between projects?
im coming from unity
Yes you can migrate blueprints from one project to another. If you have your blueprint hard referencing other blueprints you'd have to move anything referenced as well though you can change it after migrating of course.
ah ok, cool ๐
Wanting to trigger a level sequence to play without using the level bp or creating any additional bps, just the level sequence asset and a trigger volume.
I've bound the trigger inside the sequence thinking I could get a ref to it inside the director BP and then bind its begin overlap event that way but I'm having trouble getting the reference in the director bp
Anyone got any suggestions?
@hazy basin I don't think there are many unless your director is in the level. You could expose an instance editable variable and set your trigger to it directly. Barring that, drop a nametag on the trigger actor and GetActorWithTag it.
Hello i am trying to implement a blue zone like in pubg and i am using sphere collision and component begin overlap and on component end overlap.But somehow when i am leaving sphere overlap events are not getting executed but when i am entering both on component begin and end executes at the same time
Currently i am solving it using simple boolean varible
I also want to record sequencer at runtime and record scenes like changing material, playing animation is it possible to do in all in runtime?. Actually I am new to unreal sorry for giving you so much trouble . can you please help me?
does anyone know how to make the top down template replicated with blueprint? when i play client i can't move the player with mouse click even with replicated
hey all, i've got a question.
currently, it appears that my controller is preventing my pawn from receiving inputs, is this SUPPOSED to happen? (working in ue5)
in some debugging, if i had a 'mouse X axis' event in my controller, it prevented any 'mouse x axis' in my posessed pawn from receiving any mouse x input.
@dense nebula Server RPC the mouse clicked location from the client. Do the MoveTo on the server using that passed vector.
Your controller probably consumes the input for that event
You can turn it of in the events details panel
i dont think i've got these inputs in my controller, but ill double check.
for sure the input EVENT is only used in my pawn, and not the controller
nope
also it ONLY happens when i posess a pawn trough blueprint
having my 'to be posessed' pawn as default lets everything work just fine
am i supposed to be initialising the controls of a pawn after posessing it or something?
is there anyway i can use editor scripting to add a component to a actor?
@tiny valeLike, add a component to an actor that is placed in level?
Yes
Possibly. Have never tried that personally. There are editor helpers that can get you instance references to the things you have selected. You could use that to call AddComponent maybe.
SHOULD i be doing something to 'enable input' for posessed pawns after posessing them?
@inland coyote Curious. How do things work before you possess it?
it's a vehicle
it works perfectly fine if i have it as default pawn in my gamemode
but if i posess it trough my controller (having a 3rd person character as default pawn) then some of the inputs dont work
Odd. Should work the same. But you did mention you're using UE5. Epic may be messing with possession code.
yeh that's what i was considering too
In your pawn, call Enable input via your controller after possesing
Doesnt possess handle that? The enabling of input?
it does
Or adding to the input stack
i can move it, move camera etc
but half of the inputs just dont work for no apparent reason
and only after i posess it with controller
Do you have something higher up the stack handling the events?
So if you have mouse x (and set to consume) in playercontroller, pawn cannot get it
well there's other vehicles sitting in the world, but none are posessed by player
though the same thing happesn with them all removed
something fucky is going on in the 'posessing' part of it
If you try to add a new actor, which just enables input after a 1 sec delay, see if you get the events there
like posess my pawn trough a timer in my controller?
A new empty actor that simply just have one of the input actions that doesnt work, plus a enable input on beginplay after a delay (to make sure this actor is added last)
Just a pure actor, not a pawn
ah
Doesnt need any logic beyond the input action and enable input
And ofc spawned in the world
If this works, then i'd think you have something in the stack that you've forgotten about
If not then... welp
it doesnt get anything when it's not posessed at least
You cant possess actor, can you ?
So it would seem you got something in your stack
Atleast thats my best guess
If you have input enabled on this actor, it will always have priority above any pawn you've possessed
this is what my box with enable input is outputting
it's just not applying the input to my vehicle movement component when posessed it seems
maybe the problem is in the chaos vehicle component
which i hadnt considered yet
it is
Well that too
Did you try printing the value inside the vehicle already?
But adding print would tell you if the event fires
yeah that works just fine too
That changes alot
You're receiving the inputs just fine
blueprint is hard :D
i'll dig into the vehicle component side of it for a bit
but at least now i know that there isn't some sort of voodoo ritual i gotta do to enable input normally
squize thanks a bunch for the help on narrowing this down for me :)
is there anyway to do string to object
Does it make a difference if I use inputs like Jumping with spacebar in the Pawn vs game controller?
Hello guys, I'm wondering, what would be more optimized solution - using Branch with bool or Gates? I'm trying to lock some Input Axis in my PlayerController based on Controller index (player 0 would have different movement input than player 1)
Can anyone help me improve or point me in a direction on how to entirely rework my movement state system. Ive tried creating a dynamic system that based on an enum chooses a speed and state for my animations. Problem is its super prone to bugs almost every time I introduce a new mechanic. I think I can fix things by keep adding conditions, but it feels messy and tidious. I just wanted to hear if anyone has better ideas on how to do it?
@stoic crest All a gate is, is a macro with an internal bool and inputs you can use to switch it. Not really any optimization either way.
thank you!
@worthy drift You can start by moving this to tick. Right now it's ticking twice per frame. If you move it to tick, you can get the current MoveForward and MoveRight axis value to use for that frame same as the Axis Value inputs from those events. Would also remove half of the logic.
can anyone help me for a sec on live?
@worthy drift I'd also move this into an actual function that returns the enum. This will allow you to return early based on some simple things. So you can put the most important states first. If This andthis, return this, else check all of this other stuff. Return the Enum and set it there.
@maiden wadi Thanks a bunch. Didnt even think about moving it the event tick. Makes sense. I thought about the function too, but thought that if I add a bunch of unnecessary conditions for states that don't really needs to be checked by those conditions it would just be wasted performance. But I can see how it cleans up the logic a lot and just makes it easier to add stuff later on. Thanks for your reply!
Hello.I am using touch input on player controller and I need to disable it because I am using touch input I defined on player seperately during runtime.How to do that
Initially I am using touch input to move airplane and once I spawn my player I need to use touch input I defined in player.Evrn though it is working I am just checking whether I can remove it or not
i could use some help one of my varibles does not get set on a spawned widget and i dont know why
the next 2 screenshots are taken on the same moment but just shows the varibles
this is the inventory widget that gets spawned and does not have the value of 50 and i dont know why
and this is what i get from the print strings
if anyone know why this is happenings that would be great
hello there, i am actually working on a mechanic for my game where the player gets posses for a brief moment by an ai and randomly wanders then the player becomes normal again, i am stuck on how to implement it, could someone help me out with it and guide me with it, thanks
there is an MoveTo node, but idk if it only works with AIControllers
I did try that but the camera was stuck and was not following the body, the game is in first person
did you unposses your pawn?
Yes the code does unposses but the posses isnt working
Maybe i share the blueprint it will be easier for you to help me out
Try the move node, bit don't unpossesse your pawn
Ok
Anyone that is able to help me? I have these cars and that AI. They are skeletal meshes, and after i have baked the light, the are lit even tho the room is completley dark
Anyone know how to get this node?
I don't think it's a builtin
I can't find anywhere else in the project where this has been defined
If you hover over it what does the tooltip say?
Possibly a plugin
"Target is UIBlueprint Function Library"
That's where it's defined then. Try doubleclicking it, that should open the relevant file
well theres your answer
just says loading vs but doesn't do anything
Ah, then it's defined in C++
It may or may not open the correct file, depends on whether you have the symbols installed for it and the orientation of the moon and the stars
:P
shiiit
You can still quite easily view that file. But it will be C++
Either way - if you want to add that node you can just search for the node
yeah its opening in vs now
its from a different project and i'm trying to implement it into my current one
Ah I see, in that case you need to install the plugin or C++ modules from that project that define this
Hello guys I have problem with my inventory system I want to make exchange item system when you select an item and press button to exchange it with other item, it is kinda working but the problem is that it doesn't update the "thumnail " of the old item. idk how to fix it
https://blueprintue.com/blueprint/wc17rfdr/
this is the link of my all bp
I will be more than happy if someone can help me
I am fighting with this problem for 2 weeks ๐ฆ
Hi, Is there a way I can get a MultiSphereTraceByChannel to register all hit target even if it hits a blocking hit? I want the boxes(blue) in line of site to get hit and not boxes(yellow) behind the wall.
I have an actor, and I want to create another instance/object of the same class the actor has, is that possible? Like can I use GetClass on the actor, and then Spawn Actor Of Class?
Yes
make the hit non blocking
Alright let me try
hello guys
i was wondering if somebody could help me out
i followed a youtube tutorial
yet i am still experiencing issues
i am a complete amateur so i cant figure it out myself
i made a dialogue system that should be able to import text from a excel sheet
a csv file to be exact
yet it's not opening the dialogue widget and after i stop the simulation i get an error message
what do you mean with the last thing
are you importing the file while playing the game, or just while in the editor
@odd ember Do you mean I should set the collision response to Overlap?
nah the file is just in the editor
depends on what you want
game isnt finished yet
if it's some sort of massive beam that has to power through on one side but still get blocked on the wall, you'll need a custom solution
... no, but you can play in editor. that's still playing the game
@odd ember Massive beam was what I was going for. Sounds like I have to find another way then.
So im following the "CREATING A VR WRIST MOUNTED MENU IN EU4 USING UMG" tutorial but im not able to point at the button so it also doesnt interact
anyone know how to fix?
in total working about 7 hours now trying to fix it, but im about to give up (Also very new to blueprints)
I am able to go in voice chat to explain whats happening
https://www.youtube.com/watch?v=yS8-vJd3YrM&ab_channel=GDXR
#UnrealEngine #UMG#VirtualReality
โบ Description
Creating a VR Wrist mounted menu is super easy and I show you how to do exactly that in this video and a load more as well from:
- Setting up widget interactions
- Creating and spawning widgets.
- Switching Between Widgets
- Creating a settings menu
- Optimizing UMG for Mobile Performance
If you'...
Please help
Blueprint Runtime Error: "Accessed None trying to read property Dialogue". Blueprint: NPC Function: Dialogue Create Graph: DialogueCreate Node: Set DialogueText
and
send a screenshot or a visualisation of the problem
these are the 2 separate errors i get
instead of the error itself send the graph showing the error
It doesn't do anything.
should I have to do something I am new to unreal. All I want to do is record gameplay to a video.
I mean in-game video.
sorry, i have onlya little knowldge on that
No issue. BTW thanks for the reply.
you sure the dialogue variable is set
it refers to the widget
because it cant access anything on it, it's like that variable is empty
well its getting nothing from that variable
also theres a variale or maybe function called "setdialoguetext" there's something wrong there too
if i play a sound while my background music is playing the sound that i play gets very loud and distorted what can i do?
@lofty smelt is there anything in your dialogue widget other than text?
wonder because you are never setting the text on the widget?!
the widget has no text
it is just the outline of the widget
the design essentially
so it shows but has no text?
but it's supposed to get text out of a csv files
yes
it shows the outline but no text
how do you retrieve the text within the widget?
well
it is supposed to get it from the csv file
but for some reason its not working
yea, but which code is on the widget to retrieve the text?
your screenshots dont show any relation
yea i have another function
ill send it
although i need 2 screenshots for that
maybe even more
oh boy... ๐
it's quite extensive xd
no idea
let me try
okay here is the other function
enjoy this piece of art
pieced it together in ms paint
yea i missed that you actually set the text variable on the widget
so the last screenshot probably wasnt necessary, my bad
i get the same error
Hi everyone, I'd like to drag / make slide an actor on a vertical wall (the yaw of the wall is variable), something like this, but using the mouse to drag the object to the final position. Can anyone give me an hint? Thanks https://i.gyazo.com/8a738ebccfbe47ec2adc15e0d51c5e12.gif
yet this time it's not showing the dialogue outline
about this
is the "dialogue text" variable in the widget bound to the text field?
1 sec
heh
something weird going on here
i cant seem to even find the dialogue text variable
oh nvm
i found it
yea it is
this is what it shows in the dialogue widget
what if you add a print string after that? does it print some text or nah?
same error
Blueprint Runtime Error: "Accessed None trying to read property Dialogue". Blueprint: NPC Function: Dialogue Create Graph: DialogueCreate Node: Set DialogueText
Blueprint Runtime Error: "Attempted to assign to None". Blueprint: NPC Function: Dialogue Create Graph: DialogueCreate Node: Set DialogueText
Blueprint Runtime Error: "Accessed None trying to read property Dialogue". Blueprint: NPC Function: Dialogue Create Graph: DialogueCreate Node: Print String
this is what i get now
i'd suggest u take it to lounge and share your screen
very sad
maybe feedback and support
none
which one
Not sure, never done it. Just vaguely rememember something about it
it's weird that it throws those errors
can you show the current node setup of that function?
just to get sure everything is as i would expect it
what function
Get dialogline
thats why i recommended he shared his screen
the dialogue create one
its this one
but with the changes i suggested?
Found it
oh yea sure
I think..
In the function
Get line
Ur setting dialog variable to null
And removing it from parent
Trying to do something with it afterwards surely will be an issue
Assuming your paint masterpiece is correct
so what do u suggest
also comparing against 1 is kinda.... prone to fail
Ye
You gotta check that you atleast got a valid result
If it fails to add a line, itll remove dialog,
Return nothing
And still try to set the text to a null ref
so what do i do lmao
first of all, dont mess with the widget in that function
is it possible that one conversation line can have multiple entries?
so that theres more than one line in the array?
Makes the logic very prone to fail
no, theres not two entries for one line/actor right of now
the question is do you want to support it for new lines, or are new lines part of the same entry
find a way to share your screen
great
wellllllllllllllllll
supposedly
i need to be here for a week
to stream
so streaming isnt an option rn
but i really just do not know how to solve it
looking at your blueprint, you'll be here for months... so theres that ๐
as i mentioned before im an amateur and all i did was follow a youtube tutorial step by step
excuse me what
xD
ahhh
so how do i fix it
that whole dialogue thing is cursed in the state it is right now
shit
Maybe try adding a Print String before you destroy the widget in your Get Line function?
no, get line shouldn't do anything to the widget imho
Let us know If it's the one setting the ref to null or something else?
Yeah, Agree
i would really consider to get something like https://www.unrealengine.com/marketplace/en-US/product/not-yet-dialogue-system
first of all it provides a fluid conversation flow, and it's easy to manage dialogue within the engine
School project then just go with whatever method is simplest :D
i thought this was...
then don't submit anything but the conclusion that a sane conversation system isn't implemented within the time range ๐
i was incorrect
ill just go with another youtube tutorial
ill just delete this shit
Try this
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Theres a free cpp plugin aswell
Called dialog nodes
Implementation is in bp :)
Also supports localization and whatnot
Bp events, multiple choises, and ofc metadata
the one i linked is open source, too
i cant plug cast to character to calculate direction pls help?
because thats a pure node, which doesnt need to be connected to execution flow
the target is most likely your casted actor
Anim instance object is the target
you have to provide an object to cast
try get pawn owner or however it's called if you just want to cast the actual character that uses that animation bp
none of my animations play although ive set up blendspace and etc
seems like that is a question for #animation
oh my bad
Why is 1,0 <= 1,0 false? both are floats and it cant be rounding errors since im only using 0,1 to increment and decrement
Print the values and find out
it's 0,9+0,1 = 1,0 and 1,0 <= 1,0 is false lmao
Yeah like I said put a print node in there and see what the values are
floating errors can put the value slightly above that
if i play a sound while my background music is playing the sound that i play gets very loud and distorted what can i do?
Hi, anyone can help on FInterp To, can ignore the value in it (Just random number I tried)
No matter what value I used, it is still snappy as there was no Interp
if you want to be sure, clamp it
you could use nearly equal node with some error tolerancy to avoid floating point issues
But why does it even appear with one decimal point? Kinda confused me- thought it most likely be an issue with several ones
guys?
Oh thats good to know! Thank you guys for helping. Didn't know that haha
Floats are fun sadly lol
yea, i wonder why there's no double datatype for BP stuff
0.1 is apparently around 0.100000001490116119384765625
so you'll end up with something slightly above 1 if you 10 times add 0.1
hi guys, a dumb basic question here. how do i make my button collides only with player? i rmb there's an extra action but i totally forgot. anyone can help?
try to cast other actor to your player class, if it doesnt fail go on with pause, otherwise ignore it
welp bcoz the collider collides with other actors' collision so i hope it can be fixed
ez fix with what i said, gg wp, kthx
Those interp nodes are meant to be used on tick to continuously interp. You want a timeline here.
Hi, does anyone know much about the SpawnDefaultPawnFor function override in game modes? it's firing off immediately when the main menu loads up but the game mode it's in shouldn't be active until they get into the game
I have a collision sphere on an actor I am using to trigger effects when the character overlaps it. The actor has a On Component Begin Overlap and On Component End Overlap.
Most times it works fine. But sometimes (maybe 1 out of 10 times) it will fire a Begin Overlap, an End Overlap then another Begin Overlap. This really mucks with my logic.
I have confirmed all the parameters (Other actor, other comp, other body index) are identical for each trigger, so it's not a case of, say, the capsule overlapping then the skeletal mesh overlapping.
So interp only works on Event Tick?
Hi all, does anyone know of a good general methodology for activating & deactivating large complex objects in one go?
It's not a case where I'll be able to hide the loading with a fade out because I'm working with a big complicated datasmith model that is the background surrounding my core object.
Currently I'm testing with having the background in a separate sub-level and streaming it in and out with the "Load stream reference" node (and unload), but this causes big hitches when the model is activated and deactivated, and the load isn't immediate (simpler parts of the sub-level will load in ahead of other parts)
Can anyone suggest a better way of doing this that might be more smooth? Struggling to find any examples/best practices/suggestions for this kind of thing online, thanks!
My capsule is overlapping itself, it triggers the begin overlap as soon as i press play
@devout doveIt's not overlapping itself. You're printing the component that got overlapped. Print the Other one.
I want to detect when it hits a wall for example
Maybe try loading it like that
but load stream level should be async already so I don't really think this will make a diffrence
I gave that a try, I think you're right about stream level being async as I couldn't see much of a difference, thanks anyway, wasn't aware of that node!
yellow, I cannot figure out why this doesn't work. The print string executes and shows the volume multiplier at 0.0
If I connect a timeline -> set volume then it works (but when the day loops back to Dawn, nothing plays, even though the print string does execute)
did you try playing in standalone already?
How do I check if my plane hit a wall? I found this but it's confusing. Do I cast from the Wall to the Plane?
https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/HowTo/UseOnHit/
I always get stuck on collision and weirdly I can't find any help anywhere and sitting here since hours trying to fix it, damn why is UE4 so confusing
does your plane have a collision set up in the mesh?
What is collision setup?
which ue version are you using?
Yeah changes the loading a bit, things are smoother but still not ideal
and maybe a picture of the viewport of the actor
open the mesh in the mesh editor (you can doubleclick the mesh in the details panel)
then click the "show" button theres a option for simple collision
and take a screenshot after that
I tried using existing actor in the world (rather than spawning on begin play as I was doing so far) and the result is the same
yea you dont have any collision on the mesh
this?
There is also a 'Streaming' section in Project Settings, maybe some of these will help you
no, not this
on the top menue collision => there are options to generate collision boxes
what kind of collision detail you want depends on your project
Idk which one i should take
go with the 26dop thing for now
I clicked on automatic
yea, should work for now
now you should get collisions
save the asset before closing
I want to do something when my plane hits a cube
yea i can tell, i just never worked with non overlapping collisions, someone else here might know for sure
simulating hit events is for in editor simulating (instead of playing) iirc
Simulating hit events are for simulating physics components.
so he doesn't really need it apparently
just add the on component hit event for your static mesh in the plane actor
and see if it fires when you hit a wall
then you know ๐
No it doesnt
I think this is doomed
Do i need to move the mesh or can the mesh be a child to hit something?
can be child, but your hierarchy is kinda weird anyways
usually you have the camera as child of the mesh, not the other way around
so static mesh => spring arm => camera
Yeah the issue here is, that it can't be the child, when I set it as a child then the camera will rotate later with the mesh
And the idea is to let the camera stand still but the mesh should roll etc
you can setup if the camera should inherit roll/pitch from the mesh
Let me show you what I want to achieve
Be warned it's not my video and dubstep, so mute.
You can see the camera standing still and the plane is rolling
but the camera inherits yaw
and you may also want to inherit pitch
really, change the order, and setup the spring arm to your desire
you'll get to the result that you want
I did it and collision works, it stops when hitting a wall, now i need to add some roll and then I will setupo how u said with inheritance etc
After some short research, I'm thinking I should make my time-based ambient sound changes controlled by a single sound cue via Crossfade by Parameter node. Each time of day would call an Update Ambience Event which would itself Set Float Parameter for the crossfade node to adjust and blend and change the sound. Sound good? (unintended but kewl pun)
sounds like you are planning for a lot of more trouble :D^
don't jinx it!!!!!!!!!!!
i would try to get it working as of now, then you can start making it more complex
what you want to do should totally be possible, so i guess it's just one missing detail
I did get the fade in and out working btw but I dunno why I don't like it lol
oh yeah I don't like it because there is no crossfade, it's all one after the other
unless I increase the fade duration I suppose
i thought the fade in/out node would run async
it kinda works, i think I need to move the mesh relative to the camera rotation right?
yea it's okay ... I just need to control this crazy urge I'm having to implement the crossfade by param node rofl ๐๐ I mean it would definitely be cleaner :p
much like the switch enum saga we had earlier
Now it rotates how it should and the camera stays in place, the issue here is that now it has a lil issue. When the plane rotates, the "right" side of the plane points down, making it turn down ๐ฆ
that particular line was for battou
well thats all up to how you implement the controls for the plane, which wasn't topic before
does the playercontroller use control rotation of the actor?
I think I know how to do it ๐ But i need to work on the math a little
yea, one problem solved, 99 left
Hey anyone able to help, how would i make an Actor be invisible only to 1 player out of 2
I tried with the Hide blueprint, but idk how to make it only for 1 out of 2 players, (its for university assignment)
I though of doing of doing it with materiall mask, but idk how shadow rendering would love that
Does it need to exist for all clients? You could have the one person who sees it be the owner. Spawn it on the server and have it only replicate to the owner
I thought of that, but the problem is, 1 player sees some stuff, while the other see the other stuff
its like a puzzle game, both being in the same level at the same time
Primitive Actors have these two variables
Right.. so it wouldn't work having player 1 be the owner of the things player 1 should see and player 2 being the owner of the things player 2 should see?
Right, yes, that what I meant!
I thought of owner, but for some reason setting it up doesnt work well
if you need to hide it for only one player/make it visible for only one player then these are the way to go
Actually, would i define the owner of the actor through the actor blueprint ?, or through something else ?,
is the actor spawned or placed?
Might have to set the owner on begin play, I suppose. Loop through all players and check for something to identify the player
Spawned would be a little easier as you can pass the owner in when you spawn it but also you shouldn't have to spawn everything like that
Would i be able to assign ownership through player index ?
Mmmm I wouldn't. I would use my own variable, something in the character or player state to identify the player as "player 1" or "player 2", maybe an enum. Then in your actor you can specify which player should be the owner
@spark steppe This just won't play nice. It refuses to go down to the level. Instead, it just flat out stops playing. As in, it lowers and lowers and then stops completely rather than stay at the level set
unless fade out means COMPLETELY stop something. From documentation it says it's a delayed stop. So fade out volume level means ... 0.09 will be the volume while it's approaching the stop (2 seconds)?
what mean by this function?
all i can tell you is that i haven't learned anything new regarding UE audio system in the last 2 hours
Hello all, I've been struggling to get a Layered Blend per Bone set up for an NPC to play a montage of an attack animation while moving. The system hits the Play Montage but never actually plays the animation. I have a checklist of things others seems to have common issues with but haven't been able to figure what aspect is wrong with mine thus far. Any help would be greatly appreciated!
- My Layered Blend per Bone has the proper Bone Name assigned to it
- My Montage has a new slot called UpperBody that is hooked up in the AnimBP using a cached version of the Default State Machine
well what is going on then? If the Fade Volume Level sets the new multiplier, then why does it completely disappear? I can hear it lowering and then it just stops completely instead of staying at the new level.
@gritty elm That is a semi difficult question to directly answer. The short version is that it works similar to FindClosestPointOnLine, but not exactly as it doesn't fully strictly project to the line. There are some differences. For instance, if you put in a target of 15000x, 15000y, 0z, and a V of -15000x,0y,0z you will get -7500x,-7500y,0z. You will get the same return if you input the same V but with -7500x,-7500y,0z as target. I'd recommend doing some easy beginplay testing with it using small numbers to get an idea of what it's doing.
Volume level is % of the components volume
Also, audio components stop if the volume gets to low
Atleast from my experience
^iirc there is a setting for this
I tried with 0.5 to 0.15 and it still stops completely. I know 0.15 is not too low because it has always been there when I had just a simple setup of play sound and leave it looping forever
I have the virtualisation setting set to keep playing in the cue settings if that's what you mean
Ah. I probably missed that setting. Mostly just hashed together some basics when i set up my audio stuff ;p
Hello there, little question, I have a post process volume, I set a rendering features with a post process material (fire effect). But it only appears when the camera is inside the volume. I have a third person camera, so I would like this material appear when my character is inside. Any idea? ๐
I tried with other sounds too, no matter what I put in the new volume, the fade out always ends the sound
I just don't get it
Seem to be known behaviour?
Perfect. Thanks ^
Thanks
So is there any node to fade out to a new volume rather than completely stopping?
If you want to do a fade, you could use a timeline or interp on tick or what have you.
I also noticed that the yellow (green?) version of set volume doesn't do anything
is this wrong? Because it's jumping straight to 0.5 instead of going through it. The last value tooltip says if it's 0 it'll jump to the target, but I entered a number
omg that block of code for a moment ๐
That was copying the blueprint node rather than taking a screenshot lol
That node will fade in/out without starting from the beginning / stopping the audio.
so fadeout worked the whole time?
then you could also just go ahead and just start the sound before the fadein
The component's "get" only prints out 1.0 (volume multiplier) instead of the level
there's no real reason to keep it running in the background for the whole day
no I want some sounds to be there at either higher level or lower level but not completely stopped
e.g. wind
It doesn't look like you can. The Adjust Volume runs some C++ magic on the audio thread to perform the operation.
I see, thanks for clarifying. Shame though, but at least this works
Me few weeks ago: "hmm, sounds should take me a couple of hours"
Me implementing sounds: "wait, it will be connected to day night cycle"
4 days later
Me: "ok now with all that enum saga done it should take me 30 mins"
Me after 7 hours: y u no work!!!11
You could save it in your own variable, if it helps
I thought about it but it felt kinda weird because I could only 'get' my own variable and not the actual value in the sound that would be set. I mean, in sound cues there's another property of volume multiplier, which would mean the actual value of 0.5 of my variable would be 0.5x0.75 (the default in sound cues I think)
Your get value would be what you set it to tho, so it would be accurate as i see it
I mean I can only get my own value not the final value after all the multiplication
final value of the sound
so it could be misleading
What difference would it make ?
Ypur multiplier comes on top of it all doesnt it ?
just whatever strangeness I have in me I guess
So even if 0.75 == 1, your 1x0.75 is still 1, or 0.5x0.75 would still be 0.5
That last sentence was a mouthfull, but my point may have come across
Also if this is for a menu, the set value is the get value, so no reason to save it ^^
Assuming it adjusts volume correctly (logic checks out)
valuenis? :p
nope it's not for a menu, it's in-game
blending and fading in/out different sounds depending on time of day
ok thanks.
Makes me wonder even more what you need the get value for ๐
I just wanted to print it out so I could see numerically what it is rather than try to hear if it's at the right level or not (some sounds like birds are sometimes difficult to determine by ear alone)
Personally i think all these sound adjustments are bullshit , 1% is like 40% of the volume, while the next 99% is the remaining 20%.(rant over)
Well i guess im out of ideas then if you dont wanna save your own variable for it
You could even factor in the .75 (even tho it wouldnt matter if its constant)
I don't understand. I need to adjust the volume (which I can now), so why is adjusting bs?
that depends on the curve that you use
Its not, i was off topic ;p sorry about that
lol okay
iirc logarithmic is the best bet for audio volume
yea for my street lights' attenuation I have it set to log
your lights make sound?
yup
buzzing sound you would hear if you stand close to an old streetlamp (non-LED of course)
but nowadays most are LED so dunno if you can find one
now i wonder is that sound emitted from the light or from insects flying around and bumping against it
from the light source itself
here's an example https://freesound.org/people/JonathanTremblay/sounds/254783/
guys guys, a thought has come to me. Why don't all of us who participate often here come together and make Half-Life 3? I live in NZ and Gabe lives here too. I can go to him and present our work and he will thank us all for saving the universe.
Hello,
I am having issues with updating the client's health for the server. after using a healing mechanism the client sees it has full hp but the server doesn't - I don't understand how this is not updating. There are no issue when dealing damage to the client and dying. Is there a "common" mistake that i might do? have plenty of pictures but dont want to spam rn
The health value should be getting set on the server.
And it should be a replicated value
If you set it up to use Rep W/ Notify, then you can update your UI in the OnRep function that is created.
i am using repnotify on setting the health, will make an additional event (server) that is updating it and calling it in the event - will be back with update
fuck me, that was an easy fix - server event fixed it
was trying to get the same result with a switch has authority but that was just dumb
THANKS ALOT @dawn gazelle
Is it possible to mirror a static mesh?
multiply it's Y scale by -1
Hi, I have a problem. I can't figure out how to get the position of the widget button and move the mouse cursor to that button. The widget is located inside the actor. Google did not help me.
I just duplicated the static mesh so i have 2x meshes
I would get the icon position, get the cursor position and then somehow interp it
The biggest problem is that I don't know how to get the position of the icon/button.
Is the icon drawn on a widget? Then just get the icon location on viewport, pretty sure that node exists
Amazing, I cannot adjust volume +ively, I can only fade it in ... seriously how on earth ...
I can fade in sound โ
I can adjust sound after that โ
but this means I'm stuck with the fade in starting again when I loop back to the time it's supposed to go back up in volume (jarring effect with fade in)
If I replace this with an adjust, it doesn't play the sound ... lol?
Alright this ended up being my solution: I created a FVector2D variable in the PlayerController which holds the CrosshairRelativeLocation. I put it here because I couldnโt figure out how to access the Game Level variables through the widget but the widget does have a reference to the PlayerController. In the widget I then went to the graph and...
after a lot of hard work and a lot of hours
i did it
it finally works
i used that video and it worked
god bless y'all
How can I make a visible body for all players but i will see only the gun without the body like first person
In your link there widget is stretched to the entire screen, if I understand correctly, in this case it is much easier to find the position of the icon. But that's not how I have it. I have the widget hanging in the air is not full screen.
Fade In: Use only when starting the sound.
Adjust Volume: Use only to increase or decrease the volume while the sound is playing.
Eg:
How did you make your connecting lines like this?
Paid plugin on the marketplace called Electronic Nodes
haha damn in the past 3 days I've raised the author's profit exponentially ๐
This is what I've done and it's doing what I intended
I think the is Playing will always fail in my case IF I set the volume in the beginning (at begin play) to 0.0. It just doesn't register it at all even though there's a set active node. Seems it needs some amount of volume to be treated as active
@boreal scroll Is that a WidgetComponent?
When creating a car for example, i have the exterior and interior of the car. Do I separate those two into meshes and enable the view for the interior but disable the exterior and for multiplayer I allow to replicate the exterior but not the interior?
I want to see inside but no need to see the outside of the car. How do I do that?
Widget in Blueprint Actor
This requires a very specific setup, but I've done similar before. You need to line trace, hit the widget component. Get their world location of the hit, transfer that to the component's local space. Then you can use that XZ location(Y should be near zero after that) as an XY location in the widget. Depending on your component setup, and the widget in question, this might need a little extra transference math.
is there an alternate node to get anim instance that can be used with a construction script?
Can't you focus the input to the widget so the cursor is locked to the widget space?
Thank you for the information! I understand that it's not that easy/quick.
Maybe this helps? https://www.youtube.com/watch?v=syK_yMC84kc
It's paid for but you could try similar search terms and come across something. The most famous example (for me) is from Doom 3
Marketplace: https://www.unrealengine.com/marketplace/digital-terminals-keypads
This package contains two different terminal types, a keypad and a computer screen, as well as a system that allows a comfortable usage of these terminals. To use a terminal, simply approach it with the character. A smooth transition automatically focuses the termin...
How can I hide the plane mesh for myself but show it in multiplayer to other players
'owner no see' should be True, just make sure you assign owner as self
'only owner see' will do the opposite, and hide it from other players (again assuming owner is set as self)
Thanks
hi all does anybody know where is node? https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/AnimationBlueprintLibrary/AnimationNotifies/GetAnimNotifyEve-/ thanks
Get Anim Notify Event Trigger Time
trying to find it in animbp but no luck, maybe epic changed it?
Target is Animation Blueprint Library
mm what is anim bp library?
i have animation with notify and need to get exact time when it shoot, maybe there is a better way?
it's (likely) a function library for the animation blueprint
you may need a node like this
but tbh I haven't looked into this too much. you may be better off asking in #animation
thank you! i'll look into it
how can I make a reference to a character? im trying to call a function but I need a reference for the target
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thx
I got one more question, is there a node that lets me take one exec and spread it to multiple things?
I wanna do multiple things on BeginPlay
Hello there, little question, I have a post process volume, I set a rendering features with a post process material (fire effect). But it only appears when the camera is inside the volume. I have a third person camera, so I would like this material appear when my character is inside. Any idea? ๐
you're looking for a sequence node
Is there a way to make a PlayerController that can possess two pawns at the same time? In this blueprint here I possess the octopus, then that is overwritten and I only possess the third person character. I want to do something like this that will possess both.
Is there a way to have my spawned actor use the materials of something from a selection screen? Basically like having a "change colors" menu at the start of the game that persists through each level
Savegame, or gameinstance could help you out
which can be as simple as calling two functions from the possessed PC
Thanks, thats where i was thinking but didn't know where to go from there
Thanks. Thinking about other ways to do it gave me an idea. I will try forwarding inputs from the player controller to an ai controller that has control of the second character.
Hi, do the "Pain-Causing Volume" actors have to be configured/enabled in the GameMode for them to work?
I don't know why they would have to be configured in game mode? have you implemented a health system?
I have two controllers, I want one to tell the other what inputs to pass to its pawn. How can I forward inputs from one controller to another?
how are you spawning the characters
Can anyone help me out with a Timeline problem I'm having... think its my maths thats the problem...
I have an "effect over time" kinda thing, a threat value per second. If we assume the value is 2, then over 1 second the threat would be 2. Over two seconds the threat would be 4 etc.
I have a Timeline with a duration of 1 second. Two key frames, one 0,0 and 1,1. I'm trying to use the Update execution pin and the float value from the Timeline to then multiply by the threat value.
I'm updating the variable on each occasion, but I think what's happening is that I'm getting many calls which, added together, exceed the total value per second.
Any thoughts?
what is your intended outcome?
If you can imagine a thermoter, gradually increasing, that kinda thing... I can get it to work if I use an Event Track on the timeline, but you can "feel" the one second increments... I wanted the rise to be more smooth etc...
*thermometre
(so tired I cant spell, sorry!)
I'd use a lerp instead of a multiplier
since you're already using an alpha value
So, a lerp in there instead of the multiply?
at the moment, the affect is that it kinda grows exponentially...
just replace that whole node (or the insides) with a lerp. the timeline already ensures you have values between 0..1 and a lerp is only modified between 0..1
which isnt the desired outcome
so it's a safe way to automatically clamp it
you can add whichever values you want inside of the lerp values
the point is just that they cannot functionally exceed the alpha value
so max value will alpha be alpha-f(1)
A and B are your max and min values
I have my ThreatEmittedPerSecond which must be one of them..
or min and max, rather
ok, so A would be 0 and B would be the max threat...
I kinda assumed this was what the timeline was going to give me... as the delta (or alpha) coming out of it should be between 0 and 1 anyway? I have it looping etc...
yep, which is why lerps work so well
I have it running with the lerp now, but its still incrementing waaay too fast...
That was what you meant, right?
(thank you btw)
you don't need the addition
just set the value to threat emitted
sanitize your inputs that way so the lerp is the only thing that needs modification
well, the lerp and the timeline curve
kill the "addition" node
I've dropped the addition and now it just iterates from 0 to 1 and never increases above that..
from the lerp go straight into "set threat emitted"
Yep
ok, well, that's your max threat value
so if you want a higher max threat value, increase it
Yeah, but its supposed to be increasing every second, by that amount... so...
1 second = 2
2 seconds = 4
3 secpmds = 6
etc, hence why I added the addition node... but I want it to smoothly increment...
so, 0, 0.1, 0.2.... etc etc
it is smoothly and linearly going towards your max value
its basically a thing in a room giving off a threat, the longer its there, the greater the threat etc..
if you want the functionality to be quadratic
ok, so in that case B, the max value, needs to be incrementing too...
(again, lost, sorry... maths not my speciality)
I cant set it to be higher, because I dont know how many second the thing in the room will be there for, it depends on when the player removes it
its a threat per second value
okay but surely there's a max after which point it stops mattering how much it increases
but the seconds are unknown
Yes, I guess so, we could assume 100 I guess, but that feels a bit odd doing it that way..
I'll plug it in and see what happens...
it's for your benefit
it'll be easier to balance later on
rather than going through 3 or 4 different variables, you go through one
if I throw 100 in to B, where does the Threat Per Second value play any part now?
the threat per second is the alpha
wouldn't I need to multiply the delta by that and plug it into the alpha on the lerp?
you don't need a separate value
nope
if you want to modify the alpha value, modify the curve
I think I do... different things in the room will have different threat levels
I'm sorry, you're really losing me... I'm trying to keep up but I'm getting very lose.
*lost
when you say different threat levels, does this mean max threat levels?
or does it mean different rates of accumulation of threat
Ok, let me explain in words rather than UE4 stuff and see if its easier, sorry...
So, one enemy in a room with a threat emittance of 2 per second
whilst its in the room, the threat metre goes up by 2 every one second
but I dont want that to be visually jerky... e.g. not updating every second...
I want to display it smoothly...
so... I used the Timeline to get the values between 0 seconds and 1 seconds..
I assumed I could multiply that by the Threat Per Second value
Like a thermometer it will have a maximum value, haven't decided on what yet, and that may change per wave/level etc
you can, but then don't use a timeline
do it on a timer, or per tick
whole point of a timeline is that you don't need that value
lol.. thats where I started...
you handle it through how you modify the curve
I was using Tick but figured that I was calcuting stuff waay to frequently (120 fps etc)... so I dropped that idea
timeline uses tick too
Then I looked at the Time by Function name...
tbh most everything is sort of synced towards frame time
but for both tick and for timers you can set a custom "tick" period. it defaults to one frame (about 1/60th of a second), but you can set it higher
this will of course affect the smoothness of your increase
everything I've seen suggests not using Tick if you can avoid it, and I figured the Timeline would allow me to do something every 1 second, or within the 1 second, as opposed to many times per part of each second
yep
and you can
but you dont need the threat per second
that is built into the timeline
the Threat Per Second is a value against each enemy type.
Some will create more threat etc
I didn't think I could pass that into the Timeline
so use different curves per enemy
?
it's all about how you setup the curve
But there's no direct link then for the data... just me arbitrarily putting in values into a timeline...
thats not consistent with the data for the enemies..
if you know the max amount and you know how much it increases per second, what else do you need?