#blueprint

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odd ember
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the curve just speeds up the increase

keen wedge
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Lets say I have 3 enemy types... A, B, and C.... A = 2 per second, B = 5 per second and C = 10 per second... are you suggesting different timelines for each?

odd ember
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here's how I handle the same idea

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those are just curve assets

keen wedge
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we are venturing farther and farther from what I know with regards to UE4...

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I've never used curve assets..

odd ember
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okay but you do understand that a timeline uses a curve yes?

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that's what drives the alpha value

keen wedge
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loosely, yeah, the line between the keys I add, right?

odd ember
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yep

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the line, or the curve

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depending how you want to handle it

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it doesn't have to be linear

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in your case, you want it to increase over time

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so make it quadratic

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as in, make your curve look like this

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instead of a straight line

keen wedge
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honestly, this is so beyond me now..

odd ember
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I don't know what to tell you

keen wedge
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:(#

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maths was not my strong point at school - so quadratic anything is beyond me...

odd ember
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well you can just look at the visual

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and use that

keen wedge
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I need to understand how this stuff works though, otherwise when it all goes tits up, which it will, I'll be back here asking for help but probably from someone else who'll suggest an entirely different way...

odd ember
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then I would suggest learning about the graph representation of linear and quadratic equations

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it will help you model your data much better

keen wedge
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This all seems hugely complicated for something I thought would be far more straight forward for just increasing a value over time..

odd ember
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like I said, it is

keen wedge
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I appreciate your efforts to help me...

odd ember
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just use a timer

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or tick

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if you have your custom value

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but if you want to use a timeline

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you have to use the timeline

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and if you dont want to learn the fundamental idea behind the timeline

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then maybe it's not worth pursuing

keen wedge
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its not that I dont, I just have very limited time, and that doesn't lend itself well to deep diving into the unknown. Timers I really dont like the look of, I hate calling things by a string reference, and I cant pass parameters in... kinda grim..

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that just leaves me with tick, which I was led to believe I should avoid..

odd ember
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use "Set timer by event" or whatever it's called

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there is a nifty helper node called "create event"

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you can link up

keen wedge
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I really thought this would just be loop around the timeline over 1 second and then multiply the "part" of that second by the threat per second... add the values up, job done.

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out of interest.... the Update execution pin on the Timeline, whats the frequency of that? is that effectively the same as Tick, e.g. for the number of times its called?

dawn gazelle
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So Second 1 = 2, second 2 = 4?

odd ember
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here's how I've set up a timer by event

odd ember
keen wedge
# dawn gazelle So Second 1 = 2, second 2 = 4?

The only way I can easily explain this, if you consider a thermometre which rises with heat, the enemies are effectively giving off that heat... some give off more... so the thermometer would rise more quickly.

In this case its a threat meter, so the enemies are giving off a threat... some give off more, some less, but based on a per second value....

keen wedge
# odd ember it's roughly the frequence of tick

Thats probably part of the reason why my maths isn't working then... I'd be adding up more and more parts of a second multiplied by my threat per second value, which would exceed the total threat per second value, hence the exponentatial growth..

odd ember
keen wedge
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it wasn't adding +2 every second, its was adding lots of little bits, very rapidly, to one total, which was also being added each calculation...

odd ember
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and for your own sanity, I suggest considering that any game runs at a certain FPS... frames per second. tick fires once per frame by default, but can be set to any value. it will always sync to the nearest frame

keen wedge
odd ember
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world delta seconds is 1 frame's worth of time

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1/60th of a second

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when using the conventional 60 frames per second

keen wedge
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I think I'm gunna have to think about this again tomorrow, I came here confused and am utterly fried now... cant think clearly at all ๐Ÿ˜ฆ

Thanks for your help though, appreciated.

dawn gazelle
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If you want it to smoothly transition, then you can use this along with the above timer, and instead reference the "Current Threat" value wherever you want the value to appear to smoothly transition.

keen wedge
arctic radish
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isn't that what it wants

spark steppe
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cast it to your custom hud class maybe?

frosty bay
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What do you recommend me for saving player cosmetics? (Like fortnite locker that gets saved when you purchase from store)

arctic radish
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so that the game remembers

frosty bay
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Yes but is an online multiplatform game

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(Like fortnite)

arctic radish
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are you gonna hold them online?

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most likely but ima ask anyways

frosty bay
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I will use a domain, awardspace and phpmyadmin (mysql)

arctic radish
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I would probably just make request the cosmetics the user owns whenever they connect and assign them those

frosty bay
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But how I store the cosmetics that the user owns?

arctic radish
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in a server

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whenever the user buys something just add it to their list of cosmetics

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and when they connect just request those cosmetics and add them

frosty bay
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Yeah but how I store it on the api for request it? (How I send it to api so it gets stored)

arctic radish
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post request

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then use a get request to get it

dawn gazelle
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You'd have to create some kind of database most likely.

frosty bay
dawn gazelle
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Not included with UE at all, no. Just letting you know that you'd probably have to create a database somewhere and hook into it.

storm vigil
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Hi. How can we exclude certain items or actors to be not affected by post process effects like the blur when using a smaller F-stop?

chrome fractal
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I want to record sequencer at runtime and record scenes like changing material, playing animation is it possible to do all at runtime?. Actually I am new to unreal . can you please help me?

tawdry mural
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do you have your actor in the sequencer already?

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@chrome fractal

chrome fractal
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No I have to create new sequencer and add actors.

chrome fractal
tawdry mural
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idk what exactly do you need

tawdry mural
chrome fractal
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Can I do all at runtime?

tawdry mural
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no

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i mean without sequencer you can change material

chrome fractal
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Actually I am having a project of building simulation I want to record a sequencer with changing materials, animations and render it to a MP4 video all at runtime. Like Twinmotion does.

tawdry mural
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idk about that

chrome fractal
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OK thanks for you reply.

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Does anyone have a hint or know about that?

late cave
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Pawn has an Inventory Manager Component, so it doesn't actually implement this interface... do I need to implement it in the pawn and pass every function on, or is there a better way of doing this?

maiden wadi
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@late cave Likely easier just to GetComponentOfClass on the pawn, and call the interface on the component that has it.

late cave
maiden wadi
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For what reason? Classes being linked only matters when they're linked to a lot of assets or data. And if that data is going to be in use when the things linked are loaded anyhow, that doesn't matter.

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Things like your inventory component should be insignificant to memory. If it links to datatables, then any assets in those tables should be softobject pointers.

tame stream
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I've got a ai in my world, i want to make it so when my player pressed a button the ai moves, how am I able to do a cast to, to an object in the world? like i'm not sure what to put here

maiden wadi
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@tame streamWhich blueprint is this in?

tame stream
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this is in the players blueprint

maiden wadi
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So, all casting will do is allow you to access higher levels of the class on an object you already have a reference to.

To get references you often do things like line traces, mouse clicks, sphere overlaps, getactorofclass, etc.

These all pass objects back as either actors or components depending on the function. You'd take the actor reference that returns and cast that to your submarine.

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As for which one to use, that highly depends. If you're just testing, you can just drop a GetActorOfClass or GetAllActorsOfClass. But in most games there's usually a better method.

tame stream
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oooh so if i do actor of class and i only have one of the actor

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that should work

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worked! thank you so much

trim matrix
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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

earnest tangle
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You really need to give a more specific example of what's happening and how it's going wrong

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You're giving us this huge BP graph to look at

trim matrix
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okay

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so I have system for exchaning item with another when you press button

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for example I have in my slot AK 47 and I want to erxchange it with bow, I click on the bow, press T and select the AK47 and it needs to change their places

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and I think it works but the first problem I see it, is this that it doesn't update the thumnail of the slot

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@earnest tangle

chrome fractal
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Actually I am having a project of building simulation I want to record a sequencer with changing materials, animations and render it to a MP4 video all at runtime. Like Twinmotion does.

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Anyone knows?

tawdry surge
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Anyone know how to build a "SetViewTargetBlend" node from scratch?
I want more control over the player pawn's camera rotation than it provides. I've tried everything I can think of, but it won't update the rotation without using the aforementioned node..

maiden wadi
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@tawdry surge Not without setting up the whole system over again on your own. All that function does is sets some values on the PlayerCameraManager. PlayerCameraManager's DoUpdateCamera is what actually sets your camera stuff. But that's all C++ territory.

tight schooner
tawdry surge
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@maiden wadi so if I make a player camera manager and assign it to the pawn, could I access the DoUpdateCamera functionality?

maiden wadi
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You don't need to make one. If you want to use what is in the engine already, you have to subclass the PlayerCameraManager and set it's class(In the PlayerController I think?) Otherwise you're going to end up building a very large BP system.

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It is possible that you might be able to get away with simply creating a new camera actor at the current camera's location, setting view target immediately, doing your rotation work on that to the new target, and then setting the view target immediately to that?

tawdry surge
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I'll give that a shot thnx!

marsh citrus
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Hello

I made this, so my character cannot teleport itself al the time, the duration is set to 15seconds.

I wanat to make a progress bar out of it, so i call a progress bar widget and i want to convert it for the display so 0sec = 0% and 15sec = 100% any way to do this simply ? Thanks !

maiden wadi
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@marsh citrus Current / Max

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EG 3.5 seconds divide 15 seconds = 0.233

marsh citrus
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could you be more specific ? :p

maiden wadi
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Which way do you want the progressbar to display? Should it be full when they are able to teleport again?

marsh citrus
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yes

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so i guess it's more like at 0 it's 100%

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Maybe a delay is not what i should use

tawdry surge
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He's saying if you divide the current time by the max time (the 15 seconds), you'll get a decimal representation of the progress % when the time is up it'll divide 15/15 and give you 1

maiden wadi
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You'll want to update that in the widget's tick. You can also use a binding for it, but I prefer tick personally.

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What value do you have to measure when you can teleport again? What do you use to compare against your 15s max?

marsh citrus
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nothing it's just a delay of 15sec

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then i call it in the widget like this

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this is the middle one

maiden wadi
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Not sure I follow. You have a delay that is started when you teleport, and you can teleport again when it's done?

marsh citrus
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yes exactly

maiden wadi
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Oh. right, earlier picture.

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Instead. Ditch the delay and just set a float of.. Sec, never remember that thing's name.

marsh citrus
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set timer by something ?

maiden wadi
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No. You just set the float when you teleport.

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GetGameTimeInSeconds.

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This sets your float to the current game time. When you try to teleport, you get this float you set and check if GetGameTimeInSeconds is >= YourFloat+15.0

faint pasture
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Yes and from that I would also generate float TimeToEnableTeldport = Time initiated + 15

maiden wadi
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You trade that for your current bool.

faint pasture
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Then you have all the info you need to drive a progress bar, and then you just check if current time greater than time to enable teleport when you try to teleport

maiden wadi
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Then in your Progressbar, you can do (GetGameTimeInSeconds - YourFloat) = TimeCooledDown. TimeCooledDown / 15 = your progressbar.

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No timers, no delays. ๐Ÿ˜„

marsh citrus
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Wow seem too complicated for me

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i don't know what to do

marsh citrus
faint pasture
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It's literally like 5 seconds of blueprint.

BarAlpha = (CurrentTime-StartTime)/(Delay)

And when trying to teleport

bCanTeleport = CurrentTime > (StartTime+Delay)
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You can set both on tick and just check the bool when trying to teleport.

marsh citrus
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I don't understand any of that sorry...

maiden wadi
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Semi sure that's right.

marsh citrus
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haha thanks

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i was trying this

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lol...

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i'm not sure about last time teleported do

maiden wadi
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It's a float. You make it yourself.

marsh citrus
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Hmmm this is not working

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i can teleport every second

maiden wadi
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Show me what you have?

marsh citrus
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Actually it might be because my teleport is a little complicated

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See i need to activate it firstly to send an indicator then again to teleport myself THEN i want to wait 15sec

faint pasture
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Okay I would have two booleans

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One for if you have a Target location, and one for if you can teleport to it

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On button press, check if you have a teleport location, if you don't, run the line tracer whatever and set the teleport location, and also set the Boolean to true.

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Also set the start time at that point. So to reiterate, if you do not currently have a Target location, you pick a Target location, set the boolean, and set the start time.

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On button press, if you do have a Target location, check if current time is greater than start time plus delay, if true, do the teleport, then set the Boolean to false

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That would be the simplest way to accomplish the mechanic you want. If you want to have the timer fill up a bar or whatever, you'll have to do some of that stuff on tick regarding current time and dividing by the delay, but that's all just decoration

marsh citrus
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But i ALWAYS have a teleporte location

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and a target

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it's working no matter what

faint pasture
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Well then you aren't checking if current time is greater than start time plus delay

marsh citrus
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i mean i have really basic knowledge of bp and i took me days to accomplish this so all of this seem overly complicated for me...

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Maybe i should drop the progress bar and just put ON / OFF when it can teleport

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like a widget

faint pasture
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If bHasTarget = true
    If Time > StartTime + delay
        Teleport
        Set bHasTarget=false
If bHasTarget = false
    Set bHasTarget=true
    Set Start time = now
marsh citrus
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and display 15sec left

faint pasture
faint pasture
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Not really, just pseudo code, the simplest way I can think of to explain it

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Do you follow what I'm trying to get you to do at all?

marsh citrus
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I don't know how to use what you sent me

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i'm trying to set this bool first

faint pasture
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All right I'll just talk you through node by node. Start at the button input, add a branch, the boolean into that Branch should be hasatarget

marsh citrus
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Aaah this what "b" is for

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ok

faint pasture
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Show me what you have each step

marsh citrus
faint pasture
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Okay then on the true path, put another branch, this Boolean should be the result of get time in seconds > delay

marsh citrus
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like this?

faint pasture
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Where are you using GAS or just kind of making your own ability framework?

faint pasture
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Gameplay ability system, it's What epic uses for fortnite, very powerful but incredibly complicated. I'll take that as a no

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Okay so on the true output of that last branch, that's when you actually do your teleport

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Make sure you set bHasTarget to false before you do the actual teleport

faint pasture
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So once you've done that show me what you have between the beginability and the actual teleport mechanic so far

marsh citrus
faint pasture
marsh citrus
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what should be start time ?

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right now i have this then

faint pasture
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Just a float variable, you'll set when you set the target

marsh citrus
faint pasture
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Yes exactly. Now on the false path of that first branch, set your target location, so has a Target too true, and set start time to current time

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I don't know if selecting a Target can fail, that's up to you. If it can fail, then you'll want to only set Target location, has a target, and the start time if an actual Target location was selected

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And then that should be it. The Boolean has a Target controls whether pressing the button tries to set a Target or tries to teleport to a target. The start time and delay variables are used to check if enough time has elapsed since you last set of Target to allow you to teleport to the Target

marsh citrus
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it allready does my targeting here

faint pasture
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That's just a damn mess. Am I correct in assuming that you want the first press of the button to set a target, and then the second press to teleport to that Target if at least 15 seconds has elapsed?

valid bolt
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Can someone help me im trying to make the camera move to a specific location when ADS, but the move component to node isnt working correctly specifically the return part

marsh citrus
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the tleport function is working allready i'm not trying to fix it, it's only about time display on widget i'm here

faint pasture
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Oh okay so like the 15 seconds is like a cool down between teleporting and being able to set the next Target?

marsh citrus
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i mean

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YES

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sorry

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lol

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this does the trick

faint pasture
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That looks pretty f******.

marsh citrus
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i could juste take the bool and display on HUD if player can teleport

faint pasture
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Can they set the next Target before the 15 seconds is up or does pressing the button just do nothing?

marsh citrus
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This is not wanted

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player shouldn't be able to set a target before cooldown is finished

faint pasture
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So if they're sitting there just pressing the button as fast as they can, it's setting Target after Target after Target after target, but then as soon as the 15 seconds is up, the next press of the button teleports them to their last Target location?

marsh citrus
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it's setting nothing

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once the delay is ON nothing happen if they press button

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because it's prohibited here

faint pasture
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You just said they should be able to set the target. Which is it, if you press the button before the 15 seconds is up, does it set a target, or does it do nothing? This is a gigantic clusterfuk LOL

marsh citrus
marsh citrus
faint pasture
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Okay so just check cool down first, and then check if they have a Target.

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If they have a target, teleport to it and set the time variable. If they don't have a target, set a Target

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It's that simple.

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I would make a base ability class that includes all the cooldown management stuff though, not reimplement it every time you try to make an ability.

marsh citrus
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So i after teleport i SET start time and i should plug game time in seconds in it ?

marsh citrus
faint pasture
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Yes, that's how you record the last time you teleported so you can check the next time they press the button if 15 seconds has elapsed

marsh citrus
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am i going in the right direction here ?

faint pasture
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Don't do anything with timers right now. You should only have one event implemented

marsh citrus
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hmmm

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it's more likely where i am now

faint pasture
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Yes exactly, do that right after you perform the teleport. I wouldn't call it start time anymore, I would call it something like last time executed or something

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You can do it right before the teleport to, shouldn't matter as long as there's no way that an actual teleport action can fail once it's been triggered

marsh citrus
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Okay so

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now i should move to event tick right ?

faint pasture
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Show me what you have right now.

marsh citrus
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just what i showed you

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unplugged this

faint pasture
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Why are you still using that timer, just show me what you have from start ability

marsh citrus
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ok sorry i think i'll let it go

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i'll forget about the progress bar

faint pasture
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I'm on a phone, just show me a screen grab of the start ability event and the two branches

marsh citrus
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i'm fine it's taking too long to nowhere i have to stop for today

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thanks anyway

tardy plinth
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Hey. I'm trying to learn UE while also working towards an actual cRPG like game. Can anyone offer guidance on the basics of how you would approach this? Would character blueprints be best to use for all the characters as well as the player character in the game? How do I approach a fixed (almost isometric) camera?

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Not actually making a game, but I seem to work well when I have goals

faint pasture
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The first major decision you need to make is whether or not it is real time or turn based. I'd say that's the number one thing that will inform your design.

tardy plinth
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Essentially I'm aiming to replicate something like Divinity Original Sin, which goes in and out. I'm really just using this as an excuse to learn how to do various things in unreal

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I guess for now what I'm aiming to achieve is multiple characters, that I can select, and move

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With navigation, and then I can go from there

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Doesn't have to be turn based, might be easier to leave that out for now

faint pasture
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Not multiplayer, I'm assuming?

brazen pike
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How experienced are you with unreal, first of all...

tardy plinth
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Not at all really but I have a couple of games published on Steam using Unity

faint pasture
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I would first read any guides on Unreal Engine for unity developers, there's a lot of parallels but also a lot of architectural differences.

tardy plinth
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Yes that's mostly what I'm trying to get into my head.. the differences in architecture

faint pasture
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Start with the top down template and just try to be able to swap characters around. That's where I would start.

tardy plinth
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I've seen some courses around designed for people transitioning, maybe I should buy one and just knuckle down

faint pasture
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The possession mechanic should make it fairly simple

tardy plinth
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Okay

brazen pike
faint pasture
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But to answer one of your earlier questions, yes, a design like this is going to have one base character class which is used for everything. That way AI controllers or player controllers can just hop in and drive them around and control them

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I wouldn't pay for any tutorials, just dive in. Don't even watch tutorial videos unless you have a very specific question. 100% though, read the documentation on the framework and the unity to Unreal cheat sheets

tardy plinth
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I wasn't aware of all that content for Unity people, thats good

faint pasture
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Learn the engine with blueprint, but don't be afraid to bust open C++ for what needs it. For this design, you could probably do it all with blueprint, but there are certain things that you'll want C++ for. I would not try to dive in The deep and learning the engine in the C++ context when you don't even know what a pawn or actor or controller is yet

tardy plinth
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Yeah I figured blueprints would give me a sort of, overview of the api

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Which would make learning the code later much easier

brazen pike
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yeah, you can go very far without touching c++ but you will get to a limit. I'm at that limit right now and it's biting me in the ass, I never learnt c++ so AI is getting extremely hard

tardy plinth
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So I'm just sticking mostly with blueprints until there's something I feel it's really not good for

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I've played with small bits of C++ in UE in the past though

faint pasture
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Basically they both do the same thing, it's just like blueprints a wrapper on the C++

tardy plinth
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In regards to blueprints vs C++ when you start your project... it just means you edit the blueprint in code vs the blueprint editor right?

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I'm not restricting myself to one or the other at that point?

mild kestrel
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Hi, I have a problem, not a big one, but annoying one.

I want to add a fade out widget when opening a level (a widget that fades out of black)

Everything works well, but not when you're a client connecting to Server

In this case, before You succesfully log in, the fade out screen doesn't appear right away, it does after log in event that happens after a split second

So i'm left with a ugly transition

Is there a way to add a widget before player controller is initialised on Server's GameMode?

faint pasture
tardy plinth
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Yeah as someone who codes a lot I'm finding it not as disgusting as I would have thought ๐Ÿ™‚

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Other than obsessively arranging nodes sometimes ๐Ÿ™‚

faint pasture
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I'm pretty good at programming overall but I started mostly in blueprint, I would use it for everything if it was exactly as fast and capable as c++. Even though I'm pretty comfortable working on the C++ side.

rain egret
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i have a minigame in my project in which you can crack open the ore you collected. i am using procedual mesh and the slice function.

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however it just so happens that some parts do not create a cap

tardy plinth
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So in theory I can just learn about possession, duplicate the character in the top down template, and figure out how to switch possession right?

brazen pike
tardy plinth
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So I should probably start with the concept of possession, character blueprints and player controller and I should be pretty close?

tardy plinth
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alright, thanks for your help

marsh citrus
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@faint pasture

Hey just wanated to let you know that i did it myself by doing simply this, and it's working perfectly... thanks for the help today anyway !

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Looks a little bit weird but it's working as i wnated to and i'm understanding what i do, that's the important thing x)

whole dune
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can someone help me? I drawed 2 lines to calculate the angle and it works. but i dont know how to put them in my function (function: normalize- dot- acosd degrees)

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adding, subtracting, multiplying didnt work

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the lines are drawn correctly so im just stuck at putting it into my function ๐Ÿ˜…

icy matrix
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What's the use of FNames against, say, FString or FText? I know FText is localizable but what's the advantage of using an FName?

earnest tangle
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Fast comparison of values

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They're basically treated as numeric comparisons instead of string comparisons

tardy plinth
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Trying to set the default pawn. I've created a game mode, set it as default, and changed the default pawn to one of my own, but I'm still getting a pawn which isn't the one I specified. I have no overrides so I'm a bit confused...

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Uh.. that's really odd. I restarted and changed nothing, and now it's using my pawn..

mild kestrel
obtuse herald
maiden wadi
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@icy matrix
FName is more or less a named integer, similar to an Enum, but a larger datatype and bigger. Like Zomg said, they're used for lookupdata mostly. You'll see them a ton in Datatables.

FString is exactly that it's an array of characters. These are often what you'll use to manipulate text easiest. These are the most traditional text based variables.

FText is basically a string but with some extra data attached. This data allows the FText variable to look up other strings. This text type is used in user facing display because this extra data attached to it allows you to localize the text to other languages. Best practical use of this is with StringTables.

spring flax
#

I'm trying to change my GameState variable from an Editor utility, but the cast seems to fail. Is anyone aware of what could be the issue here?

tardy plinth
#

how do you get the text you'd see in the outliner?

#

just wanting to print out a name

#

nevermind, its GetDisplayName

maiden wadi
#

@spring flaxWhy not just change it in the class?

spring flax
#

I have an editor utility which changes multiple things at once. Keeps things neat with a button. Changing it in the class would work, but it defeats the point of what I'd want to do with the utility.

maiden wadi
#

Ah. Not sure. I always just edit class defaults manually.

whole dune
#

i can draw them but not calculate the angle

spring flax
obtuse herald
#

should look like this

earnest hollow
#

Is it possible to make mechanic in a single blueprint where when you overlap two instances of it in the scene one of them get's destroyed and the other spawns a different mesh?

#

It seems possible if there was some sort of "tags" or some thing like that but i feel like im trying to solve chicken and egg problem

maiden wadi
#

Just need a validity check.

#

There is no chicken or the egg, overlaps happen in an order. One object will overlap the other first. If you destroy the other and change the one the event fired on, and check if it's valid before doing any of this, it should be fine.

earnest hollow
#

Thank you, will go try it out

#

Sort of works, now i have a control over which one is left after collision, but the error still stands

faint pasture
#

Although the error might be that the timeline is running for a little bit, you'll only want to start the timeline once you can confirm that the actor isn't going to be immediately destroyed.

#

Is this for a building mechanic? Why not first check if the thing can fit before spawning it

earnest hollow
#

More of merging mechanics, two actors are on the plane, nothing in the way. In some configurations i was sort of able to get the desired result, but it was very unstable. Looking for a proper way. With the time, it seems as though both instances get "kill" tag therefore the error. But that's just a guess. Validation adds stability for sure, but still looking for the right config

icy matrix
faint pasture
tardy plinth
#

Is it normal to have a camera per pawn?

#

Or should the camera be on the player controller?

#

Hmm.. I haven't looked at whatever camera manager is yet.. maybe I should

icy matrix
#

The player controller doesn't necessarily have a position useful to the pawn, even though it's a world-spawned actor.

#

The Camera manager is useful for getting what camera is currently in use as well as its position

#

That's good for line-trace stuff

odd ember
#

I've found the player camera manager, like some built in UE systems, to be fairly lacking. though I can understand the use of it for the type of games that would rely heavily on multiple cameras

#

if you're not planning on doing very elaborate camera work, I'd suggest using the default template cameras (where ever they may be positioned)

tardy plinth
#

i just want a single camera that works somewhat independently from pawns

odd ember
#

how independently?

tardy plinth
#

like an rts style camera

odd ember
#

ah

tardy plinth
#

that i can scroll around

odd ember
#

yeah in that case you will likely need to use the player camera manager. or move the player controller around in the world, and attach a camera to it

#

wasn't there an RTS template built into unreal?

tardy plinth
#

theres one that lets you control a player by clicking

#

to move to a point

#

but its just one player and the camera is locked to the player

whole dune
odd ember
#

like I said, you can probably get away with adding movement to the player controller and attaching a camera to it

#

failing that, using or spawning an in world camera that you then manage

tardy plinth
#

i think thats what i need to do.. the world camera

odd ember
#

or

#

you could cheat a bit

#

and make a CameraPawn

#

that can only move with planar constraints, and carries a camera

#

then possess it with the player controller

obtuse herald
tardy plinth
#

im still early in learning, but im just learning about possession, ive made some basic pawns i can move around and possess to switch if in range

#

it works fine, but i have a camera per pawn.. im not sure what is responsible for the camera switching to the one on the spawn during possession

#

but it is a great way to see that something is indeed being possessed

icy matrix
odd ember
#

well I've given you a few suggestions, feel free to try any of them

icy matrix
#

You don't have to possess pawns for this

tardy plinth
#

will do, thanks

#

no?

obtuse herald
odd ember
#

I imagine you'd want to move the pawn by using mouse or keyboard though

obtuse herald
#

you're probably not controlling directly (via wasd) every pawn, right?

odd ember
#

hence where pawn possession becomes reasonable

icy matrix
#

ai can do that

tardy plinth
#

yes, im aiming towards a turn based rpg

icy matrix
#

each pawn could have an ai controller you give orders to

tardy plinth
#

ah, the possibilities are endless ๐Ÿ™‚

#

im maybe a day into really learning, i will get to AI controllers and such I guess

obtuse herald
#

If he wants to control each pawn like a tps then it's resonalbe to posses the pawns tho

icy matrix
#

If

#

Otherwise it doesn't make sense.

obtuse herald
#

yeah, If

odd ember
#

oh yeah I'm not sure about that (although that sounds cool). I was more referring to the camera being a pawn itself

tardy plinth
#

basically im thinking like divinity original sin

#

if you've ever seen that

#

or xcom

#

so i could have a world space camera, and my pawns just tell it to look at them when its their turn?

#

that sort of thing?

icy matrix
#

yeah]

#

give it the units position and use the camera manager to set camera position to tyhat

#

camera should be on a springarm

tardy plinth
#

i need to look into camera manager, should clear things up

#

today was just learning about possession

#

i only just learned what player controller is today

mild kestrel
tardy plinth
#

is there a way to stop the default camera being spawned?

whole dune
cinder raven
#

Could anyone help me with this? I can't get the anim state notify to trigger damage on the enemy, the sphere trace works because I see it in game

odd flume
#

Hi, i'm making portals in a mod and everything is well implemented except that when there is a wall between the camera and the portal, it appears on the other portal, this can be solved using something apparently called the "near clipping plane".

Most of this is explaned in that video (12:18), but it's in code and unity, so i have no idea how to do it in the BP system of Unreal engine.

i found a value called "near clipping plane" on the camera i'm working with, but it only take a float, and i would need some kind of matrix or something.

https://youtu.be/cWpFZbjtSQg?t=738

Any help is appreciated (don't hesitate to ping me)

Experimenting with portals, for science.

The project is available here: https://github.com/SebLague/Portals/tree/master
If you'd like to get early access to new projects, or simply want to support me in creating more videos, please visit https://www.patreon.com/SebastianLague

Resources I used:
http://tomhulton.blogspot.com/2015/08/portal-rende...

โ–ถ Play video
obtuse herald
odd flume
#

are those function ?

#

what is the difference between the "base" and the "normal" ?

obtuse herald
odd flume
#

hmmmmm

obtuse herald
odd flume
#

so i guess i need to give the same vector as the portal itself

#

so the clip plane is just overlapping with it

obtuse herald
#

probably base = portal location and normal = forward vector of portal

#

depends on your inplemantation

odd flume
#

i guess the normal of the plane is the vector perpendicular to that plane

#

well thanks for your ideas

#

i'm gonna try to test them

odd flume
#

oakyyyy

#

and for the base portal i should probably take the world vector thing

obtuse herald
#

just actor location of the portal

obtuse herald
odd flume
obtuse herald
#

yeah

odd flume
#

cool

#

well it need to be permanently on

obtuse herald
#

just check/tick/enable it in the details panel

odd flume
#

yes

#

Thanks

devout dove
#

How can I add "displays" into the cockpit? There are premade displays but how do I actually add something to it? Like show speed etc? I also would like to add a crosshair panel, can I put a widget in a pawn or how do I do that, i'm confused.

odd flume
#

@obtuse herald just in case, do you think this will work ?
or do i need to invert the rotation ?

obtuse herald
odd flume
#

that exist ?

obtuse herald
#

yeah. GetForward => +X, GetRight => +Y, GetUp => +Z

odd flume
#

leeeeel

obtuse herald
#

I don't event think there is a difference between forward vector and GetRotXVector

devout dove
#

Is it possible to change materials? I have a spaceship cockpit with a display material and I wonder if I can change the material to show current speed on the display mesh ingame

obtuse herald
odd flume
#

yeah my bad

#

i already built my mod using the rotator thing

#

so the rotator one doesn't work........

obtuse herald
#

you just need to create a dynamic material instance in runtime

obtuse herald
odd flume
#

yeah

obtuse herald
#

just check the arrows of your mesh

odd flume
#

i'm trying with the up vector thing

odd flume
obtuse herald
#

red is X, green is Y, blue is Z

odd flume
#

my viewport is kinda fucked

#

and it doesn't show anything

obtuse herald
#

that

#

is

#

a problem

odd flume
#

yes

obtuse herald
#

did you already restart your editor?

odd flume
#

yes

#

even my pc

#

as this problem is here for two days now

#

i'm trying the hard way

#

compilying

#

testing

#

and tweaking

obtuse herald
#

ouch

obtuse herald
#

and Material like this

odd flume
#

boi

#

@obtuse herald you are allowed to punch me

#

i fucking forgot to turn the clip on

obtuse herald
#

hahahahahahaha

#

classic

odd flume
#

now i wanna really test if it work with rotator

#

i'm lucky the mod take only 30 seconds to be packed

obtuse herald
odd flume
#

beside changing the color it doesn't do a lot

#

do i have a way to "reset" the viewport ?

#

well that's not the right direction, so i'm just gonna try with the Up vector thing, i really hope that it does work

#

even with the up vector it doesn't work

#

yeah i really need the viewport for that

#

....

obtuse herald
#

oh yeah don't do that

odd flume
#

actually it still doesn't work

#

you think i need to restart UE ?

obtuse herald
obtuse herald
odd flume
#

yeah because i'm changing the value and it's still not working

#

also i had 700000 as values

#

soooo

#

at least that works

#

AMENO

obtuse herald
#

so now we have that out of the way

odd flume
#

the plate is in the right direction.......

#

hmmmm

obtuse herald
#

is this your portal plane?

odd flume
#

it's hidden but yes

obtuse herald
#

oh wait actually I'm dumb

odd flume
#

isn't Up the green arrow ?

obtuse herald
#

the scene capture component draws the render target, not the plane

obtuse herald
#

but wait no, the result should be the same

#

it's just the direction

#

lost

odd flume
#

confused

obtuse herald
odd flume
#

okay

obtuse herald
#

it's showing you the relative axis

odd flume
#

just in case

#

wait....

#

euuuuuuuuuuuu

#

this won't cause any issue right ?

obtuse herald
#

no

odd flume
#

okay

obtuse herald
#

just try all three directions

#

one of them will work

#

get forward/right/up vector

odd flume
#

it seem that "up" placed it on the ground

#

or something

#

the rotator placed it verticaly

#

but 90ยฐ off

#

i'm testing with forward

queen yew
#

how do i show the mouse when play the game? when i click the viewport my mouse dispapears

#

and there is no show mouse option in the details panel of the player controller

odd flume
#

so forward do the same as the rotator.......

obtuse herald
odd flume
queen yew
obtuse herald
# odd flume

tbh I don't know what these pictures are supposed to show me xd

odd flume
#

well you see on the ground

#

there is a lit space and a black one

#

the separation between the two is the cliping plane

obtuse herald
odd flume
#

so here it's vertical but need to be retotated

keen wedge
#

Hi all, I've spawning enemies within a box volume and using a trace (sphere currently) to determine a hit, this enables me to get the location of where the enemy can spawn.

I'm using the first-person shooter template for the time being and a quick mesh I cobbled together in Maya.

One problem I am having is that sometimes, the enemy can be spawn on the bottom of another object. For example, the white cubes in the template level, and I'm not sure why. This will be a significant problem for the game, as the player will not be able to destroy them.

Can anyone shed any light on why, perhaps, that might happen? is there a setting that determines the sensitivity of the trace, or collision detection that I should be considering?

The only thought I'd have at the moment, which may prevent it, would be to shorten the length of the trace, but the problem with that is that then the enemies wouldn't spawn on the floor either, only on the objects in the level.

The second issue is that sometimes they spawn inside one of the cubes. This one is even worse, as with the other issue I might be able to not spawn something based on its rotation, but spawning inside the cube they are often up the correct way. Again, not sure why this could be happening.

Any thoughts/suggestions/help is appreciated ๐Ÿ™‚

#

the underside of a cube

obtuse herald
odd flume
#

i actually don't know if i can use debug on that game

obtuse herald
#

Oh

odd flume
#

i should

obtuse herald
keen wedge
obtuse herald
#

How do you spawn them?

keen wedge
#

What I'm not sure is whether the hit ignored the top of the cube, went inside and hit the bottom, then spawned the enemy up the right way... or... whether it some how hit the bottom of the cube(?) and then rotated the enemy which makes it kinda appear on the inside.

#

I can paste up the blueprint, bit messy as work in progress..

obtuse herald
#

do that

keen wedge
#

sure, one sec..

#

(left hand side)

#

right hand side

#

this is to get the location.... after this I do this at the moment...

#

well, not after, the first two screenshots are the GetRandomSpawnLocation function

odd flume
#

yeah as expected the debug arrow doesn't work

keen wedge
obtuse herald
obtuse herald
keen wedge
# obtuse herald Try LineTraceByChannel instead and look where the hit is detected

I did actually start with a LineTraceByChannel, but I thought I was getting some odd results, so went for the SphereTraceByChannel as assumed I could make the end of the trace a bit more "chunky" which might avoid the issues... can change it back.

When you say look where the hit is detected, by initially outputting the name of the thing it hit? so, the cube for example, or the floor? Not sure how I will be able to tell if it was the inside/outside of the cube on the bottom surface?

odd flume
obtuse herald
odd flume
#

can't

#

it's a custom editor that doesn't support it

obtuse herald
odd flume
#

or if it does

#

i don't know how it need to be set up

keen wedge
obtuse herald
keen wedge
worthy frost
#

@keen wedge i would do traces in your case

#

do your sphere, find a point then line trace down

#

to find impact point

#

if the trace down fails then your under the cube

keen wedge
#

I guess the random position in the volume must be inside the cube as well, and then the line trace is firing from there to the inside surface of the bottom of the cube...

#

still not sure about the ones that end up on the outer surface of the bottom of the cube though..

worthy frost
#

i mean, i personally would use a special invisible actor, and then get random points in the bounding box, placed above where they can spawn

#

if you have AI, you can do navprojection to ensure the point is valid to reach also

keen wedge
#

your first sentence is I believe what I'm trying to do...

#

not using AI or navmesh etc

#

when you say "if the trace down fails then your under the cube", can you elaborate please? Not following..

worthy frost
#

well your sphere overlapping a solid box

#

to find points on top of it

keen wedge
#

yeah, or on the sides etc..

#

sorry, you mean I shouldn't use the sphere trace?

worthy frost
#

are they spawning inside?

#

or on the bottom

keen wedge
#

both - visually...

I have had loads this time spawning inside, but one of the last ones output that it was the floor that was the hit actor... which means the trace went straight through the cube and ignored it entirely? but it doesn't always... which is kinda weird..

#

I have a video of it in action but not sure I can upload it here?

spark steppe
#

are your face normals pointing inside the cube?

keen wedge
#

I would have no idea... its the default cubes in the first-person template UE4 example project... I would assume for a simple cube, not...

#

?

spark steppe
#

another thing you could do is get the cube bounds, and randomize 2 axis values within the bounds

keen wedge
#

many of the hits are working... the outside of the cube is getting many enemies on it...

odd flume
#

well it doesn't work, i'll see that later thanks @obtuse herald

obtuse herald
keen wedge
#

one noticeable different switching back to a LineTrace from the SphereTrace is that the enemies no longer rotate when they hit the vertical sides of the cubes...

obtuse herald
#

just need to enalbe gloabl clip plane

odd flume
#

oh

barren relic
#

does anybody know how to make a shotgun? but contra style

keen wedge
#

Ok, I've made the traces stay on for longer and I can see now that some of the random locations that are being chosen with in the volume are also inside the cube, when the line trace fires, I think it ignores the surface on the inside of the cube and then looks for the next surface, which is the floor. This would align with the Hit Actor stating floor. Now I have no idea how to prevent them from spawning inside cube... unless I change it perhaps so that the volume doesn't fill the entire space and is just floating thinly in the air, but it uses its Z position to base the height of the trace line for? Might still run into other problems in the world with this approach though as things may still get in the way.

I did try the dont spawn if collided option on SpawnActor, but this prevent them from all spawning as there was a collision triggered, presumably, when it tried to place the actor ontop of the cube or floor. Sigh...

faint pasture
barren relic
#

not a gun, but a ship that shoots

faint pasture
#

Make it shoot more than 1 bullet at a time. There you go, it's a shotgun.

barren relic
#

uh

#

but they have to go different directions lol

obtuse herald
worthy frost
#

@barren relic use Rand Cone

burnt trench
#

Hello guys. Is there still a way to package a project (4.27) for a browser(HTML5)?

worthy frost
#

to create a spread.

barren relic
#

rand cone eh

worthy frost
barren relic
#

ahh

worthy frost
#

adjust your shoot dir, with the output of this

#

or do what some games do, and have predefined spread patterns.

barren relic
worthy frost
#

just an array of unit vectors

barren relic
#

ah okay

worthy frost
#

one entry for each shot

#

pellet*

barren relic
#

okay so since I have 3 I need to do it 3 times with a specific angle for each one

worthy frost
#

if it fires 3 pellets per cartridge

#

yes

odd flume
#

@obtuse herald well thanks anyway

barren relic
#

currently this is what it looks like in viewport

#

would i have to do projectile movement for each one?

#

or make one projectile that gets spawned 3 times

worthy frost
#

you can only have one projectile movement comp per actor

#

so you would need to spawn 3 projectile actors

barren relic
#

ah thanks,

burnt trench
#

Is there still a way to package a project (4.27) for a browser(HTML5)? I have been searching for a solution but haven't found one. Does anyone know anything about it?

worthy frost
#

no

#

it was discontinued in 4.25 i think

burnt trench
#

after 4.23 yes

high ocean
#

what was that bp function called which always returned a positive float?

#

the one that never returns negatives, if it's negative it will negate it, if not, it won't

#

can't find it ๐Ÿคฆโ€โ™‚๏ธ

burnt trench
#

you can just say random float in range and give it range larger than 0

#

or get random number and then Mod it to always get positive

high ocean
#

nvm, found it, it's Absolute... @burnt trenchThanks, but I have no idea how "random" came into discussion ๐Ÿ˜› It's ok ๐Ÿ˜„

burnt trench
#

mod is the mathematical function. Abs is what its called in engine ๐Ÿ˜›

worthy frost
#

you can get the plugin here

#

just select the correct version obv

high ocean
#

@burnt trenchYes, but i was looking for the mod function in bps ๐Ÿ˜› I don't need random numbers ๐Ÿ˜†

worthy frost
#

tho i thiok 4.24 is the latest, but maybe you can migrate it

olive ingot
#

I'm having trouble converting Text into Integer. Does anyone know a nice way?
When I do it I only get the first character as number

dire frost
#

convert text to string and convert that string to int

barren relic
#

yeahh

#

Okay so it spawns more than one but they don't spread, what did I do wrong?

olive ingot
#

Oh thanks. I just realized it's because there's a space in between my numbers from my text variable ๐Ÿ˜…

#

There was a sneaky space in here.

tight schooner
barren relic
#

Oh, I want them to spawn different locations within the cone

#

can I do that?

tight schooner
#

Oic. Well, the vector has a length of 1 so they're probably spread out already... Just very, very slightly

#

Multiply the vector might do it

barren relic
#

multiply it by

tight schooner
#

Vector ร— float

#

Or int

#

Try 50 maybe.

#

Idk

barren relic
#

iite i'll try it

#

hmmm nope

tight schooner
#

Yeah dunno. The transform pin on the spawnactor node is probably in world space anyway so I suspect there's some other logic at play determining the real spawn location. It's hard to say from my end

barren relic
#

let me see what i can try

tight schooner
#

Like if you look at the construction script or beginplay etc of BP Projectile Player Triple is there some Set Actor Location thing going on?

#

Cuz idk how the projectiles spawn at the shotgun location otherwise

barren relic
#

it's a child bp but it's taking this

#

but there's nothing besides scale in there

tight schooner
#

Yeah, dunno

#

Sorry

#

If the projectiles come out of the gun then the mystery is how it's properly spawning there in the first place

barren relic
#

gimme a second, my output wasn't hooked up properly, im gonna see if that was it

#

infinite loop but i don't know how to break it

tight schooner
#

Don't think that'd be infinite unless you're spawning over 100,000

barren relic
#

the last index is 5 so it should spawn 5 and stop

#

idk

tight schooner
#

Is this a marketplace asset?

barren relic
#

no

tight schooner
#

Did you modify the For Loop macro?

barren relic
#

uh no

tight schooner
#

Deep mystery

barren relic
#

Maybe I can adjust the player code?

icy dragon
tight schooner
#

do the projectiles, on spawn, spawn more projectiles? alex

barren relic
#

When the special weapon button is pressed, it reads the weapon data table and spawns a projectile based on that

meager spade
#

If a collision box and a static world are both set to overlap each others collision profiles I should be getting the world on a get overlapping actors call from the collision box right? I'm finding other stuff but not the world so collision is turned on

barren relic
#

wait it's definitely trying to spawn projectiles when it spawns

#

I just don't know how to fix it in the player BP

#

okay so I set it so that when it overlaps it runs that shotgun code and it indeed spawns more projectiles

#

Crap that means I have to do the shotgun code in the player bp

icy dragon
burnt trench
scenic scroll
#

I seem to be completely unable to make my spring arm rotate

#

i don't know why

#

it's probably some stupid mistake i did

#

but i've been trying for a while

#

just can't

#

Nevermind, I am stupid, holy crap, why do i always find the problem right when i finally decide to ask for help

#

i was using the wrong spring arm

bright frigate
#

Hey so this is firing (the print string confirms) but it doesn't actually stop the blueprint from playing the sounds. The Stop Crows event is just a clear timer by function. Any ideas?

scenic scroll
#

is something wrong with my respawn code?

#

instead of respawning the player into the spawned pawn it places the player in a static camera in the center of the world and that's it

#

nvm i got it, its cause it was colliding into the ground

final rampart
#

@zealous orbit

#

The graph

zealous orbit
#

Oh I see the VInterp

final rampart
#

Yeah, this would never fly in a final product because I know that VInterp is frame-sensitive

#

For a draft it's ok

zealous orbit
#

Yeah will probably need some combination of the input vector, a dot product, and the character's actual facing direction

#

Probably (<Input> dot <facing>) mul <input>

#

After projecting facing to the 2d plane ofc

final rampart
#

I think I have a personal problem lol.

I don't even understand what a dot product is.

#

Oh nifty, the documentation links to a definition of a dot product.

bright frigate
sonic oak
#

Any ideas why this won't work? I'm trying to create a new material, set the texture, and apply the material to a mesh. It's applying the material to the mesh, but the texture isn't working.

Edit: Fixed. I wasn't using the correct parameter name.

tawdry surge
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@maiden wadi I tried making a new camera, I tried using the camera manager, idk what else to try.
I just can't rotate the player's view manually in BP.
Really wasn't trying to dig into c++ for this

trim matrix
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Hers the code i followed from the I think train controller i can't get my cart to move

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what am I doing wrong if so if anyone could point me in t he right direction (no pun intended lol)

cerulean raft
maiden wadi
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@tawdry surge If you're trying to mimic the setviewtargetwithblend, but with your own rotation math, then all you should have to do is create a new actor class with only a camera component. When you want to set view, spawn this, set view target to it immediately and also pass in it's target. Then you can do whatever you want in that actor, camera will be on it. After you're done, presumably you've somehow interpolated this actor into the place of the camera you're going to be looking at on the target. So just call setviewtarget on the target, and destroy the camera actor

viscid barn
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is it possible to spawn an actor and have its spawner transfer a value to it without any delay?
Tried a basic "spawn actor" followed by a "set variable" but there's always a delay of a few ms that makes the whole thing pointless as the value ends up being applied too late

sharp rapids
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Which value are you trying to set?

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If it's a custom variable, you can set it to 'Expose on Spawn'

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and it will be available to set on the 'Spawn Actor' Node, I think

viscid barn
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So basically, I created an animation montage and have it spawn a hitbox with a notify, on said notify I set it so I can directly enter the hitbox's stats (namely the damage multiplier)
So the notify spawns the hitbox, then sets the given value for the multiplier to a float in the hitbox's blueprint.
Problem is that the delay makes it so it returns 0.0 instead of what I typed if I'm too close (as the hitbox spawns on the other character and doesn't have time to compute the "set damage multiplier"

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I'll try with expose on spawn as you suggested

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Unfortunately, expose on spawn did not help

safe geyser
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Hey, I'm very new to unreal, I'm trying to rotate a spring arm camera around the player. If I change the absolute Z on it, it rotates how I want it to. Trying to do that in a BP on keypress however results in the camera laying on the ground, but rotating as desired.

viscid barn
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Can you show the keypress portion?

safe geyser
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Before press:

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After press lol

viscid barn
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It's cause you're giving him 0 on the pitch

safe geyser
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ffs i got it

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you rule

viscid barn
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๐Ÿคฃ

safe geyser
viscid barn
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Happened to me quite a lot

safe geyser
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oh man that looks so cool thank you !! now to smooth it out lol

viscid barn
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Additionally, if you want to save space you could do away with the make rotator and instead just break the Set's rotator, makes one less node on your graph

sharp rapids
viscid barn
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sure thing

viscid barn
safe geyser
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Ah nice i like it.

viscid barn
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Always a pleasure to help.
I tend to overdo on my graphs with redundant nodes only to end up wasting hours cleaning up later XD

sharp rapids
viscid barn
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Aye, the struct

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I tried making it the 0 Then on the sequencer, changed nothing XD

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Same when it's the only Then

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(as in skip sequencer)

sharp rapids
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You're not using the 'Expose on Spawn' variable

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On the SpawnActor node

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There's a hitbox stats variable just under owner

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Pass you're value there

viscid barn
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OH god flip floping damnit

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I only noticed it now lmao

sharp rapids
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You don't need separate set node

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That is what the 'Expose on Spawn' option does

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It shows the variable on the 'Spawn Actor' node

viscid barn
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Aye, I figured as much but somehow missed the darned node lol

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Thank you so much ๐Ÿ˜…

sharp rapids
viscid barn
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It's crazy how sometimes it only requires one tiny overlook to make you waste hours ๐Ÿคฃ

sharp rapids
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Yeah, I've had that happen to me quite a few times ๐Ÿ˜…

viscid barn
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๐Ÿ˜‚

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Seems I spoke too soon @.@

sharp rapids
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Still doesn't work?

viscid barn
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nope, still returns 0.0 first then the actual value

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Oh wait, there's progress

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It updates it sooner enough for hits not to be ignored when both characters are stuck to each other

sharp rapids
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Well, You can just spawn the hitbox at start and leave it there instead of Spawning it at the instant of Hitting?

viscid barn
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I have it spawn and stick around for the duration of the hit (so roughly .1s)

viscid barn
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ohh wait

cerulean raft
viscid barn
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I was about to say "the third doesn't hit even though it's active less time than the second" I accidentally set its multiplier to 0.0 while trying to fix stuff lol

trim matrix
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so use an event tick thanks

viscid barn
sharp rapids
viscid barn
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You assumed correctly ๐Ÿ˜„

sharp rapids
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I'm also doing this currently

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And I just used a raycast, lol

viscid barn
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Hahaha

trim matrix
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hmm I tired that but when I active platform I get an error

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actor needs to be moveable or something

viscid barn
# sharp rapids And I just used a raycast, lol

I considered using raycast too, but then when I realized I would still need to tackle real hitbox for aoe types of damage I figured "yeah, let's be proactive and just create a hitbox manager so I only do the work once and then easily set up the rest whenever needed"

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The preparation part of said manager is a major chore, I'll give you that. But once the tool is working, it becomes a lot of fun to set the different attacks so effortlessly ๐Ÿคฃ
Finding the right size and location for the hitbox becomes a fun little puzzle xD

sharp rapids
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I'm currently doing this

viscid barn
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Das a wide arse hitbox alright XD

sharp rapids
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๐Ÿ˜…

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The hitbox stays there all the time

viscid barn
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Are you using the arrow for directional check? Or is it just the default inherited one?

sharp rapids
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At the time of Hitting a punch, I just use 'GetOverlappingActors' on the hitbox

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Then filter out the enemies from them and call the 'Take Damage' function on them

viscid barn
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Pretty straight forward ๐Ÿ˜„

viscid barn
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I originally thought of going with that method as well. But then the fact all enemies hit reacted at the same time kinda bothered me ๐Ÿคฃ

sharp rapids
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I wanted that to happen

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That's why the wide-arse hitbox

viscid barn
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๐Ÿ˜‚

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animation's so quick it's kinda hard to take a screenshot that's not blurland but here's how mines are setup

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dark blue is the actual hitbox, yellow is for the AI to detect so they can block in time

iron umbra
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Hello, I'm trying to save a thumbnail with transparency. Using a render target and scenecapturecomponent. The problem is the SceneCaptureComponent only has inverted alpha as an option for some reason ๐Ÿค” if I make a material and 1-x the alpha, the material works, but I can only save a texture to file and not a material.

Is there no way to get the SceneCaptureComponent source without inversion?

viscid barn
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Neither, but at least that part's ready xD

sharp rapids
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I feel it's gonna get more complicated than I like ๐Ÿ˜

viscid barn
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I'm afraid I haven't touched screenspace capture yet so I'm not sure I'll be of much help. That said, shouldn't it be possible to have it save the texture then set said texture to a premade material?
Unless you mean make a material out of it outside of when the game's running

iron umbra
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The problem is I am rendering the scenecapture to a PNG on my desktop, and that happens before the material conversion. Then I just get an image with inverted alpha. So once I import that image, the 'data' is gone and I can't then apply it to a material. Also, I want these thumbnails available as general images to use regularly, so I need that to work :/

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There's Inverted Opacity and there's alpha forced to 0 as Capture source options.. but no uninverted alpha, where it renders what I actually see ๐Ÿค”

viscid barn
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have you tried to negate the alpha's value? See if it does the trick?

iron umbra
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The SceneCapture itself doesn't have the option, but I did try it on the RenderTarget. No effect unfortunately

viscid barn
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Aw

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Afraid you'll have to wait for someone more savvy in this domain then :/

iron umbra
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Thanks for the suggestions anyway. More than anything I am just confused. Why would there be the option to include with alpha 0, and with inverted opacity, but not render what you actually see out. I guess there's probably some reason ๐Ÿคทโ€โ™‚๏ธ

viscid barn
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UE4 sometimes works in nebulous ways I guess ๐Ÿ˜‚

iron umbra
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That or I am missing something very obvious but I've gone through everything and I don't think so..

viscid barn
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Hope you find a fix ๐Ÿ˜

timber pilot
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Is there an easy way to play a sound on a "hard" impact from a physics object only?

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Like, only execute a function on a collision that is above a certain velocity

iron umbra
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@timber pilot you can use Event Hit which has Normal Impulse. That has the Impact Velocity so you can base sounds on it's Vector Length

north marten
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Im having a really weird problem, I have a level for my main menu and a widget for on click, to spawn in my player and load a new map, but it spawns both levels together in some weird mix

north marten
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Like, the main menu level isn't disappearing

trim matrix
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@iron umbra Still having issue?

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I have scene capture that saves to PNG

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with transparancy

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my setup is just like this

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that's already saved with transpancy?

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for the display in the game, u just need to make the material with the inverse like u said

remote obsidian
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Spherical2d to unit cartesian - Is this blueprint node usable to convert lat/lon coordinates to x,y,z coordinates? or will I need to create my own node, I've tried with a few lat/lon coords but the resulting xyz values end up like 0.997 vs 0.996 for objects that should actually be hundreds of meters away from each other

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I have to multiply by thousands just to get them to have any noticeable visual distance from each other

earnest tangle
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"Converts coordinates on the unit sphere into a cartesian unit length vector"

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seems to suggest it assumes the length is 0 to 1 so for lat/lon it probably won't produce useful results at least without multiplication

ivory adder
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How do I get the number of connected input devices?

atomic salmon
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@ivory adder with the RawInput plugin enabled you can call GetRegisteredDevices

ivory adder
ivory adder
atomic salmon
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@ivory adderwhich engine version are you using?

ivory adder
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4.27

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Linux

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Im gonna try disabling and enabling it again

atomic salmon
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I think Linux is the problem

ivory adder
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I hope not

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I have unreal on windows but itโ€™s painful

atomic salmon
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that plugin is whitelisted only on Win32/Win64, sorry

ivory adder
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Rip

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Is there anything else that would do the same thing?

valid bolt
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pls help im trying to make my third person character ADS but i can t get the move component node to return upon release of the button

remote obsidian
# remote obsidian Spherical2d to unit cartesian - Is this blueprint node usable to convert lat/lon...

https://stackoverflow.com/a/4989147

I think I may have found a usable solution, note that i'm aiming for approximations rather than pinpoint accurate lat lon conversion, the code in this answer can be used to create a blueprint node

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Still early testing the outputs but so far seems it might be reasonable

jolly knoll
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Hi, I'm trying to get buoyancy working on a ue4 default pawn, but for some reason it's not recognizing that I have it setup.. How do I fix it?

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This is how the Pawn is setup, nothing massively complicated from what I understand.

atomic salmon
ivory adder
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It's fine I got something to work

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Not as clean but oh well

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Basically you can select how many players there are in the main menu then that number gets sent to my player spawn code

atomic salmon
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@jolly knollthe root needs to simulate physics

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I would suggest you make the static mesh of your ship the root and set the collisions within it in the static mesh editor, unless you have good reasons to keep them separate

jolly knoll
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Okay, I have done that before and it works fine, my issue when I do, is that no matter what I try I can't get the ship to move or turn at all.

atomic salmon
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@jolly knollyou ship is a physics simulating actor, so the way to move it / turn it is to use Add Force and Add Torque

jolly knoll
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Ah okay, is there a tutorial you know of for that, I'm very new to blueprints and I've stupidly chosen this as my assignment lol

atomic salmon
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@jolly knollyou can try to search YouTube. Is not that difficult. Maybe let's move to #legacy-physics, I can explain there

sudden iron
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evening gentlemen, i want to ask about this, how can i get the blue calculate direction? i just hae the green one, is there something i need to change?

sudden iron
hybrid ether
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How should I approach mineral spawner? I have open world map and 6 different blueprints (rocks, bushes, trees).

earnest hollow
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Why when i add box collision through blueprint it does not generate ovelap events?

sudden iron
thin rapids
sudden iron
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still cant

maiden wadi
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@sudden ironWhat is wrong with the green one?

fiery glen
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I assume he is trying to follow a video

sudden iron
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ahhh nvm, the blue one is no longer available

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now we only have the green one

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but accodring to the how to fix this case video, its supposed to be like this

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but idk, still weird

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the running animation still like wrong

maiden wadi
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There's no difference between the blue and green node except that the green one runs every time something pulls from it. Blue executes every time the white line into it runs.

sudden iron
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uhhh, its hard to explain it in word, would u like to see the live video of the animaion?

maiden wadi
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To be fair. I don't personally use that. I've always relied on transforming the velocity direction into local space and getting the yaw after turning that local space vector into a rotator.

sudden iron
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It's like looping

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This is the animation looks like after I make that bp, idk man, looks strange

sudden iron
jaunty solstice
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Trying to debug the logic in a Blueprint. Does anyone know of a way to 'slow down' a For Loop' for debugging purposes?

earnest tangle
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use a breakpoint

earnest hollow
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Is there a way to destroy actor on overlap with a single blueprint so that only one is left in the scene?

sudden iron
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XD

white pond
# sudden iron XD

I think your problem is that its a root motion animation and your not trying to use it as root motion, try tick the in place button on mixamo

fiery glen
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That animation issue looks like the root motion of the animation asset is set wrong

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I assume you want an animation asset without root motion

languid lion
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Hi everyone. I'm having a bit of difficulty with something. I have a spline path that my camera moves along, but currently, if I want it to move between spline point 3 and spline point 2 for example, it will go through 4, 5, 0 and then 1 to get there instead of going backwards

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Could anyone guide me on how I could make it take the shortest path between spline points?

earnest tangle
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check if target point is smaller than current and move it backwards instead in that case?

languid lion
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I'm using distance along spline to make it follow the spline route

earnest tangle
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you can probably compare the distance to the point then

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if the target's distance along spline is smaller than current, then you want it to go backwards probably

sudden iron
earnest tangle
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Some of them have it, others don't

white pond
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You see on the right it has in place checkbox, on the animation

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As zomg says aswell, not all of them have it, but simple stuff like run should

sudden iron
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hell yeah, i see it now, probably just dowload seperate animation next time

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thanks man

white pond
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no probs ๐Ÿ‘

sudden iron
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damn its work

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u all save my homework

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big thanks man

gusty shuttle
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When using level streaming volumes, if the level is already loaded and you walk into another level streaming volume with the same call to load the loaded level, will it double load, or does it know the level is loaded?

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I don't think it can double load a level, but just asking in case

spark steppe
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it cant double load

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so it wont

gusty shuttle
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Rock on, thanks man

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I was just double checking. I'm setting up a pile of level streaming volumes and want to make sure there won't be any weirdness

sand shore
gusty shuttle
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@sand shore Aye, I think with making level instances eh

sand shore
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hm?

gusty shuttle
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I guess not? haha Well either way, it's good to know I can't botch it out of the vanilla gate

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Side note, are you guys using UE5 these days are sticking to UE4 for a bit?

sand shore
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I mean go try it, maybe I'm wrong

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attempt to force the case where there is two levels

gusty shuttle
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Well the one way I will know is in my world outliner or levels tab

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One would think they put some simple IsLevelLoaded check in the level streaming volume code

obtuse herald
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Load Level instance can load the same level infinite times

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Level streaming can only load it once

gusty shuttle
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Aye, that's good news. Thanks for clearing it up!

vital fractal
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Hi! I want to attach an actual character to the first-person template, because I actually implemented multiplayer. How can I do that?

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P.S: I read the docs, I just don't get how you do it.

maiden wadi
vital fractal
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When you open UE4 you select First Person

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and it leads you to this

maiden wadi
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Is this for shadowing, or? Not sure of the attach intention.

vital fractal
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Attaching the character? Oh, it's for the players seeing each other

maiden wadi
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Ah. You'll probably want to include the Third Person Template into your project. You can skip this if you already have a mesh. But just add a SkeletalMeshComponent to the firstperson character class. Then set OwnerNoSee

vital fractal
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Also I want the "pellets" to be seen by the players

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As for now, you can only see your own "pellets"

vital fractal
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Just to double check; Here right?

maiden wadi
vital fractal
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How do I specify that I want the body?

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Do I drag and drop?

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Huh, well it seems not.

fresh charm
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yoo

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ingame we can modify state ? (construction script)

sonic oak
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For some reason this is only deleting every-other (every odd index) child and i'm not sure why

earnest tangle
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that's because you're modifying the array you're reading

sonic oak
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ahhh

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Didn't even realize that

earnest tangle
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you can use a reverse for each to avoid this problem since then the array won't reorder as you're always destroying the last one

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(or assign it to another variable before looping)

sonic oak
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Thanks a bunch!

queen yew
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so i have a player controller that controls a ball

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when i click the viewport the mouse disapears

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how do i stop it from disapearing?

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there is no show mouse option

dark crow
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Show Mouse Cursor

queen yew
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i don't get that option

dark crow
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You have to from the Controller

queen yew
dark crow
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From the Controller Pin

queen yew
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how do i do that?