#blueprint
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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?
we are venturing farther and farther from what I know with regards to UE4...
I've never used curve assets..
okay but you do understand that a timeline uses a curve yes?
that's what drives the alpha value
loosely, yeah, the line between the keys I add, right?
yep
the line, or the curve
depending how you want to handle it
it doesn't have to be linear
in your case, you want it to increase over time
so make it quadratic
as in, make your curve look like this
instead of a straight line
honestly, this is so beyond me now..
I don't know what to tell you
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...
then I would suggest learning about the graph representation of linear and quadratic equations
it will help you model your data much better
This all seems hugely complicated for something I thought would be far more straight forward for just increasing a value over time..
like I said, it is
I appreciate your efforts to help me...
just use a timer
or tick
if you have your custom value
but if you want to use a timeline
you have to use the timeline
and if you dont want to learn the fundamental idea behind the timeline
then maybe it's not worth pursuing
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..
that just leaves me with tick, which I was led to believe I should avoid..
use "Set timer by event" or whatever it's called
there is a nifty helper node called "create event"
you can link up
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.
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?
For Enemy A, are you just trying to increase a value by 2 each second
So Second 1 = 2, second 2 = 4?
here's how I've set up a timer by event
it's roughly the frequence of tick
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....
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..
hence why I said it's not a timeline you should be using for that setup. take a look at that screenshot of a timer setup
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...
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
Isnt the Timer just going to be literally every second though, and not give me the smooth increases that I wanted?
world delta seconds is 1 frame's worth of time
1/60th of a second
when using the conventional 60 frames per second
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 ๐ฆ
Thanks for your help though, appreciated.
This would increment the "Desired Threat" by 2 every second. It wouldn't smoothly transition from the previous value to the next, just continually add 2.
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.
Thank you, I'll take a look tomorrow morning. Will save screenshots..#
isn't that what it wants
cast it to your custom hud class maybe?
What do you recommend me for saving player cosmetics? (Like fortnite locker that gets saved when you purchase from store)
you want to save what the player buys?
so that the game remembers
Yes
I will use a domain, awardspace and phpmyadmin (mysql)
I would probably just make request the cosmetics the user owns whenever they connect and assign them those
But how I store the cosmetics that the user owns?
in a server
whenever the user buys something just add it to their list of cosmetics
and when they connect just request those cosmetics and add them
Yeah but how I store it on the api for request it? (How I send it to api so it gets stored)
You'd have to create some kind of database most likely.
Is there a tool for create a database like mysql?
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.
Ok thanks
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?
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?
No I have to create new sequencer and add actors.
I have a building with changing materials can you please guide me. what should I have to do.
idk what exactly do you need
you can do all that but you have to add an actor to a sequence first
Can I do all at runtime?
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.
idk about that
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?
@late cave Likely easier just to GetComponentOfClass on the pawn, and call the interface on the component that has it.
Hmm, well... I think that's worse since I'm trying to use the interface to reduce the amount of references in my class...
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.
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.
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
@tame streamWhich blueprint is this in?
this is in the players blueprint
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.
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.
oooh so if i do actor of class and i only have one of the actor
that should work
worked! thank you so much
Hello guys I have problem with my inventory system I want to make exchange item system when you select an item and press button to exchange it with other item, it is kinda working but the problem is that it doesn't update the "thumnail " of the old item. idk how to fix it
https://blueprintue.com/blueprint/wc17rfdr/
this is the link of my all bp
I will be more than happy if someone can help me
I am fighting with this problem for 2 weeks ๐ฆ
You really need to give a more specific example of what's happening and how it's going wrong
You're giving us this huge BP graph to look at
okay
so I have system for exchaning item with another when you press button
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
and I think it works but the first problem I see it, is this that it doesn't update the thumnail of the slot
@earnest tangle
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.
Anyone knows?
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..
@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.
You'll want to ask #graphics about that one
@maiden wadi so if I make a player camera manager and assign it to the pawn, could I access the DoUpdateCamera functionality?
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.
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?
I'll give that a shot thnx!
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 !
Wow i did not get that
could you be more specific ? :p
Which way do you want the progressbar to display? Should it be full when they are able to teleport again?
yes
so i guess it's more like at 0 it's 100%
Maybe a delay is not what i should use
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
You'll want to update that in the widget's tick. You can also use a binding for it, but I prefer tick personally.
What value do you have to measure when you can teleport again? What do you use to compare against your 15s max?
nothing it's just a delay of 15sec
then i call it in the widget like this
this is the middle one
Not sure I follow. You have a delay that is started when you teleport, and you can teleport again when it's done?
Oh. right, earlier picture.
Instead. Ditch the delay and just set a float of.. Sec, never remember that thing's name.
set timer by something ?
No. You just set the float when you teleport.
GetGameTimeInSeconds.
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
Yes and from that I would also generate float TimeToEnableTeldport = Time initiated + 15
You trade that for your current bool.
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
Then in your Progressbar, you can do (GetGameTimeInSeconds - YourFloat) = TimeCooledDown. TimeCooledDown / 15 = your progressbar.
No timers, no delays. ๐
where do i plug this first ?
It's literally like 5 seconds of blueprint.
BarAlpha = (CurrentTime-StartTime)/(Delay)
And when trying to teleport
bCanTeleport = CurrentTime > (StartTime+Delay)
You can set both on tick and just check the bool when trying to teleport.
I don't understand any of that sorry...
haha thanks
i was trying this
lol...
i'm not sure about last time teleported do
It's a float. You make it yourself.
Show me what you have?
Actually it might be because my teleport is a little complicated
See i need to activate it firstly to send an indicator then again to teleport myself THEN i want to wait 15sec
Okay I would have two booleans
One for if you have a Target location, and one for if you can teleport to it
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.
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.
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
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
Well then you aren't checking if current time is greater than start time plus delay
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...
Maybe i should drop the progress bar and just put ON / OFF when it can teleport
like a widget
If bHasTarget = true
If Time > StartTime + delay
Teleport
Set bHasTarget=false
If bHasTarget = false
Set bHasTarget=true
Set Start time = now
and display 15sec left
Don't do that, get the thing working before trying to decorate it with UI and other stuff like that.
this is code ?
Not really, just pseudo code, the simplest way I can think of to explain it
Do you follow what I'm trying to get you to do at all?
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
Show me what you have each step
Okay then on the true path, put another branch, this Boolean should be the result of get time in seconds > delay
like this?
Where are you using GAS or just kind of making your own ability framework?
GAS ?
Gameplay ability system, it's What epic uses for fortnite, very powerful but incredibly complicated. I'll take that as a no
Okay so on the true output of that last branch, that's when you actually do your teleport
Make sure you set bHasTarget to false before you do the actual teleport
Haha
So once you've done that show me what you have between the beginability and the actual teleport mechanic so far
Sorry that should be
Current time > start time + delay
Just a float variable, you'll set when you set the target
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
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
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
Not sure of what i'm doing here
it allready does my targeting here
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?
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
Not at all, the first press set a target, the second press teleport to that target THEN i want to wait 15sec so player can do it again, it's allready working with the delay thing i built before, i just wanted to display the duration of the delay inside a progress bar
the tleport function is working allready i'm not trying to fix it, it's only about time display on widget i'm here
Oh okay so like the 15 seconds is like a cool down between teleporting and being able to set the next Target?
No it's just a skill reload delay
i mean
YES
sorry
lol
this does the trick
That looks pretty f******.
i could juste take the bool and display on HUD if player can teleport
Can they set the next Target before the 15 seconds is up or does pressing the button just do nothing?
This is not wanted
player shouldn't be able to set a target before cooldown is finished
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?
it's setting nothing
once the delay is ON nothing happen if they press button
because it's prohibited here
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
No i said they shouldn't
it does nothing has it is intended to
Okay so just check cool down first, and then check if they have a Target.
If they have a target, teleport to it and set the time variable. If they don't have a target, set a Target
It's that simple.
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.
So i after teleport i SET start time and i should plug game time in seconds in it ?
this is the first ability i'm planning to make it better :p
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
am i going in the right direction here ?
Don't do anything with timers right now. You should only have one event implemented
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
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
Show me what you have right now.
Why are you still using that timer, just show me what you have from start ability
I'm back here, except that last part you see
ok sorry i think i'll let it go
i'll forget about the progress bar
I'm on a phone, just show me a screen grab of the start ability event and the two branches
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?
Not actually making a game, but I seem to work well when I have goals
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.
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
I guess for now what I'm aiming to achieve is multiple characters, that I can select, and move
With navigation, and then I can go from there
Doesn't have to be turn based, might be easier to leave that out for now
Not multiplayer, I'm assuming?
How experienced are you with unreal, first of all...
Not at all really but I have a couple of games published on Steam using Unity
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.
Yes that's mostly what I'm trying to get into my head.. the differences in architecture
Start with the top down template and just try to be able to swap characters around. That's where I would start.
I've seen some courses around designed for people transitioning, maybe I should buy one and just knuckle down
The possession mechanic should make it fairly simple
Okay
uhhh I wouldn't buy one. You can get pretty far without paid tutorials, especially since you seem to already know a lot of game design theory... but that's just my opinion, others will disagree
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
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
I wasn't aware of all that content for Unity people, thats good
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
Yeah I figured blueprints would give me a sort of, overview of the api
Which would make learning the code later much easier
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
So I'm just sticking mostly with blueprints until there's something I feel it's really not good for
I've played with small bits of C++ in UE in the past though
Basically they both do the same thing, it's just like blueprints a wrapper on the C++
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?
I'm not restricting myself to one or the other at that point?
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?
You'd be surprised at how far you can go with it. So far all I've encountered the absolutely requires C++ is highly intensive math, gas, and fancy character movement for networking
Yeah as someone who codes a lot I'm finding it not as disgusting as I would have thought ๐
Other than obsessively arranging nodes sometimes ๐
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.
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.
however it just so happens that some parts do not create a cap
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?
wait a damn minute... are you telling me that AI navigation isn't restricted by blueprints? So I can do a path corridor that's generated outside of a nav invoker with blueprints?!?! Cause I've only ever seen documentation on stuff that achieves this with C++
So I should probably start with the concept of possession, character blueprints and player controller and I should be pretty close?
Yeah I would do that.
alright, thanks for your help
@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 !
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)
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)
adding, subtracting, multiplying didnt work
the lines are drawn correctly so im just stuck at putting it into my function ๐
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?
Fast comparison of values
They're basically treated as numeric comparisons instead of string comparisons
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...
Uh.. that's really odd. I restarted and changed nothing, and now it's using my pawn..
to show what i meant, at 0:16 we can the split second that the fade in screen isn't appearing for the client
Is there a way to avoid this in blueprints?
Where exactly is your problem?
@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.
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?
how do you get the text you'd see in the outliner?
just wanting to print out a name
nevermind, its GetDisplayName
@spring flaxWhy not just change it in the class?
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.
Ah. Not sure. I always just edit class defaults manually.
i dont know how to find the angle between both lines
i can draw them but not calculate the angle
cheers anyway :). If anyone else has any ideas let me know
normalize your 2 vectors, find the dot product, and then use the Acos node to get your angle
should look like this
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
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.
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
Check is pending kill before going into the timeline
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
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
Make sure the level you're using the Editor Utility in is actually using the game state. I've run into this problem as well where the level wasn't using the game mode I wanted.
If it's meant to be some sort of a game mechanic, with all the animations and stuff that go along with it, I would just make a custom event for the merge. Have it shut down all the timelines etc and then kill itself
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
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
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)
i just want a single camera that works somewhat independently from pawns
how independently?
like an rts style camera
ah
that i can scroll around
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?
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
Yeah, but i dont know what to put into the 2 inputs of the function thats already doing it for me
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
i think thats what i need to do.. the world camera
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
Ahh, the direction between your start and end point. But I'm not entirely sure rn.
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
move the camera to the position of the pawn instead
well I've given you a few suggestions, feel free to try any of them
You don't have to possess pawns for this
exactly my thought
I imagine you'd want to move the pawn by using mouse or keyboard though
you're probably not controlling directly (via wasd) every pawn, right?
hence where pawn possession becomes reasonable
ai can do that
yes, im aiming towards a turn based rpg
each pawn could have an ai controller you give orders to
ah, the possibilities are endless ๐
im maybe a day into really learning, i will get to AI controllers and such I guess
If he wants to control each pawn like a tps then it's resonalbe to posses the pawns tho
yeah, If
oh yeah I'm not sure about that (although that sounds cool). I was more referring to the camera being a pawn itself
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?
yeah]
give it the units position and use the camera manager to set camera position to tyhat
camera should be on a springarm
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
doesn't anyone know? ๐ฆ
is there a way to stop the default camera being spawned?
do you know what node that would be?
Get Unit Direction (Vector)
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
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...
tsym, imma try that
If you using Scene Capture Components (what you probably do) then ClipPlaneBase and ClipPlaneNormal is probably that what you are looking for
those a vector variables on the scene capture component
hmmmmm
Base is the position and normal the direction
so i guess i need to give the same vector as the portal itself
so the clip plane is just overlapping with it
probably base = portal location and normal = forward vector of portal
depends on your inplemantation
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
yepp
just actor location of the portal
also you want to check EnableClipPlane
that's just the checkbox no ?
yeah
just check/tick/enable it in the details panel
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.
WidgetComponent
@obtuse herald just in case, do you think this will work ?
or do i need to invert the rotation ?
If you're using the build-in plane mesh then you probably want 'Get Up Vector' instead of 'GetRotXVector'
that exist ?
yeah. GetForward => +X, GetRight => +Y, GetUp => +Z
I don't event think there is a difference between forward vector and GetRotXVector
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
yeah my bad
i already built my mod using the rotator thing
so the rotator one doesn't work........
The widget component renders the widget onto a render target, which is basically just a texture so yeah
you just need to create a dynamic material instance in runtime
maybe it's the wrong axis after all
yeah
just check the arrows of your mesh
i'm trying with the up vector thing
the thing is....
red is X, green is Y, blue is Z
yes
did you already restart your editor?
yes
even my pc
as this problem is here for two days now
i'm trying the hard way
compilying
testing
and tweaking
ouch
BP should kinda look like this
and Material like this
now i wanna really test if it work with rotator
i'm lucky the mod take only 30 seconds to be packed
did you try unlit viewmode already?
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
....
oh yeah don't do that
standard is 10
always worth a try
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
so now we have that out of the way
is this your portal plane?
it's hidden but yes
oh wait actually I'm dumb
isn't Up the green arrow ?
the scene capture component draws the render target, not the plane
eu....
idk
confused
thats because you rotated it
okay
it's showing you the relative axis
no
okay
it seem that "up" placed it on the ground
or something
the rotator placed it verticaly
but 90ยฐ off
i'm testing with forward
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
so forward do the same as the rotator.......
as you can see in the picture that option isn't there
well you see on the ground
there is a lit space and a black one
the separation between the two is the cliping plane
because you're looking inside a pawn for it
so here it's vertical but need to be retotated
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 ๐
the underside of a cube
try drawing a debug arrow
i actually don't know if i can use debug on that game
Oh
i should
Just check if the Y axis of your Hits Normal is positive
Hi, yeah, I think that will work for the upside down ones (at least in this case) - but what about the ones spawning inside the cubes?
How do you spawn them?
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..
do that
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
yeah as expected the debug arrow doesn't work
I was using some of this (https://www.stateofartacademy.com/ue4-custom-scatterer/) but not the 2D grid stuff as I felt it wouldn't look as organic...
Try LineTraceByChannel instead and look where the hit is detected
in PIE?
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?
pie ?
Play in Editor
No you can debug draw it, the line will turn red after it hit an object
I do have that enabled now, but have it set to "During Duration" or something (not sure what that really means), and has a time limit of 0.1... could extend the time, but its going to get a lot of red lines, as it spawns loads before any appear on the bottom.
I see...
I used the Hit Actor pin to output the names... one just got spawn inside the cube and it did state the name of the cube... obviously still doesn't tell me if it hit the inside of the cube (ignore the top of the cube) or somehow the bottom of the cube, ignoring both and then rotating the enemy..
@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
Thats what I'm doing... I believe... randomly picks a place in the volume, then traces from that point, finds the impact point, and uses that for the location to spawn... but I dont understand why I'm getting them spawning inside the cube..
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..
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
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..
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?
are your face normals pointing inside the cube?
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...
?
another thing you could do is get the cube bounds, and randomize 2 axis values within the bounds
many of the hits are working... the outside of the cube is getting many enemies on it...
well it doesn't work, i'll see that later thanks @obtuse herald
Wait, I'm trying it myself rn
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...
just need to enalbe gloabl clip plane
oh
does anybody know how to make a shotgun? but contra style
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...
Do you have a regular gun already?
not a gun, but a ship that shoots
Make it shoot more than 1 bullet at a time. There you go, it's a shotgun.
yeah I'm to dumb rn, but maybe this guide will help you https://michaeljcole.github.io/wiki.unrealengine.com/Simple_Portals/
A static site pulled from the internet archive
@barren relic use Rand Cone
Hello guys. Is there still a way to package a project (4.27) for a browser(HTML5)?
to create a spread.
rand cone eh
ahh
adjust your shoot dir, with the output of this
or do what some games do, and have predefined spread patterns.
Can I do that with just math or do i need arrows for the vectors
just an array of unit vectors
ah okay
okay so since I have 3 I need to do it 3 times with a specific angle for each one
@obtuse herald well thanks anyway
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
you can only have one projectile movement comp per actor
so you would need to spawn 3 projectile actors
ah thanks,
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?
after 4.23 yes
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 ๐คฆโโ๏ธ
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
nvm, found it, it's Absolute... @burnt trenchThanks, but I have no idea how "random" came into discussion ๐ It's ok ๐
mod is the mathematical function. Abs is what its called in engine ๐
@burnt trenchYes, but i was looking for the mod function in bps ๐ I don't need random numbers ๐
tho i thiok 4.24 is the latest, but maybe you can migrate it
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
convert text to string and convert that string to int
Oh thanks. I just realized it's because there's a space in between my numbers from my text variable ๐
There was a sneaky space in here.
You're converting a "normal vector" (a vector with a length of 1) to a transform as if it were a location vector... I don't think that would affect the rotation.
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
multiply it by
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
let me see what i can try
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
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
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
Don't think that'd be infinite unless you're spawning over 100,000
Is this a marketplace asset?
no
Did you modify the For Loop macro?
uh no
Deep mystery
Maybe I can adjust the player code?
How do you even call this function of yours?
do the projectiles, on spawn, spawn more projectiles? 
When the special weapon button is pressed, it reads the weapon data table and spawns a projectile based on that
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
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
No.
Also this would go to #animation
already found this but it is up until 4.24 and converting it is difficult because they have already added ES 3 I believe
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
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?
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
Oh I see the VInterp
Yeah, this would never fly in a final product because I know that VInterp is frame-sensitive
For a draft it's ok
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
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.
Ok I figured out it's because in the sound cue, the looping node was keeping the sounds going. Once I disconnected them/bypassed them, it's working as expected.
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.
@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
Hers the code i followed from the I think train controller i can't get my cart to move
what am I doing wrong if so if anyone could point me in t he right direction (no pun intended lol)
Beginplay only runs the code once at the start (i.e. code will only run for a few mili sec
@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
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
Which value are you trying to set?
If it's a custom variable, you can set it to 'Expose on Spawn'
and it will be available to set on the 'Spawn Actor' Node, I think
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"
I'll try with expose on spawn as you suggested
Unfortunately, expose on spawn did not help
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.
Can you show the keypress portion?
It's cause you're giving him 0 on the pitch
๐คฃ
Happened to me quite a lot
oh man that looks so cool thank you !! now to smooth it out lol
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
can you show the spawn bp?
sure thing
Ah nice i like it.
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
You're trying to set Hitbox Stats, right?
Aye, the struct
I tried making it the 0 Then on the sequencer, changed nothing XD
Same when it's the only Then
(as in skip sequencer)
You're not using the 'Expose on Spawn' variable
On the SpawnActor node
There's a hitbox stats variable just under owner
Pass you're value there
You don't need separate set node
That is what the 'Expose on Spawn' option does
It shows the variable on the 'Spawn Actor' node
Welcome ๐
It's crazy how sometimes it only requires one tiny overlook to make you waste hours ๐คฃ
Yeah, I've had that happen to me quite a few times ๐
Still doesn't work?
nope, still returns 0.0 first then the actual value
Oh wait, there's progress
It updates it sooner enough for hits not to be ignored when both characters are stuck to each other
Well, You can just spawn the hitbox at start and leave it there instead of Spawning it at the instant of Hitting?
I have it spawn and stick around for the duration of the hit (so roughly .1s)
so what do I need to change ?
ohh wait
if you want it running all the time then event tick
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
so use an event tick thanks
But yeah I think that's what I'll end up doing, having it spawn earlier so that even if hits 0 the first time, it can still hit again with the proper value
I assumed you were doing for a Combat Anim such as Punching or Kicking
You assumed correctly ๐
Hahaha
hmm I tired that but when I active platform I get an error
actor needs to be moveable or something
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"
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 ๐คฃ
Finding the right size and location for the hitbox becomes a fun little puzzle xD
Das a wide arse hitbox alright XD
Are you using the arrow for directional check? Or is it just the default inherited one?
At the time of Hitting a punch, I just use 'GetOverlappingActors' on the hitbox
Then filter out the enemies from them and call the 'Take Damage' function on them
Pretty straight forward ๐
Inherited
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 ๐คฃ
๐
animation's so quick it's kinda hard to take a screenshot that's not blurland but here's how mines are setup
dark blue is the actual hitbox, yellow is for the AI to detect so they can block in time
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 ๐ค 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?
I haven't implemented AI yet
Neither, but at least that part's ready xD
I feel it's gonna get more complicated than I like ๐
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
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 :/
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 ๐ค
have you tried to negate the alpha's value? See if it does the trick?
The SceneCapture itself doesn't have the option, but I did try it on the RenderTarget. No effect unfortunately
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 ๐คทโโ๏ธ
UE4 sometimes works in nebulous ways I guess ๐
That or I am missing something very obvious but I've gone through everything and I don't think so..
Hope you find a fix ๐
Is there an easy way to play a sound on a "hard" impact from a physics object only?
Like, only execute a function on a collision that is above a certain velocity
@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
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
Like, the main menu level isn't disappearing
@iron umbra Still having issue?
I have scene capture that saves to PNG
with transparancy
my setup is just like this
that's already saved with transpancy?
for the display in the game, u just need to make the material with the inverse like u said
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
I have to multiply by thousands just to get them to have any noticeable visual distance from each other
"Converts coordinates on the unit sphere into a cartesian unit length vector"
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
How do I get the number of connected input devices?
@ivory adder with the RawInput plugin enabled you can call GetRegisteredDevices
I did not know that I will enable it right away, thank you!
I enabled the plug-in but its Get registered devices isnโt there
@ivory adderwhich engine version are you using?
I think Linux is the problem
that plugin is whitelisted only on Win32/Win64, sorry
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
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
Still early testing the outputs but so far seems it might be reasonable
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?
This is how the Pawn is setup, nothing massively complicated from what I understand.
what is your case/scenario? maybe there is another way
It's fine I got something to work
Not as clean but oh well
Basically you can select how many players there are in the main menu then that number gets sent to my player spawn code
@jolly knollthe root needs to simulate physics
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
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.
@jolly knollyou ship is a physics simulating actor, so the way to move it / turn it is to use Add Force and Add Torque
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
@jolly knollyou can try to search YouTube. Is not that difficult. Maybe let's move to #legacy-physics, I can explain there
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?
i mean like this
How should I approach mineral spawner? I have open world map and 6 different blueprints (rocks, bushes, trees).
Why when i add box collision through blueprint it does not generate ovelap events?
uncheck context sensitive
how do i do that?
still cant
@sudden ironWhat is wrong with the green one?
I assume he is trying to follow a video
ahhh nvm, the blue one is no longer available
now we only have the green one
but accodring to the how to fix this case video, its supposed to be like this
but idk, still weird
the running animation still like wrong
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.
uhhh, its hard to explain it in word, would u like to see the live video of the animaion?
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.
It's like looping
This is the animation looks like after I make that bp, idk man, looks strange
Hmmm I don't really understand it
Trying to debug the logic in a Blueprint. Does anyone know of a way to 'slow down' a For Loop' for debugging purposes?
use a breakpoint
Is there a way to destroy actor on overlap with a single blueprint so that only one is left in the scene?
sorry to interupt, do u answering my question or u explaining u try to debug the logic in bp and dont know a way to slow down a for loop?
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
That animation issue looks like the root motion of the animation asset is set wrong
I assume you want an animation asset without root motion
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
Could anyone guide me on how I could make it take the shortest path between spline points?
check if target point is smaller than current and move it backwards instead in that case?
I'm using distance along spline to make it follow the spline route
you can probably compare the distance to the point then
if the target's distance along spline is smaller than current, then you want it to go backwards probably
i already try to search for "in place" in mixamo but theres no button for "in place"
Some of them have it, others don't
You see on the right it has in place checkbox, on the animation
As zomg says aswell, not all of them have it, but simple stuff like run should
hell yeah, i see it now, probably just dowload seperate animation next time
thanks man
no probs ๐
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?
I don't think it can double load a level, but just asking in case
Rock on, thanks man
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
you actually have to go well out of your way to double load a level, you can't even do it in vanilla BP
@sand shore Aye, I think with making level instances eh
hm?
I guess not? haha Well either way, it's good to know I can't botch it out of the vanilla gate
Side note, are you guys using UE5 these days are sticking to UE4 for a bit?
I mean go try it, maybe I'm wrong
attempt to force the case where there is two levels
Well the one way I will know is in my world outliner or levels tab
One would think they put some simple IsLevelLoaded check in the level streaming volume code
Load Level instance can load the same level infinite times
Level streaming can only load it once
Aye, that's good news. Thanks for clearing it up!
Hi! I want to attach an actual character to the first-person template, because I actually implemented multiplayer. How can I do that?
P.S: I read the docs, I just don't get how you do it.
What do you mean by attach? And First Person template?
Is this for shadowing, or? Not sure of the attach intention.
Attaching the character? Oh, it's for the players seeing each other
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
Also I want the "pellets" to be seen by the players
As for now, you can only see your own "pellets"
About to try it.
Just to double check; Here right?
Yep. You'll specify the Mannequin or you own character mesh there.
How do I specify that I want the body?
Do I drag and drop?
Huh, well it seems not.
For some reason this is only deleting every-other (every odd index) child and i'm not sure why
that's because you're modifying the array you're reading
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
(or assign it to another variable before looping)
Thanks a bunch!
so i have a player controller that controls a ball
when i click the viewport the mouse disapears
how do i stop it from disapearing?
there is no show mouse option
Show Mouse Cursor
i don't get that option
You have to from the Controller
From the Controller Pin
how do i do that?