#blueprint

402296 messages ยท Page 746 of 403

gritty elm
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i only save offset when left mouse is pressed ( hit location - actor location )

spark steppe
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well, i would like to see the whole logic now ๐Ÿ˜„

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that little part isn't telling much

snow aurora
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No Idea how to work with timers

spark steppe
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otherwise, watch youtube tutorials

gritty elm
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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...

โ–ถ Play video
spark steppe
gritty elm
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this is the complete blueprint

spark steppe
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now you aren't tracing the floor correct

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you need another trace for the offset

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both on different channels

gritty elm
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i found the issue, when i move slowly, then it works fine. but when i move mouse faster, it starts the issue again

spark steppe
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trace for the offset happens on the channel that the cube is set to blocking

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trace for movement location happens on visibility channel

gritty elm
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maybe the mouse isn't hitting to cube

spark steppe
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no, you are actually just tracing on the cube xD

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so as soon as you move away from the cube it hits nothing

gritty elm
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when i try to move mouse faster. to verify this, i tried to cast to assetbaseclass actor

spark steppe
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you need TWO traces, one on cube channel one on visibility channel

high ocean
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is there any way of getting a function name for debugging purposes?

gritty elm
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updated code

spark steppe
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still wrong

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thats still just one trace

gritty elm
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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

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but how does this works in correct way

spark steppe
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i wrote that 2 times by now, read up again

gritty elm
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i created a new trace channel called "floor", and by default set it to block

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what kind of information i need from these two traces

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from cube channel, i can get location of cube. and from floor channel, should i also get location?

spark steppe
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trace 1, happens on cube channel to save the offset, and only happens once when you click the mouse down

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trace 2, as usual on visibility channel to trace to the floor each update

gritty elm
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for floor collision, should i set to cube channel to ignore and floor channel to block, right?

spark steppe
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you can use visibility channel for the floor

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it doesn't need an extra channel

gritty elm
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so floor will be block all dynamic

spark steppe
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but if you want to, go with a floor channel

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thinking about it, yea make a new channel for floor which the cube ignores

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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

gritty elm
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updated code, both are different traces now. it is working, but when i click on object, it's offset is snapped by +10

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this video explain

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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 )

spark steppe
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did you try trace complex?

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for the first trace

gritty elm
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yes, but it still happens

atomic salmon
spark steppe
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๐Ÿ˜„.

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leave something for him to figure out

atomic salmon
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LOL

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I liked the case, had to implement it

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In general, when you look for an hit, you should always check that it actually took place

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So branch on Blocking Hit == True

gritty elm
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i downloaded and tested, the jitter is still happening

atomic salmon
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is it?

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not on mine

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where do you get the jitter?

gritty elm
atomic salmon
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of course if you are dragging the mouse around at 100 km/h

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it is possible that the mouse hit flips from the cube to the floor

gritty elm
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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

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it is almost fixed, but at the end, when i click on cube, it offset is changed, but it is not jittering anymore

atomic salmon
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if the jittering happens when the mouse is very close the the edge of the cube, it is hitting the floor

gritty elm
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yes exactly.

atomic salmon
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look at the part of my code which calculates the delta and applies it back

gritty elm
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this is my setup, it is very similar to your setup. is this correct?

atomic salmon
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I don't like the timer with 0.01 time

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it's very likely that it cannot fire at that rate

gentle urchin
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On your setup, cant you save the original offset between hit object location and floor hit location @gritty elm

atomic salmon
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10ms is 100Hz

gentle urchin
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That should make the snapping go away

gritty elm
gentle urchin
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Yes

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That im aware off

gritty elm
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on the floor mesh, floor channel is set to block, and cube channel is set to ignore

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same for cube, cube is set block, floor is set to ignore

gentle urchin
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That part is fine

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The vid im seeing has the cube move on click

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Which i assume you dont one, seeing how you point it out

gritty elm
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when i first time click on cube, it is hitting on cube

atomic salmon
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@gritty elm found the ultimate solution for you

gritty elm
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Great, surely will download and implement this. but the project right now have some custom movement system rather than gizmo tool

atomic salmon
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Use it to learn from it ๐Ÿ˜‰

icy dragon
atomic salmon
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oh sorry, didn't see it

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I am suggesting it as a learning source

icy dragon
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Though tbh it's my fault I linked the YouTube demonstration video instead of the repo.

gritty elm
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yes i see, and thanks for sharing these links. i'm very closed to ending of cube movement system

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i was doing this from scratch, i did in C++

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but after i realized some issues like jittering, then i started testing in blueprints ( just to quick debug and fix )

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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 }));

        }

        
    }
}```
gritty elm
spark steppe
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change first line to ```c++

gritty elm
atomic salmon
rocky cliff
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ahh true mb

atomic salmon
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there is already someone posting C++ in Blueprint ๐Ÿ˜›

spark steppe
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yea you might really want the offset from floor to cube on the first click

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but that would probably only work on flat surfaces

gritty elm
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the first trace is only happen on cube

spark steppe
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but honestly, i don't want to twist my head around that one now

gritty elm
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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 ).

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i think it is not possible. since trace needs to be hit first

gentle urchin
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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

gritty elm
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should i save offset with floor trace or cube trace

gentle urchin
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Both

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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)

spark steppe
gritty elm
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ok so i did like this, is this correct

gentle urchin
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Feels like ur missing a variable

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The offset is in addition to the previous logic

gritty elm
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but the offset issue still happens, it offset by larger value now

gentle urchin
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Guess i cant escape turning on the pc

gritty elm
spark steppe
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i feel like a mouse cursor trace isn't the best option to get that offset

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or maybe it is

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what do i know

devout dove
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Where do I spawn the widget, in the player controller or in the pawn?

gritty elm
devout dove
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multiplayer

icy dragon
gentle urchin
gritty elm
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looks good. going to try it now

gentle urchin
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I added a tag for the draggable object, but i guess you can verify it by any means you like

gritty elm
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ok got it

boreal moon
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Hey guys ,can i ask a question in this text chanel?

gentle urchin
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Asking a question about asking a question

boreal moon
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ye

gentle urchin
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just ask the question you want to ask

gritty elm
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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.

gentle urchin
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On my end, i dont see any jitter at all, when dragging from corners

gritty elm
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Yes jitter was fixed . The custom trace channels, and other methods suggested methods by everyone.

boreal moon
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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 !

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video of the problem

hardy bough
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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?

boreal moon
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screenshot of BP`s

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in builded project hitlag is too long

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how can i fix it

devout dove
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I'm getting the cursor position on the HUD and should I cast from the PAWN to get it or cast from the widget?

lethal slate
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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?

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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

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should i keep handling this way or should i separate local pawn spawning from remote pawn spawning?

hardy merlin
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In Blueprint, how can I tell if a particular animation montage will loop?

devout dove
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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.

brazen pike
devout dove
brazen pike
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can you send the blueprint? I have no idea what the expected result is, and you want me to find whats wrong?

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just a screenshot

devout dove
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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

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Im actually laying in bed now ๐Ÿ˜ถ 11 past midnight for me

devout dove
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Pawn

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Pawn BP

brazen pike
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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.

devout dove
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Not weird, I want a specific movement where the mesh has also a visual movement added

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Here @brazen pike

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This is the movement

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dLiscord?

torn kettleBOT
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:no_entry_sign: proleskovskiy#6907 was banned.

tawdry surge
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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

devout dove
# brazen pike Yeah that's a super weird way of doing that. When you get another chance to be a...

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.

obtuse herald
faint pasture
devout dove
tawdry surge
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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

spark steppe
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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

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however, you have to set the pawn to use controller rotation for that to work

tawdry surge
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Ok I'll try set control rotation. I think that'll take an input vector.
Thnx!

spark steppe
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that will use a rotator

tawdry valley
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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?

tawdry surge
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Yeah, rotator. Was thinking about vectors cuz I just got done with the location part

zealous orbit
tawdry valley
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Thanks!

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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?

zealous orbit
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It would make sense to have the controller also decide which one is spawned to begin with

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Then you can reuse the spawn logic as a function or something

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And not rewrite it for the different use cases

tawdry valley
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What would you do with level game mode?

zealous orbit
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The VR Expansion plugin does it the way I'm saying

zealous orbit
tawdry valley
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Thanks and by the VR Expansion plugin do you mean the OpenXR plugin?

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or is it a separate plugin utilized?

zealous orbit
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Grips, network replication, a bunch of other stuff

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It's quite complicated but also awesome

zealous orbit
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I was specifically referring to the VR Expansion Plugin EXAMPLE that you can download

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The example has a bunch of example blueprints. The main plugin generally expects you to use C++.

tawdry valley
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ah I see

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thanks for your help! looks like i have a bunch more reading to do.

viscid barn
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nvm; figured it, set the input buffer check too soon ๐Ÿคฃ

zealous orbit
viscid barn
#

Not sure I understand the idiom but thanks nonetheless hahaha

zealous orbit
#

It's a really weird phrase common in certain game dev circles

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Basically, "rubber ducking" is when someone sits in and listens to technical problems a person may have

modern willow
#

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 ๐Ÿ˜„

zealous orbit
viscid barn
#

OH lol

modern willow
zealous orbit
#

Sometimes I'll explain my problems out loud to myself if there is no one around to be my rubber duck

viscid barn
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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

viscid barn
modern willow
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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

zealous orbit
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I pissed off a manager once by leaving "early" (around 1 am) when the whole team was banging on a problem

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Everyone else stayed all night...

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Guess who solved the problem?

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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.

viscid barn
modern willow
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Remind your boss that what one developer can do in one hour, two developers can do in two hours!

zealous orbit
viscid barn
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"early" ๐Ÿคฃ

zealous orbit
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It might help you sleep better too. Ideas like that tend to race around your head and prevent sleep.

zealous orbit
zealous orbit
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I'm really glad I don't work for that boss anymore

viscid barn
zealous orbit
modern willow
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๐Ÿ˜ฆ I was hoping I wouldn't hear the C word

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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

red bobcat
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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

modern willow
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Have you got an AI component roaming around a NavMesh area yet, or are you looking to create one from the start?

red bobcat
# modern willow Have you got an AI component roaming around a NavMesh area yet, or are you looki...

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./

modern willow
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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

kindred tinsel
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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?

red bobcat
open rose
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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?

red trail
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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?

spark steppe
tardy plinth
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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?

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I'm assuming I should be able to set them both to the same interface and then do an implementation per blueprint.

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I guess I'm just confused. Events with no params/return seem to appear as events, otherwise they appear as functions.

dawn gazelle
tardy plinth
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yeah that makes total sense

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thanks

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it is nice to have them isolated for clarity i feel, though im pretty new

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i guess it doesnt really matter

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is it possible to reuse blueprints between projects?

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im coming from unity

dawn gazelle
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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.

tardy plinth
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ah ok, cool ๐Ÿ™‚

hazy basin
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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?

maiden wadi
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@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.

trim matrix
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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

trim matrix
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Currently i am solving it using simple boolean varible

chrome fractal
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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?

dense nebula
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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

inland coyote
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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.

maiden wadi
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@dense nebula Server RPC the mouse clicked location from the client. Do the MoveTo on the server using that passed vector.

obtuse herald
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You can turn it of in the events details panel

inland coyote
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i dont think i've got these inputs in my controller, but ill double check.

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for sure the input EVENT is only used in my pawn, and not the controller

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nope

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also it ONLY happens when i posess a pawn trough blueprint

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having my 'to be posessed' pawn as default lets everything work just fine

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am i supposed to be initialising the controls of a pawn after posessing it or something?

tiny vale
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is there anyway i can use editor scripting to add a component to a actor?

maiden wadi
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@tiny valeLike, add a component to an actor that is placed in level?

maiden wadi
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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.

inland coyote
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SHOULD i be doing something to 'enable input' for posessed pawns after posessing them?

maiden wadi
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@inland coyote Curious. How do things work before you possess it?

inland coyote
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it's a vehicle

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it works perfectly fine if i have it as default pawn in my gamemode

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but if i posess it trough my controller (having a 3rd person character as default pawn) then some of the inputs dont work

maiden wadi
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Odd. Should work the same. But you did mention you're using UE5. Epic may be messing with possession code.

inland coyote
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yeh that's what i was considering too

obtuse herald
inland coyote
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tried that

gentle urchin
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Doesnt possess handle that? The enabling of input?

inland coyote
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it does

gentle urchin
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Or adding to the input stack

inland coyote
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i can move it, move camera etc

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but half of the inputs just dont work for no apparent reason

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and only after i posess it with controller

gentle urchin
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Do you have something higher up the stack handling the events?

inland coyote
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it works fine as default pawn

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nope, i even made a whole new input

gentle urchin
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So if you have mouse x (and set to consume) in playercontroller, pawn cannot get it

inland coyote
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the controller does not have these inputs in it

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at all

gentle urchin
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Any actor got the input enabled?

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I guess not but gotta ask

inland coyote
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well there's other vehicles sitting in the world, but none are posessed by player

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though the same thing happesn with them all removed

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something fucky is going on in the 'posessing' part of it

gentle urchin
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If you try to add a new actor, which just enables input after a 1 sec delay, see if you get the events there

inland coyote
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like posess my pawn trough a timer in my controller?

gentle urchin
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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)

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Just a pure actor, not a pawn

inland coyote
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ah

gentle urchin
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Doesnt need any logic beyond the input action and enable input

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And ofc spawned in the world

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If this works, then i'd think you have something in the stack that you've forgotten about

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If not then... welp

inland coyote
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it doesnt get anything when it's not posessed at least

gentle urchin
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You cant possess actor, can you ?

inland coyote
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no

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but i dont know if that's a requitement for being able to fire input

gentle urchin
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Its not

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Enable input handles that

inland coyote
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gotcha

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yeh

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that works

gentle urchin
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So it would seem you got something in your stack

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Atleast thats my best guess

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If you have input enabled on this actor, it will always have priority above any pawn you've possessed

inland coyote
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this is what my box with enable input is outputting

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it's just not applying the input to my vehicle movement component when posessed it seems

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maybe the problem is in the chaos vehicle component

#

which i hadnt considered yet

gentle urchin
#

Because the vehicle isnt recieving the input

#

Isnt it?

#

Oh

inland coyote
#

it is

gentle urchin
#

Well that too

obtuse herald
#

Did you try printing the value inside the vehicle already?

gentle urchin
#

But adding print would tell you if the event fires

inland coyote
obtuse herald
#

That changes alot

gentle urchin
#

๐Ÿ˜…

#

Indeed.

#

It changes everything

obtuse herald
#

You're receiving the inputs just fine

inland coyote
#

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 :)

tiny vale
#

is there anyway to do string to object

devout dove
#

Does it make a difference if I use inputs like Jumping with spacebar in the Pawn vs game controller?

stoic crest
#

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)

worthy drift
#

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?

maiden wadi
#

@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.

stoic crest
#

thank you!

maiden wadi
#

@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.

jovial prairie
#

can anyone help me for a sec on live?

maiden wadi
#

@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.

worthy drift
#

@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!

trim matrix
#

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

trim matrix
#

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

trim matrix
#

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

obtuse herald
trim matrix
obtuse herald
#

did you unposses your pawn?

trim matrix
#

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

obtuse herald
#

Try the move node, bit don't unpossesse your pawn

trim matrix
#

Ok

grave relic
#

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

maiden wadi
#

@grave relic People in #graphics will know more about lighting issues most likely.

rose elbow
#

Anyone know how to get this node?

earnest tangle
#

I don't think it's a builtin

rose elbow
#

I can't find anywhere else in the project where this has been defined

earnest tangle
#

If you hover over it what does the tooltip say?

obtuse herald
#

Possibly a plugin

rose elbow
#

"Target is UIBlueprint Function Library"

earnest tangle
#

That's where it's defined then. Try doubleclicking it, that should open the relevant file

spark steppe
#

well theres your answer

rose elbow
#

just says loading vs but doesn't do anything

earnest tangle
#

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

rose elbow
#

shiiit

sand shore
#

You can still quite easily view that file. But it will be C++

earnest tangle
#

Either way - if you want to add that node you can just search for the node

rose elbow
#

yeah its opening in vs now

rose elbow
earnest tangle
#

Ah I see, in that case you need to install the plugin or C++ modules from that project that define this

trim matrix
#

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 ๐Ÿ˜ฆ

chrome fractal
#

startmoviecapture command isn't working in ue4

#

Can Anyone knows?

trim matrix
#

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.

winter kettle
#

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?

earnest tangle
#

Yes

winter kettle
#

Alright let me try

lofty smelt
#

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

odd ember
#

how are you converting

#

and is this live, as in, while you're playing the game?

lofty smelt
#

what do you mean with the last thing

odd ember
#

are you importing the file while playing the game, or just while in the editor

trim matrix
#

@odd ember Do you mean I should set the collision response to Overlap?

lofty smelt
lofty smelt
#

game isnt finished yet

odd ember
#

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

odd ember
lofty smelt
#

ohhh

#

yea no it's in the editor

#

but the chat wont show up in the game

trim matrix
#

@odd ember Massive beam was what I was going for. Sounds like I have to find another way then.

jovial prairie
#

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

โ–บ 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'...

โ–ถ Play video
chrome fractal
lofty smelt
#

Blueprint Runtime Error: "Accessed None trying to read property Dialogue". Blueprint: NPC Function: Dialogue Create Graph: DialogueCreate Node: Set DialogueText

#

and

half crypt
lofty smelt
#

these are the 2 separate errors i get

half crypt
chrome fractal
#

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.

lofty smelt
chrome fractal
#

I mean in-game video.

lofty smelt
half crypt
chrome fractal
#

No issue. BTW thanks for the reply.

half crypt
lofty smelt
#

it refers to the widget

half crypt
#

because it cant access anything on it, it's like that variable is empty

half crypt
lofty smelt
#

1 second

#

ill look over it again

half crypt
#

also theres a variale or maybe function called "setdialoguetext" there's something wrong there too

zenith trout
#

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?

spark steppe
#

@lofty smelt is there anything in your dialogue widget other than text?

#

wonder because you are never setting the text on the widget?!

lofty smelt
#

the widget has no text

#

it is just the outline of the widget

#

the design essentially

spark steppe
#

so it shows but has no text?

lofty smelt
#

but it's supposed to get text out of a csv files

#

yes

#

it shows the outline but no text

spark steppe
#

how do you retrieve the text within the widget?

lofty smelt
#

well

#

it is supposed to get it from the csv file

#

but for some reason its not working

spark steppe
#

yea, but which code is on the widget to retrieve the text?

#

your screenshots dont show any relation

lofty smelt
#

yea i have another function

#

ill send it

#

although i need 2 screenshots for that

#

maybe even more

spark steppe
#

oh boy... ๐Ÿ˜„

lofty smelt
#

it's quite extensive xd

spark steppe
#

it's probably over engineered

#

wait

#

what happens if you connect that?

lofty smelt
#

no idea

#

let me try

#

okay here is the other function

#

enjoy this piece of art

#

pieced it together in ms paint

spark steppe
#

yea i missed that you actually set the text variable on the widget

#

so the last screenshot probably wasnt necessary, my bad

lofty smelt
#

i get the same error

tacit oyster
lofty smelt
#

yet this time it's not showing the dialogue outline

lofty smelt
spark steppe
#

is the "dialogue text" variable in the widget bound to the text field?

lofty smelt
#

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

spark steppe
#

what if you add a print string after that? does it print some text or nah?

lofty smelt
#

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

half crypt
lofty smelt
#

very sad

half crypt
lofty smelt
#

none

gentle urchin
#

Dont you have to do a bot-command?

#

To stream

lofty smelt
#

which one

gentle urchin
#

Not sure, never done it. Just vaguely rememember something about it

spark steppe
#

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

lofty smelt
#

what function

gentle urchin
#

Get dialogline

half crypt
spark steppe
#

the dialogue create one

lofty smelt
spark steppe
#

but with the changes i suggested?

gentle urchin
#

Found it

lofty smelt
#

oh yea sure

gentle urchin
#

I think..

lofty smelt
gentle urchin
#

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

spark steppe
#

yea good find

#

havent paid attention to that method

gentle urchin
#

Maybe i was to quick tho,

#

Theres a check before it

lofty smelt
#

so what do u suggest

spark steppe
#

also comparing against 1 is kinda.... prone to fail

gentle urchin
#

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

lofty smelt
#

so what do i do lmao

spark steppe
#

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?

lofty smelt
#

yea im pretty sure that is possible

#

this is the csv file

gentle urchin
#

Makes the logic very prone to fail

spark steppe
#

no, theres not two entries for one line/actor right of now

lofty smelt
#

okay so there isnt

#

yea i suck at this

spark steppe
#

the question is do you want to support it for new lines, or are new lines part of the same entry

half crypt
spark steppe
#

stop it ๐Ÿ˜„

#

squize found the issue already

half crypt
lofty smelt
#

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

spark steppe
#

looking at your blueprint, you'll be here for months... so theres that ๐Ÿ˜„

lofty smelt
#

as i mentioned before im an amateur and all i did was follow a youtube tutorial step by step

spark steppe
#

xD

lofty smelt
#

so how do i fix it

spark steppe
#

that whole dialogue thing is cursed in the state it is right now

lofty smelt
#

shit

sharp rapids
spark steppe
#

no, get line shouldn't do anything to the widget imho

sharp rapids
#

Let us know If it's the one setting the ref to null or something else?

sharp rapids
spark steppe
#

first of all it provides a fluid conversation flow, and it's easy to manage dialogue within the engine

lofty smelt
#

$50

#

good lord jesus christ have mercy

#

im doing this for a school project

earnest tangle
#

School project then just go with whatever method is simplest :D

lofty smelt
#

i thought this was...

spark steppe
#

then don't submit anything but the conclusion that a sane conversation system isn't implemented within the time range ๐Ÿ˜„

lofty smelt
#

i was incorrect

#

ill just go with another youtube tutorial

#

ill just delete this shit

sharp rapids
lofty smelt
#

yea ill take a shot at it

#

thanks anyway

#

โค๏ธ

gentle urchin
#

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

spark steppe
#

the one i linked is open source, too

valid bolt
#

i cant plug cast to character to calculate direction pls help?

spark steppe
#

because thats a pure node, which doesnt need to be connected to execution flow

#

the target is most likely your casted actor

gentle urchin
#

Anim instance object is the target

valid bolt
#

ty

#

holup sorry to bother but im not able to save it?

spark steppe
#

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

valid bolt
#

oh i see

#

ty

valid bolt
#

none of my animations play although ive set up blendspace and etc

odd ember
valid bolt
#

oh my bad

hexed parrot
#

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

earnest tangle
#

Print the values and find out

hexed parrot
#

it's 0,9+0,1 = 1,0 and 1,0 <= 1,0 is false lmao

earnest tangle
#

Yeah like I said put a print node in there and see what the values are

odd ember
zenith trout
#

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?

sage pecan
#

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

odd ember
spark steppe
hexed parrot
spark steppe
#

Value actually stored in float: 0.89999997615814208984375

hexed parrot
earnest tangle
#

Floats are fun sadly lol

spark steppe
#

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

solar dawn
#

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?

spark steppe
#

try to cast other actor to your player class, if it doesnt fail go on with pause, otherwise ignore it

solar dawn
#

welp bcoz the collider collides with other actors' collision so i hope it can be fixed

spark steppe
#

ez fix with what i said, gg wp, kthx

faint pasture
prime stump
#

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

heavy ibex
#

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.

sage pecan
remote obsidian
#

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!

devout dove
#

My capsule is overlapping itself, it triggers the begin overlap as soon as i press play

maiden wadi
#

@devout doveIt's not overlapping itself. You're printing the component that got overlapped. Print the Other one.

devout dove
#

I want to detect when it hits a wall for example

obtuse herald
#

but load stream level should be async already so I don't really think this will make a diffrence

remote obsidian
bright frigate
#

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)

obtuse herald
devout dove
devout dove
#

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

spark steppe
#

does your plane have a collision set up in the mesh?

devout dove
#

What is collision setup?

spark steppe
#

which ue version are you using?

devout dove
#

We talking here about a collision sphere, or custom geometry ?

#

UE5 beta

spark steppe
#

collision sphere would work, too

#

show the actor hierarchy

remote obsidian
devout dove
spark steppe
#

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

bright frigate
devout dove
spark steppe
#

yea you dont have any collision on the mesh

devout dove
obtuse herald
spark steppe
#

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

devout dove
#

Idk which one i should take

spark steppe
#

go with the 26dop thing for now

devout dove
#

I clicked on automatic

spark steppe
#

yea, should work for now

#

now you should get collisions

#

save the asset before closing

devout dove
#

ok id did

#

do i need to check this?

spark steppe
#

possible, not sure

#

depends on the kind of events you want

devout dove
#

I want to do something when my plane hits a cube

spark steppe
#

yea i can tell, i just never worked with non overlapping collisions, someone else here might know for sure

obtuse herald
#

simulating hit events is for in editor simulating (instead of playing) iirc

maiden wadi
#

Simulating hit events are for simulating physics components.

spark steppe
#

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 ๐Ÿ˜„

devout dove
#

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?

spark steppe
#

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

devout dove
#

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

spark steppe
#

you can setup if the camera should inherit roll/pitch from the mesh

devout dove
#

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

spark steppe
#

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

devout dove
bright frigate
#

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)

spark steppe
#

sounds like you are planning for a lot of more trouble :D^

bright frigate
spark steppe
#

i would try to get it working as of now, then you can start making it more complex

spark steppe
#

what you want to do should totally be possible, so i guess it's just one missing detail

bright frigate
bright frigate
#

unless I increase the fade duration I suppose

spark steppe
#

i thought the fade in/out node would run async

devout dove
bright frigate
#

much like the switch enum saga we had earlier

devout dove
spark steppe
spark steppe
#

does the playercontroller use control rotation of the actor?

devout dove
spark steppe
#

yea, one problem solved, 99 left

signal delta
#

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

heavy ibex
signal delta
#

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

obtuse herald
heavy ibex
#

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!

signal delta
#

I thought of owner, but for some reason setting it up doesnt work well

obtuse herald
#

if you need to hide it for only one player/make it visible for only one player then these are the way to go

signal delta
#

Actually, would i define the owner of the actor through the actor blueprint ?, or through something else ?,

heavy ibex
#

is the actor spawned or placed?

signal delta
#

Placed

#

should i try spanwed ?

heavy ibex
#

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

signal delta
#

Would i be able to assign ownership through player index ?

heavy ibex
#

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

bright frigate
#

@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)?

gritty elm
#

what mean by this function?

spark steppe
pliant wave
#

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
bright frigate
maiden wadi
#

@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.

gentle urchin
#

Also, audio components stop if the volume gets to low

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Atleast from my experience

earnest tangle
#

^iirc there is a setting for this

bright frigate
bright frigate
gentle urchin
#

Ah. I probably missed that setting. Mostly just hashed together some basics when i set up my audio stuff ;p

digital palm
#

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? ๐Ÿ™‚

bright frigate
#

I tried with other sounds too, no matter what I put in the new volume, the fade out always ends the sound

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I just don't get it

gentle urchin
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Seem to be known behaviour?

gentle urchin
#

Perfect. Thanks ^

bright frigate
#

So is there any node to fade out to a new volume rather than completely stopping?

dawn gazelle
#

If you want to do a fade, you could use a timeline or interp on tick or what have you.

bright frigate
#

I also noticed that the yellow (green?) version of set volume doesn't do anything

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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

dawn gazelle
#

Here's what you want

bright frigate
#

omg that block of code for a moment ๐Ÿ˜„

dawn gazelle
#

That was copying the blueprint node rather than taking a screenshot lol

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That node will fade in/out without starting from the beginning / stopping the audio.

bright frigate
#

Thanks!

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Is there a way to 'get' this volume?

spark steppe
#

so fadeout worked the whole time?

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then you could also just go ahead and just start the sound before the fadein

bright frigate
#

The component's "get" only prints out 1.0 (volume multiplier) instead of the level

spark steppe
#

there's no real reason to keep it running in the background for the whole day

bright frigate
#

e.g. wind

dawn gazelle
bright frigate
#

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

gentle urchin
#

You could save it in your own variable, if it helps

bright frigate
# gentle urchin 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)

gentle urchin
#

Your get value would be what you set it to tho, so it would be accurate as i see it

bright frigate
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final value of the sound

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so it could be misleading

gentle urchin
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What difference would it make ?

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Ypur multiplier comes on top of it all doesnt it ?

bright frigate
#

just whatever strangeness I have in me I guess

gentle urchin
#

So even if 0.75 == 1, your 1x0.75 is still 1, or 0.5x0.75 would still be 0.5

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That last sentence was a mouthfull, but my point may have come across

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Also if this is for a menu, the set value is the get value, so no reason to save it ^^

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Assuming it adjusts volume correctly (logic checks out)

bright frigate
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nope it's not for a menu, it's in-game

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blending and fading in/out different sounds depending on time of day

gentle urchin
bright frigate
gentle urchin
#

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)

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Well i guess im out of ideas then if you dont wanna save your own variable for it

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You could even factor in the .75 (even tho it wouldnt matter if its constant)

bright frigate
spark steppe
gentle urchin
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Its not, i was off topic ;p sorry about that

bright frigate
#

lol okay

spark steppe
#

iirc logarithmic is the best bet for audio volume

bright frigate
spark steppe
#

your lights make sound?

bright frigate
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buzzing sound you would hear if you stand close to an old streetlamp (non-LED of course)

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but nowadays most are LED so dunno if you can find one

spark steppe
#

now i wonder is that sound emitted from the light or from insects flying around and bumping against it

bright frigate
#

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.

mild flare
#

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

dawn gazelle
#

And it should be a replicated value

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If you set it up to use Rep W/ Notify, then you can update your UI in the OnRep function that is created.

mild flare
#

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

devout dove
#

Is it possible to mirror a static mesh?

maiden wadi
#

multiply it's Y scale by -1

boreal scroll
#

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.

devout dove
devout dove
boreal scroll
devout dove
#

Is the icon drawn on a widget? Then just get the icon location on viewport, pretty sure that node exists

bright frigate
#

Amazing, I cannot adjust volume +ively, I can only fade it in ... seriously how on earth ...

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I can fade in sound โœ…
I can adjust sound after that โœ…
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?

devout dove
# boreal scroll The biggest problem is that I don't know how to get the position of the icon/but...
lofty smelt
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i did it

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it finally works

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i used that video and it worked

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god bless y'all

devout dove
#

How can I make a visible body for all players but i will see only the gun without the body like first person

boreal scroll
dawn gazelle
devout dove
dawn gazelle
bright frigate
bright frigate
bright frigate
# dawn gazelle

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

maiden wadi
#

@boreal scroll Is that a WidgetComponent?

devout dove
#

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?

boreal scroll
maiden wadi
# boreal scroll 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.

runic urchin
#

is there an alternate node to get anim instance that can be used with a construction script?

devout dove
boreal scroll
bright frigate
# devout dove Can't you focus the input to the widget so the cursor is locked to the widget sp...

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...

โ–ถ Play video
devout dove
#

How can I hide the plane mesh for myself but show it in multiplayer to other players

plush ridge
#

'owner no see' should be True, just make sure you assign owner as self

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'only owner see' will do the opposite, and hide it from other players (again assuming owner is set as self)

devout dove
fast blaze
#

trying to find it in animbp but no luck, maybe epic changed it?

odd ember
#

Target is Animation Blueprint Library

fast blaze
#

mm what is anim bp library?

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i have animation with notify and need to get exact time when it shoot, maybe there is a better way?

odd ember
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you may need a node like this

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but tbh I haven't looked into this too much. you may be better off asking in #animation

fast blaze
#

thank you! i'll look into it

arctic radish
#

how can I make a reference to a character? im trying to call a function but I need a reference for the target

odd ember
arctic radish
#

thx

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I got one more question, is there a node that lets me take one exec and spread it to multiple things?

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I wanna do multiple things on BeginPlay

digital palm
#

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? ๐Ÿ™‚

odd ember
south bone
#

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.

gentle urchin
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No

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You'd need to replicate the inputs to the second pawn by some means

north marten
#

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

gentle urchin
#

Savegame, or gameinstance could help you out

odd ember
north marten
south bone
loud marsh
#

Hi, do the "Pain-Causing Volume" actors have to be configured/enabled in the GameMode for them to work?

odd ember
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I don't know why they would have to be configured in game mode? have you implemented a health system?

south bone
#

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?

odd ember
#

how are you spawning the characters

keen wedge
#

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?

odd ember
#

what is your intended outcome?

keen wedge
#

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

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(so tired I cant spell, sorry!)

odd ember
#

I'd use a lerp instead of a multiplier

keen wedge
odd ember
#

since you're already using an alpha value

keen wedge
#

So, a lerp in there instead of the multiply?

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at the moment, the affect is that it kinda grows exponentially...

odd ember
#

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

keen wedge
#

which isnt the desired outcome

odd ember
#

so it's a safe way to automatically clamp it

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you can add whichever values you want inside of the lerp values

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the point is just that they cannot functionally exceed the alpha value

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so max value will alpha be alpha-f(1)

keen wedge
#

Not sure what I'm plugging in to the lerp though...

#

A and B etc?

odd ember
#

A and B are your max and min values

keen wedge
#

I have my ThreatEmittedPerSecond which must be one of them..

odd ember
#

or min and max, rather

keen wedge
#

ok, so A would be 0 and B would be the max threat...

odd ember
#

yes

#

the alpha itself becomes the delta

keen wedge
#

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...

odd ember
#

yep, which is why lerps work so well

keen wedge
#

I have it running with the lerp now, but its still incrementing waaay too fast...

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That was what you meant, right?

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(thank you btw)

odd ember
#

you don't need the addition

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just set the value to threat emitted

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sanitize your inputs that way so the lerp is the only thing that needs modification

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well, the lerp and the timeline curve

keen wedge
#

losing me a bit now...

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sorry

odd ember
#

kill the "addition" node

keen wedge
#

I've dropped the addition and now it just iterates from 0 to 1 and never increases above that..

odd ember
#

from the lerp go straight into "set threat emitted"

keen wedge
#

Yep

odd ember
#

ok, well, that's your max threat value

keen wedge
odd ember
#

so if you want a higher max threat value, increase it

keen wedge
#

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

odd ember
#

it is smoothly and linearly going towards your max value

keen wedge
#

its basically a thing in a room giving off a threat, the longer its there, the greater the threat etc..

odd ember
#

if you want the functionality to be quadratic

keen wedge
#

ok, so in that case B, the max value, needs to be incrementing too...

odd ember
#

change your curve to be quadratic

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no no

#

just set it to be higher

keen wedge
#

(again, lost, sorry... maths not my speciality)

odd ember
#

figure out your absolute max value for threat first

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whatever that is, plug it into B

keen wedge
#

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

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its a threat per second value

odd ember
#

okay but surely there's a max after which point it stops mattering how much it increases

keen wedge
#

but the seconds are unknown

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Yes, I guess so, we could assume 100 I guess, but that feels a bit odd doing it that way..

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I'll plug it in and see what happens...

odd ember
#

it's for your benefit

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it'll be easier to balance later on

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rather than going through 3 or 4 different variables, you go through one

keen wedge
#

if I throw 100 in to B, where does the Threat Per Second value play any part now?

odd ember
#

the threat per second is the alpha

keen wedge
#

wouldn't I need to multiply the delta by that and plug it into the alpha on the lerp?

odd ember
#

you don't need a separate value

#

nope

#

if you want to modify the alpha value, modify the curve

keen wedge
#

I think I do... different things in the room will have different threat levels

odd ember
#

sure

#

but

#

is it at a constant rate?

keen wedge
#

I'm sorry, you're really losing me... I'm trying to keep up but I'm getting very lose.

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*lost

odd ember
#

or does it mean different rates of accumulation of threat

keen wedge
#

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

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but I dont want that to be visually jerky... e.g. not updating every second...

#

I want to display it smoothly...

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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

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Like a thermometer it will have a maximum value, haven't decided on what yet, and that may change per wave/level etc

odd ember
#

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

keen wedge
#

lol.. thats where I started...

odd ember
#

you handle it through how you modify the curve

keen wedge
#

I was using Tick but figured that I was calcuting stuff waay to frequently (120 fps etc)... so I dropped that idea

odd ember
#

timeline uses tick too

keen wedge
#

Then I looked at the Time by Function name...

odd ember
#

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

keen wedge
#

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

odd ember
#

yep

#

and you can

#

but you dont need the threat per second

#

that is built into the timeline

keen wedge
#

the Threat Per Second is a value against each enemy type.

#

Some will create more threat etc

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I didn't think I could pass that into the Timeline

odd ember
#

so use different curves per enemy

keen wedge
#

?

odd ember
#

it's all about how you setup the curve

keen wedge
#

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..

odd ember
#

if you know the max amount and you know how much it increases per second, what else do you need?