#blueprint

402296 messages Β· Page 748 of 403

dark crow
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Drag Return Value of GetPlayerController

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And search

queen yew
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wow thank you so muchπŸ™πŸ™πŸ™

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i have another question.
i am trying to add mouse control for camera movement around a ball that you control with the mouse keys.

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i used action mapping to set the events

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but it is not working

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moving the mouse does nothing when i hit play

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did i somehow set it up wrong?

odd ember
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if they're not the same, there won't be any movement

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this is one of those instances where having GetPlayerPawn globally accessible is really detrimental

queen yew
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so how would i go about referencing my ball actor?

odd ember
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you have to go through the motions of understanding blueprint communication

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your ballactor needs to be a pawn

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your player controller needs to possess the pawn

maiden wadi
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Usually you'll have two skeletal meshes on a FPS character. One is the third person mesh, the other is the arms. You set the Owner visibility on them differently so that only owner sees the arms.

spark steppe
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3 meshes, you forgot the party hat

maiden wadi
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Can't forget the party hat. πŸ˜„

vital fractal
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Also I know a good bit of code but I love blueprints

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it keeps my mental status in place

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code drives me completely insane

tawdry surge
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@maiden wadi making a totally separate actor for the camera, setting view and moving the actor around worked!
Mildly confused about the rotation though. A value of one added to the rotation seems to be almost 180 degrees.
At first I thought radians but then 3.14 would be 180.
What is the unit scale unreal uses for rotators?

maiden wadi
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Depends on the orientation.

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Yaw and Roll are both -180 to 180. 360 degrees. Pitch is always -90 to 90. 180 degrees.

maiden wadi
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Well. There is one place. If you're at 89.99999 pitch and add one, your yaw will invert.

tawdry surge
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Getting world rotation, breaking the struct, adding 1 to the z axis, and making a new rotator.
Then I use a lerp off a time line to transition from one to the other

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It turns smooth, and in a consistent proportion. Its just not the value system I expected

maiden wadi
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It will change from 180 to -179 if you add one to 180, if that's what you mean?

tawdry surge
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It also turns 40-45 degrees if I put in .25

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If it was taking degrees as the value .25 or 1 wouldn't move it at all really, if it was radians it would take 6.28 to go full circle
At the moment it's looking like a value of 2.15 or so is gonna do it

maiden wadi
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That's definitely not normal. Would have to see the logic to comment though.

tawdry surge
maiden wadi
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Ah. that might be why. I didn't catch that Lerp at first.

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Pretend you have four frames. So your alpha from the timeline will be 0.25, 0.5, 0.27 and 1.
You start at 0 Yaw. Your alpha comes in at 0.25. 0 yaw lerped to 1 yaw here is 0.25 yaw.
Next frame you start at 0.25, add one, lerp from 0.25 to 1.25. Alpha is 0.5 so you're adding lerping to 0.75.
Next frame is 0.75 alpha. You're now at 0.75 yaw. You add 1 to lerp from 0.75 to 1.75. Alpha is 0.75, so now you're at 1.5
Last frame comes in and lerps you from 1.5 to 2.5 with 1 alpha. Now you're at 2.5

mild kestrel
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Is there a way to add widgets to screen, not player controller?

maiden wadi
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To LinearInterpolate correctly, you need to save your start and end location first. These should be stable. Or at least your start should be stable usually.

maiden wadi
tawdry surge
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Oh I got you.. it's pulling new rotation start each frame

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So it is supposed to be radians

maiden wadi
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Rotators are always in degrees.

tawdry surge
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I'll have to play with it

maiden wadi
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It takes 180 value to turn and face the other direction. 360 value to turn in a full circle.

vital fractal
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Hey, I followed this tutorial: https://www.youtube.com/watch?v=dKkssm6D4RU

Project Files : https://www.patreon.com/posts/39705781
Today, I am going to start a new tutorial series on a multiplayer first person shooter game. In the first part, we are going to setup a basic multiplayer game using the first person template and then change the template to replicate the physics interactions in the world and projectiles. So, ...

β–Ά Play video
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But now I can just see the pellets of the client and when I shoot from the server the client doesn't see anything

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😒

tawdry surge
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Yeah I know how degrees work, it just seemed like even with a moving start location, adding a fraction of a degree each frame shouldn't have gotten me almost 180 degrees around

mild kestrel
maiden wadi
mild kestrel
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Here you can see the problem

I Host the game- widget initialises first frame

I come in as a client, i have quite a few ticks without the loading screen

tawdry surge
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I got you

maiden wadi
# mild kestrel yeah but this way it still needs a owner player controller while creating widge...

You normally do this by adding the loading screen to screen before calling open level. I personally do this with a GameInstance Subsystem. Can do the same thing in the GameInstance. Your open level code can get your game instance. Add the widget to screen, then call open level. Then your HUD most likely would GetGameInstance and remove that widget from screen on Beginplay or whenever you're ready.

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Also if you're C++ inclined, there's a very nice way to do it in one of the epic examples for the Action RPG. Also makes the screen run on a separate thread so as not to lag as much.

mild kestrel
mild kestrel
maiden wadi
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Hmm. They might from a hard load.

mild kestrel
mild kestrel
maiden wadi
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Not sure. I know that ServerTravel doesn't discard them.

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That requires level streaming though. and even then you still have to hard load some maps.

mild kestrel
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dang, thanks anyway, I will look for something else, thanks!

maiden wadi
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If you're at all C++ inclined. I'd seriously give the Action RPG a look at. Memory says it was even in a plugin. Could be easily drag dropped into your own project and used.

obtuse herald
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What I usually do is I create a transition level that automatically adds the widget to screen

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The transition level then loads the actual level via LoadLevelInstance and removes the loading screen when it's done

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But the cpp way is better

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Because game modes and stuff

mild kestrel
mild beacon
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Why my loading screen is not working? It shows widget for a sec or two and then it turns black untill level is loaded

dark crow
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Cause that's not how you do it

mild beacon
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All tutorials on yt told me that lol

dark crow
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Then they're wrong

obtuse herald
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They're wrong

dark crow
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You can handle persistent stuff through levels in the GameInstance

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Like a loading screen

obtuse herald
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Open level destroys semi-everything

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Then loads the new level

dark crow
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It doesn't even fire the next exec node iirc ^

mild beacon
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uh

obtuse herald
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But the target is invalid then

mild beacon
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can I do loading screen trough game instance?

obtuse herald
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Yeah

dark crow
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That's where you would do it

obtuse herald
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But still not like that

mild beacon
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So I do in loading screen map beginplay I trigger custom event in instance?

obtuse herald
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I don't think I've understand that

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Rephrase please

mild beacon
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So game instance don't have beginplay function right? So I need to trigger event in game instance. I was whitnking, then in loadinglevel map, in maps Bp i can triger that event from beginplay. @obtuse herald

dark crow
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It's called Init

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In GI

obtuse herald
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Yeah

mild beacon
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ah

obtuse herald
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It will fire as soon as the game starts

mild beacon
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so like this?

dark crow
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Looks redundant af

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Basically useless

obtuse herald
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Like I said, this still won't work, because open level destroys the widget

mild beacon
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ugh

obtuse herald
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Meaning you would be stuck at a freezed screen

mild beacon
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So i need to use Level Streaming?

obtuse herald
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Yeah

mild beacon
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uh

obtuse herald
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I wonder if asset loading would load the whole map so open level woudn't take up any time...

jaunty solstice
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I have an array of vertices. I need to somehow sort these vertices by their Y component.
Can anyone suggest how this might be accomplished?

tidal marlin
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Hello

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Does execute command work in release?

worthy frost
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@mild beacon Look at the plugins, there is one called LoadingScreen

mild beacon
maiden wadi
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You can use non freezing loading screens even during OpenLevel. Just requires some very minor C++ work usually because you have the get the MoviePlayer and use it. It runs on a separate thread that isn't blocked by loading.

candid zinc
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Does anyone happen to know how to disable the default PlayerController "click and drag to move camera around" logic? setting input mode to UI Only isn't an option for me as I need click events (which need Game and UI or just Game input modes, but that allows the drag to view thing). I suppose I could just set a view target to a static camera and be done with it...

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ah, just making a default pawn (that isn't DefaultPawn lol) works.

humble flame
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Hello, I want to implement a simple system to play a sound when my character walks, I've seen the most common implementation is to use animation notifies and then line trace down to see the type of physical material and play the appropriate sound, however, I was wondering if there's a better solution like doing line traces on each foot on Tick and keeping track of the distance to the ground to see if a sound should be played.

I don't want to put the notifies in each walk animation considering it's going to be too many for each character in the game.

icy dragon
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Anim notifies would be more easy on performance, as you'd only concerned on playing the footstep sound without branching every frame. Doing line traces each foot on Tick would be the worst way to do it.

maiden wadi
# humble flame Hello, I want to implement a simple system to play a sound when my character wal...

I think this really depends on your game. If you're going to have like 20-30 characters max, you could easily program it on tick and disable said thing based on relevancy. Would save the time of setting up anim notifies. This would be very easy with a single skeleton. Traces and vector math are extremely cheap even in blueprint. Though there is something to be said for the hand made setting of the notifies. They're easier on performance, and a lot easier to rely on. And realistically you're not looking at more than a couple dozen animations to do this on as a solo dev. Just the ones with leg movement.

quick lance
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I'm trying to set up a frontal damage block for an actor. Right now I'm using a collider that will add pawns/actors that are owned by pawns it overlaps with to an array to ignore damage from. Is there a better way to do this?

lapis saddle
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is there an auto sort? i thought shift d was key but no.

dawn gazelle
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Did you try undo? Ctrl+z?

bright frigate
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So this will basically spam lots of sounds for when moving a door. What I'd like to do is play a sound (e.g. creaking) while the door is rotating, but not be spammed like this is. So should I be doing something like checking if lastPosition != currentPosition => Play Sound?

quick lance
bright frigate
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essentially it should be 1 sound instead of many and it should play through the sound if the door is moving. Right now it plays the same sound separately

quick lance
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you can also try PlaySoundAttached or something like that so its on the door specifically

eternal drum
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Anyone know how to make collision less buggy? (no glitching through, jumping ontop of things)

bright frigate
light token
burnt citrus
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Hey I have a question
I wanna make First person and Third person Shooter game (switchable camera)
Then, How to sync ejection and firing effects between First person Gun mesh and Third person Gun mesh?
I don't want to use True FPS style because it breaks some animations

bright harbor
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so, i am trying to make a system where you can select from multiple characters, each with their own abilities, that all interact with certain objects in the same way. I need an easy way to duplicate characters, as many of the objects rely on casting to the original character to verify that it's the player colliding, so how would i duplicate the player in a way that won't effect these objects, or effect the references in the Animation Blueprint?

fiery glen
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(you can paste it in #cpp if you want instead)

light token
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#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "GetBuildConfiguration.generated.h"

/**
 * 
 */
UCLASS()
class COINTREASURES_API UGetBuildConfiguration : public UBlueprintFunctionLibrary
{
    GENERATED_BODY()
    
    UFUNCTION(Category = "Utility", BlueprintCallable)

    // Return to blueprint node
    static void GetBuildConfiguration(FString& Configuration);
};
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@fiery glen

fiery glen
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oh, you already asked in cpp

light token
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Yes I noticed that channel after I asked here

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But it's a bit of a question for both

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since my blueprint node isn't showing up in UE4

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Now it is

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Thanks a lot!

fiery glen
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what changed?

fiery glen
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I do not think I understand what duplicate means in this context

bright harbor
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i want multiple character bp's, who all share the same code and can be referenced by the same cast node

fiery glen
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I think you want their base behavior defined in something they all inherit from

light token
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I built it with UE4 closed

fiery glen
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that explains it lol

light token
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hehe it was my first time using CPP with UE4 so I was kind of confused

fiery glen
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and the different class all inherit from that?

bright harbor
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I just tried it, and it worked perfectly!! Thank you!! I have legit been trying to figure this out for hours, and i couldn't decipher how i was gonna wire it up

trim matrix
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hey guys

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anybody know why my character isnt showing up

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?

dusk cave
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How do I use multiple condtions on one line trace?

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My Blueprint is not detecting the Ammo tag because I don't know where to branch that one node

tawdry mural
dusk cave
tawdry mural
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will only check if only theres no hazard

dusk cave
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Another question: Since I'm using raytracing to detect hits, my variables like health or ammo will go up or down super quick as long as my player is touching the objects. Is there a way to slow it down?

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Or delay the hit detection?

tawdry mural
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well

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delay node might work πŸ˜„

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or you can put a do_once node when raytace hits the target

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and open it again whenever you want

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for example when ray trace is no longer hitting the target

dusk cave
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I tried using the delay node by putting it at the end of all my nodes but it didnt work

tawdry mural
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you have to put it b4 the node that does damage

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or adds ammo

dusk cave
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oh ok i see

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I put the duration for 10 seconds and it is slower but it's not 10 seconds between when I print the string

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probably because of the raytracing and how it works

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oh wait

tawdry mural
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oh yea it will do the damage after the delay

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so no good

dusk cave
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yea

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eh ill use it

tawdry mural
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try do once

dusk cave
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ok

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what do i attach to reset and start closed?

tawdry mural
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put delay at the end of nodes and hook it up to reset

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smth like that

dusk cave
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It didn't work

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I'm gonna try something

tawdry mural
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like this i think

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2 doonce and 2 delays

dusk cave
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actually i think i got it

tawdry mural
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arrows showing where doonce should be

dusk cave
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yea i moved the do once also

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lemme see if I can just use one tho

scenic scroll
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why is this not working for some players?

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it doesn't get the HUD of the player correctly therefore it doesn't work

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despite the player clearly having a HUD

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this only happens for the listen server clients

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not for the server

dusk cave
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@tawdry mural I moved the do once after the first branch and it works how I want it to. Thanks for the help.

glass crypt
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How would I separate the physics of a helicopter with the rope that drops from it? The rope doesn't affect the heli until I turn physics on and the heli goes all kinds of crazy.

earnest tangle
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I guess you'd attach it using a physics constraint? Beyond that it should mostly be a question of tweaking the physics properties of it I guess, but depending on how you want it to behave you might want to forego having it be a physics prop altogether and just manually calculate how it behaves

crimson hornet
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Does someone has an idea why this interface isnt getting called?

crimson hornet
glass crypt
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@earnest tangle physics constraint.. thanks i'll try that.

crimson hornet
exotic latch
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Hello all. Hope you are doing all well. I am glad I found this server and hopefully someone will be able to help me with a question. How can I use a fluid to wrap around an object using blueprint . For example: making a mobile game you can take the fluid and wrap it around your object and it will remain on the object creating a fluid sheald around it.

vital fractal
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Hey, how do I get the actor that is hit when event hit occurs?

last abyss
vital fractal
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Then why does this not work

maiden wadi
tidal marlin
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hello. why execute command not work in realize? In standalone all ok.

spark bridge
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There are much much better ways to set graphic qualities

maiden wadi
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Unless you're Ark. Then you just release the development build as the final product. πŸ˜„

spark bridge
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It's not only for Ark. You can always have a dev build on any Unreal game. But you will lose performance gains as a result.

tidal marlin
spark bridge
tidal marlin
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But i have a lot code where i use command execute.

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If maybe Unreal have enable too add the comand console in realese, its be perfect for only this project.

spark bridge
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I believe you shouldnt use command consoles at all.

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They are as their name implies, overriding values via a console

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That a released game should NOT have as an option.

vital fractal
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it's weird

maiden wadi
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That's odd. This isn't server code is it?

vital fractal
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it's singleplayer code

maiden wadi
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You are hooking up the execution pins?

vital fractal
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huh

maiden wadi
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Blue nodes with the white arrows only run when the left side has a white execution line ran to it.

vital fractal
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Ohhh

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Then uhh

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what

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What was that little thing

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nvm

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Oh hell yeah it works

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What was that condition block?

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this thing what's the name of this thing

maiden wadi
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Equals.

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What are you trying to check?

vital fractal
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Which one is hit

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what type of actor is hit

maiden wadi
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Ah. Don't use that one. Right now you're asking if one instance of something hit another instance of something.

vital fractal
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big words

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brain boom

maiden wadi
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Wait til you start in on instantiation, and hierarchy inheritance. Or hierarchy inheritance. Epic still has us all beat with UHierarchicalInstancedStaticMeshComponent though.

vital fractal
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I just wanted to check whether I hit the cube and disable floor hits since when u hit something it disappearrs

maiden wadi
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If you want to check if it's a specific cube, use the check you already had. If you want to check if it's A cube, then use what I posted with the Cube's actor class as the Parent Class.

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To use what you had, you need to get an instance of the other cube you want to check against though.

vital fractal
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like equals but what specific equals

maiden wadi
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Object

vital fractal
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How do I power the branch when another branch is powered

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By the event

maiden wadi
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Put them in line. Depends on how you want your logic to go.

vital fractal
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in line?

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Ohhh

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I think I get it

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But

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Directions are not complete

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like

maiden wadi
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You can sequence it if you always want both of those to run.

formal wren
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Is it possible to enable / disable Groom Hair simulation at runtime? Cant find a way...

past spoke
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hey guys

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anybody know why character is duplicating

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I set it to use the character on play

tawdry mural
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it creates a character and the one you put in manually stays

gilded pebble
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what would be the best way to bulk edit a BP's component transforms?

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like multiply all X in location with 2, even though the X is different in each component

past spoke
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if I dont have the character in the scene it will not duplicate

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I just find it weird that you start the game with an empty scene

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like I mean with no character in sight

tawdry mural
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use this to set a location where you spawn

boreal moon
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Hey guys i am working on active ragdoll character ,i want to ask some (a lot of ) questions about CONTROL RIG and Physical Animations ,who can help me?

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i cant find any information about UE active ragdoll characters

fallen glade
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any way to bind move AI when it's done?

earnest tangle
fallen glade
earnest tangle
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What's the target on that?

fallen glade
earnest tangle
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Yeah so that's another option for it I guess

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if you wanted to get the pawn which finished moving for the event you would probably need to store the ai controller ref so you can get the controlled pawn

fallen glade
earnest tangle
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save the one you bind the event to I guess

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it's a bit annoying many of the events don't carry the sending actor as the parameter

fallen glade
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So like a map of "Pawn" and "event" ?

earnest tangle
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Oh, I don't know if that's possible

clear hinge
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When i possess my character by another(a vehicle) his anim BP stops responding and no print strings from it run, any idea? Character switches to T-Pose

earnest tangle
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this would be easier in C++ since you could bind a lambda to the event or something where you can carry the extra info for it tbh

fallen glade
earnest tangle
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another method would be to move this logic into the AI controller

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then you know which one finished

fallen glade
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True, thank you for your help @earnest tangle ! I'll keep trying and if I don't make it happen I'll put everything into the AI

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xoxo

fallen glade
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I'm stil confused though, how does the engine do this? Can it be done manually in bp?

obtuse herald
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What, more than one output loop?

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Macros can do that

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And cpp as well ofc

fallen glade
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no how to know when pawn is arrived?

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or has failed

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Trying to combine these nodes

obtuse herald
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It's probably checking if the pawns location is changing

earnest tangle
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There is a delegate for it in the ai navigation request which handles it under the hood

obtuse herald
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If the pawns location is ~Dest then Success

earnest tangle
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but much of the machinery is not exposed to BP's

fallen glade
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Right I see

obtuse herald
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If the pawn doesn't move anymore then failed

earnest tangle
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this node is the best you can get for it mostly.

obtuse herald
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But there is probably more to it

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Because there are NavProxys or whatever they're called

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Basically a "Portal" for the Nav. Where you can decide in bp what to do so the pawn reaches the other side of the proxy)

fresh charm
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hi

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someone can help me how i can desactive this ? (cemra clipping) (same in play)

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i try to modify in general setting but not effect

spark steppe
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did you adjust the near clip plane?

fallen glade
# fresh charm

that doesn't look like camera clipping as there is no line. maybe I'm blind

gilded pebble
#

what would be the best way to bulk edit a BP's component transforms?
like multiply all X in location with 2, even though the X is different in each component

fallen glade
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got an example @gilded pebble ?

gilded pebble
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With editor utility for example

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Well for example I have an actor

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with 5 different components with different transfroms

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I want to multiply the X in the location of all 5 transforms to make them more spread out

fallen glade
gilded pebble
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Normally I would need to do it one by one, Is there a way to bult multiply them even though it says "Multiply values"

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yes, but that only works in Runtime, what I need is to edit the default transform of the components

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I tried to use Editor Utility Plugin, but can't seem to get it to edit properties of Blueprint Classes the way it does for example textures

fallen glade
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sorry never used editor utility thing

tight schooner
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@gilded pebble you can make a function "run in editor" in the function details panel

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And then the function will appear as a button when you have the actor selected in the level editor

gilded pebble
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Thanks, but that doesn't edit the default values of the class, only the instance

tight schooner
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Sorry, dunno about editing class defaults programmatically

fresh charm
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same ingame

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i can't see my body

spark steppe
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you said you changed something in project settings, close render culling is dependent on the near clip plane

civic crypt
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I want to slow max speed down when 2 InputAxis are pressed at the same time. I know I need to divide them but I dont know how to create an IF statement in blueprints to achieve that. Anyone have an idea? Im trying to slow diagonal speed basically.

spark steppe
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when you add velocity to your pawn clamp the vector length

spark steppe
#

they just can't have any arguments, but you could still make a randomize location method

gentle urchin
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I wonder why it'd be interesting to change class default with an editor widget? What usecase is there ?

spark steppe
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maybe you want to apply editor changes to the class as default?

gentle urchin
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What sort of editor changes? Did Loki provide an example? In case there's other ways to achieve it

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Oh nvm, reading up.

spark steppe
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im not sure if he wants to actually change the default value for every instance

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i assumed it was more related to instances

gentle urchin
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I'd think so too by the description

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Multiply 5 component transforms location.x by 5...

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Guess you could edit "class defaults" by programming variables for it dynamically instead and using those as "defaults"

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It wouldnt actually work in editor but in game/as instance it would

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Bulk edit would only work if they were of the same parent class tho

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Explaining it makes it sound horrible. Wouldn't recommend

civic crypt
# spark steppe when you add velocity to your pawn clamp the vector length

Thanks for the tip but it didnt really provide the desired results. It did clamp directional speed, for example, when I moved right but I need it to clamp when both inputs are active. So I did pawn > get velocity > vector length (split struct) > clamp vector size into add movement input. I still feel I am missing that IF statement. Clamp IF move forward is active kind of thing.

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I also tried character movement component > velocity > vector length > clamp but that just made it do weird things lol

tight schooner
#

@civic crypt Are you using input axis events? I haven't dealt with character movement before personally, but I will say generally that you don't have to use the input axis events to process those axes. So if you're trying to process two input axes in relation to one another, you can do it on Event Tick and use the Get Input Axis nodes (or something like that). Then you can combine the float values into a 2D or 3D vector and clamp the length and stuff, rather than trying to process each axis on their own parallel ticking event.

Also to answer your other question, a Branch node is the practical equivalent of "if" in BP.

civic crypt
#

I know branch is the node but I wasn't sure how to introduce that with floats/vectors. I havent looked into the get axis node. Im not seeing it but I do remember running across it at some point. This is what I have here:

#

I realize the axis value isnt plugged in for MoveRight, thats cuz I removed it prior to the picture lol

tight schooner
#

yeah I was kind of confused there...

#

so yeah the point I was trying to make is your two input axis events are just tick events for convenience, and the complication seems to stem from running two parallel tick events but having the two inputs affect each other

#

so I was saying it makes more sense to do it as a single line of execution

#

coming out of a single tick event (Event Tick is the obv. choice, but using just one of the Input Axis events is OK too)

#

and then you just use the Get InputAxis nodes to get the values

#

and process them however you like into a vector that you feed into Add Movement Input

civic crypt
#

Ya I agree. So is the InputAxis not native because it doesnt show up in my blueprints.

#

or are you talking about the input functions?

tight schooner
#

you should be able to Get MoveForward

#

Get MoveRight, etc.

civic crypt
#

ok yes got that haha

#

I was looking for a float πŸ˜†

#

Thanks for the direction @tight schooner Ill give this a try.

tight schooner
#

We're assuming you're trying to prevent the classic game thing where the player moves faster at a diagonal

civic crypt
#

indeed lol

#

Im not super familiar with vectors. Im somewhat blind in this aspect but this give me a lot to research and learn, and thanks for clarifying Ben's suggestion too.

dusk cave
#

hey guys have a noob question here. When I shoot my bullets, they go through my objects. I've tried changing my collision settings but nothing has worked. All my other objects can detect if my character touches it. What am I missing?

gilded pebble
civic crypt
north marten
#

Is there a way to stop a component inside a ball that is rolling, to not roll with the ball? Think of a hamster inside a hamster ball. The "Lock rotation" isn't doing it

dusk cave
#

@civic crypt sorry I think I typed that out wrong. I just need my bullet to work with event hit or I need my other objects to detect if my bullet hits/passes into them.\

#

I think that link is for if the bullet collides with the character when it spawns

icy dragon
civic crypt
dusk cave
#

I'd figure using event ActorBeginOverlap could work but it didnt also

civic crypt
#

@spark steppe @tight schooner I got the vector clamp suggestion to work! Thank you for that. Now I just need to figure out how to reduce backward diagonal speed comparably.... πŸ€” lol

spark steppe
#

shouldn't the vector length clamp range just be something like -1 to +1

civic crypt
#

Well it works perfectly. All directions match their set speeds. However, I set backward input to -.8, so moving back works diagonally resets that to the aiming speed. I was hoping that would make the diagonal -.8 as well.

warm citrus
#

Trying to play media on all clients but it's only running on one even though all of these are replicated / multicast

warm citrus
#

if you know anything @ me

north marten
late cave
#

Is there a way to set an actor label on spawn?

dawn gazelle
warm citrus
#

So how would I overcome that?

obtuse herald
#

Probably have an actor as wrapper

dawn gazelle
#

You'd have to run the RPC through a different class (perhaps gamestate makes the most sense for this one since it's for all clients) which then would need to call the UI on your clients to perform the required operation.

Check out the multiplayer compendium pinned on the #multiplayer channel.

warm citrus
#

So instead of making it a UI, I just played the video with a keybind, and I used replication, but it still won't work. No idea what happening, still new to multiplayer

#

This isn't in the widget blueprint, this is in the level blueprint

dusk cave
#

How do I reference my Bullet Actor here

foggy escarp
#

what bp is this?

dusk cave
#

this is inside my enemy blueprint

foggy escarp
#

it makes more since to me to create a event on the bullet bp for this.
On bullet overlap, attempt to cast to the enemy. if it succeeds call the custom event for take damage in the enemy bp. or you could just use the damage node directly in the bullet bp.

dusk cave
#

I just need the bullet to destroy the enemy on overlap or hit

#

so would i still keep it in my enemy bp or do it in the bullet? Either way, I can't figure out why my EventOverlap node hasn't been working

solar sequoia
#

Is setting a series of variables or a struct after runtime the only way to incorporate data table values into a BP? Like, I can't somehow bind a collection of variables to a data table through the editor, can I?

chilly swallow
#

Hi all. Not sure the best place to ask this... but if I have a sample project that I would like to borrow something from e.g. the way the Spatial Audio is set up in the Spatial Audio Temple project; is the best way to use this logic in a different project to Migrate it? Or some other workflow?

#

E.g. if I have a plugin for footsteps, a sample project for spatial audio, another project with the assets... should I basically just migrate everything into a master project as one of the first steps?

#

Thanks

solar sequoia
dawn gazelle
#

Otherwise, if you want to store them individually, that's fine too, but you'd have to manually create and set each of the variables after reading the values from the data table.

solar sequoia
true valve
#

An enum with 3 items not an array can you randomize it

solar sequoia
true valve
cinder raven
#

Is there a way to get a variable from a spheretraced actor's blueprint into the blueprint doing the tracing?

solar sequoia
#

KIM that the first index is zero, so your int range would be 0-2

solar sequoia
tight schooner
cinder raven
#

or a way to cast from what was sphere traced?

#

I thought gameplay tags would have been the solution but for some reason "Get owned gameplay tags" will not pull into the other actor's blueprint

dawn gazelle
#

It would end up looking something like this:

cinder raven
#

Ok thank you for your help and your time I'm gonna read up on it now

hard yacht
#

How is this function supposed to be used if it has no inputs or outputs?

dawn gazelle
fiery glen
#

it literally just calls a console command CALIBRATEMOTION

past spoke
#

hello

#

Im trying to make it so that after 7 seconds of idle I want to play a random idle breaker animation

#

Can anyone help me?

lament schooner
#

Hello. I am new around here, I apologize that English is not my main language. If it is not a suitable channel to ask this, I am sorry. In a multiplayer if for example I have 100 players in the same game, how do I assign a camera / point of view to each one? I can't find any mention in the forum or youtube about this.

lament schooner
zealous moth
#

@past spoke i wouldve used in the character bp and the play montage node.
Simply have a cobdition that determines if idle. Then after a timer countdown play a montage.
No need to go into the anim bp.

past spoke
#

This seems to work for me

past spoke
#

do you know what this message means

meager rune
#

Having a bit of trouble with input. Recently added a drone that is controlled by the player controller in addition to the player character. After implementing the drone, all movement and mouse input for the player suddenly doesn't work. It still runs the action evens, but the value for axis events is alweays 0.0 even when I move around and look

#

actually the axis values do work, the "add movement input" node doesnt work now

#

the code for sure executes, the add movement part doesnt seem to work

#

I have a character movement component, and it worked fine before adding the drone in (even if the drone is not spawned)

#

jumping seems to work fine

#

as well as aim down sights

#

I may have found the problem

halcyon hill
#

Hey Everyone, I've created a new Blueprint class that I'm calling PowerNumber. It's a number that can hold really really really large numbers by separating out the float Value of the number and the Power/Exponent of the number. It might hold a Value of 2.465 and an Exponent of 453 to represent 2.465E+453.
So this has been working fine, but... the Blueprint approach makes this number an Object. If I use an Int or a Float, it's a value. I can set a default value and use it without initalization. If I use a PowerNumber for a number, it's an empty object slot that has to be filled with an instantiated object at runtime. Is there a way to fix this? Is there a way to make my PowerNumber as versatile and usable as another built-in type like Int or Float. If not with Blueprint, can I do with with C++ ?

twilit heath
#

struct

halcyon hill
#

Structs can't have their own functions though, right? How do I do custom Addition/Multiplication and stuff if I'm using a struct?

#

I guess I could use a Blueprint Library for the functions that work on the struct maybe?

static charm
#

a struct is a variable you can use almost anywhere once you've created it

#

also depending on which engine version you're using, there is Double support, so you can store pretty large numbers anyways.

past spoke
#

do you know what this means

#

the message in the bubble

halcyon hill
past spoke
#

mmmh

#

ok thanks

dusk cave
#

Any reason why this would not be working?

surreal peak
#

Multiple. Are you hitting anything at all? If not, are both collision primitives set to block each other and to generate Hit Events?

north marten
#

Can somebody help me, this is my main menu level, but after loading the play level this happens....

#

the wall, cylinder and the green marble are part of the mainmenu level. everything in the background is the gameplay level. i thought loading a level was supposed to destroy everything??

#

Nevermind it was loading an instance instead of open level.

fair magnet
#

Can anyone give me an idea for how to move Actors around in runtime just like it is in the level editor ? I already have a Gizmo that I can select I just need some kind of logic to actually set the new location from the mouse cursor.
I tried with "Convert mouse location to world space" but that ends up being offset of the original location and is also way too slow so it doesn't stick with the cursor.

candid acorn
#

Also interested in this logic, haven't tackled the gizmo just stuff yet ;D

fair magnet
#

Yes you can.
Pretty much answered your question yourself :o

#

Couldn't you just "deactivate" inputs in the animations and "activate" them with that notifiy ?

onyx violet
#

anyone good at math? I'm trying to figure out an equation for a players level. I want it to take the players total XP number and figure out what level he is from it while having each level be exponential by 50%. These are the inputs and outputs I want to have for the equation

obtuse herald
onyx violet
#

hmm doing some googling

#

i think i might have found something for it

#

ty for the tip

obtuse herald
#

You're welcome

onyx violet
#

after doing some digging, what I'm kind of trying to do is the opposite of a compound interest equation. This equation i'm seeing is taking the base principal, rate and number of times compunded and getting the amount. In my equation I know the amount, the principal, and the rate, I need to take those and figure out the number of times compounded

#

im so bad at math lol

onyx violet
#

ooo thank you very much. i will take a look at this

devout dove
#

Hi, why is my line trace so weird and not in the crosshair?

icy dragon
fiery glen
#

motionblur also makes debug lines look funny

#

r.motionbur.amount 0 can make debug lines less funny looking

devout dove
fiery glen
#

multiply the forward vector of the camera by a float instead of a vector

obtuse herald
# devout dove

At forward vector you probably want to multiply by float instead of by vector

#

Or multiply every vector component by the same amount

fiery glen
#

right click that sucker

obtuse herald
#

UE5 so cool

fiery glen
#

the ui for changing math pin types is really not nice

devout dove
#

Did it with float and it has the same result..

fiery glen
#

it should just be a button on the node

icy dragon
#

UE5's modular arithmetic nodes are kinda confusing tbh

fiery glen
#

we mean a single float dude

#

that way it's not getting skewed on the X

obtuse herald
devout dove
fiery glen
#

sweet

devout dove
#

Any ideas how to make a lock on system?

fiery glen
#

no idea

#

it's just weird how it's so hidden

devout dove
#

I guess I would need to get the hit pawn and use it's reference and get his location all time right?

obtuse herald
#

I was always deleting and creating a new node while I was testing ue5 xD

devout dove
#

I have a question about a node, i realized it has a weird delay. So when I click, it doesnt shot the line trace, but needs 0.25s to shot it after holding the button.

But i have initial delay set to 0, how can I make it instant shot as soon as the button is pressed?

maiden wadi
#

@devout doveSave a timer handle from the return value. Use it to check if timer is valid. If not, call whatever the red line is calling imediately, then start the timer.

devout dove
#

So no custom event?

obtuse herald
#

Call the custom event before set timer

fiery glen
#

call ShotGun right before the Set Timer By Event

maiden wadi
#

Only if ShotGunTimer is not currently active.

brazen pike
devout dove
#

Like this?

obtuse herald
#

And only if it's not you do the stuff

devout dove
#

like this?

obtuse herald
#

Yupp

brazen pike
#

or a validated get is a little simpler, combine three nodes to one

#

but if it works, it works. no need to make it more complicated if you dont have to

obtuse herald
#

The fancy way

devout dove
#

i don't know how to do that

brazen pike
#

right click on the get variable

devout dove
#

Should I create a function for that?

brazen pike
#

then at the bottom

devout dove
#

ok what then

brazen pike
#

it gets the node and checks if it is valid at the same time. You just connect up the pins

#

so its the same connections you did in the branch

#

but instead of 3 nodes it's now 1

devout dove
#

Idk what you mean

brazen pike
#

not on the pin, but the node

devout dove
maiden wadi
#

Pretty sure that's only for hard pointers?

fiery glen
#

yeah I don't think this struct supports a generic boolean operator

brazen pike
#

Ah that sucks

obtuse herald
#

There is also a IsValid

#

Node

fiery glen
#

here's an example

devout dove
#

But mine is a Timer Handle Structure node

brazen pike
#

You can just leave it, it's not like there'll be any performance drops because of the extra node or two

fiery glen
#

sorry for the confusion

devout dove
#

Don't worry, I'm thankful that you all taking time to help me, all I can say is thank you πŸ™‚

#

Do I need to have this connection here?
I'm trying to wrap this somehow into a function but it's very messy and causing errors

obtuse herald
#

Yep

devout dove
#

Can't I promote it to a variable or something like that?

obtuse herald
#

You can also use a CallEvent node

#

And then select the event there

#

Or maybe it's called GetEvent

devout dove
#

like this?

obtuse herald
#

You can also have that red line (called a delegate) as input for your function

obtuse herald
pseudo narwhal
#

Hi, I have my skeletal mesh and I want to use blueprints to rotate one of its bones (like pressing a key and rotating X=30ΒΊ), but I cant figure it out how to do it

fiery glen
#

you can absolutely still spam shoot with that timer setup? am I wrong?

pseudo narwhal
#

I tried doing it in the animation BP, but doing it inside the animgraph sets the bone rotated all the time

devout dove
#

@fiery glen What do you mean?

obtuse herald
devout dove
#

Yep you can shot with that 2x the speed

obtuse herald
#

Oh

fiery glen
#

releasing the mouse always invalidates the timer no matter what

devout dove
#

And I don't know how to fix that

obtuse herald
devout dove
#

So I need to add a time delay before invalidating it?

obtuse herald
#

Yeah you can totally spam click

fiery glen
#

need another boolean value

devout dove
#

should that work?

#

No that's bad

obtuse herald
#

Yeah, but use a retriggerable delay

#

But I'm pretty sure there is a better way

fiery glen
#

make a new boolean called WantsToFire or something

#

only clear the handle when the time elapses AND you don't want to fire

#

still feels weird but I can't think of anything better that isn't ticking

#

also I just drag the red line to the event directly instead of creating a new event

dawn gazelle
fiery glen
#

which should not really matter here though

fiery glen
#

this would work great for a semi auto weapon

devout dove
#

I tried this but also doesn't work 😦

obtuse herald
fiery glen
#

don't use the extra delay node

dawn gazelle
fiery glen
#

that's actually somewhat cooler because it lets you set a separate "cooldown"

devout dove
# dawn gazelle

It works but it also has a tiny problem, when tripple clicking the delay takes to long and it doesn't shot, then you need to release and click again to shot.

fiery glen
#

but yeah don't let it set multiple delays

devout dove
#

but when i click the button while the delay is on, it wont fire

dawn gazelle
fiery glen
#

it could still set the weapon ready cooldown multiple times merely by releasing the input

devout dove
# dawn gazelle

Works like it should but damn, that's a smart solution to that. Thank you πŸ™‚

#

This could be done on tick right? Not very efficient but I think that this way it could just skip the delay,

#

I know a game that works this way, the game uses also Vsync as default so having a 240hz monitor gives you advantages in that game :p

#

No matter what this is great solution. No matter how fast I click I can't double click. On click tester I did 18clicks/second so I guess that's good

fiery glen
#

UE is designed around a variable ticking rate either way

#

as in always considering the current delta time

undone kiln
#

Is there a way to change the static mesh with blueprints?

brazen pike
undone kiln
#

Thanks, couldnt imagine its that simple πŸ˜„

safe flame
#

Does anyone know how when linking selected item (string) to a command, i can also add a command, meaning my command + returned selected item string

#

right now it returns a resolution -----x---- but i want to return r.setres -----x-----

obtuse herald
#

append string

safe flame
#

is that good? @obtuse herald

#

damn that worked

#

awesome thanks

maiden wadi
# safe flame

Is there any reason you're not setting it through GameUserSettings?

safe flame
#

I am not really sure why i havent, can you explain me what does this change and why its required?

#

But i will surely do now

#

i am also having problem with r.fullscreenmode, i also tried print but there was no printing for some reason, and the window type not changing

obtuse herald
safe flame
#

it should be on B?

#

I also think that window types are with integers and not names if i am correct

#

so i could replace the labels

obtuse herald
safe flame
#

you have the url for this because i couldnt find it?

obtuse herald
safe flame
#

youre the best

safe flame
#

I changed to this one but still not changing full screen type

obtuse herald
# safe flame

can you print the output before you're running it?

safe flame
#

i tried but doesnt prin anything for some reason

#

it should print here correcT?

obtuse herald
#

also you have to connect the exec ofc

#

is it normalized/a direction vector?

safe flame
#

like this?

obtuse herald
#

yeah

#

what does it print?

safe flame
obtuse herald
#

seems right

safe flame
#

im launching it now

#

than clicking play

obtuse herald
#

yeah

safe flame
#

doesnt seem to change anything

obtuse herald
#

but the setres command can turn it into fullscreen "aswell"

#

just put an 'f' at the end

safe flame
#

hmmm so what i have to do is to get current resolution and add an "f"

obtuse herald
#

yeah

#

or you use the functions from game user settings

#

reaching from -1 to 1

#

what is your setup?

#

how do you get the vector?

#

what rotation do you want?

#

Ok

#

Is it a location vector?

#

or a normal/direction vector?

#

alright

#

I'm assuming you want the avg. rotation of these two rotators?

#

you mean that?

#

I tried my best

ionic crescent
#

You are all so helpful =)

obtuse herald
#

That??

safe flame
#

@obtuse herald Sorry to bother you, a quick question

#

in the combo box, there are some array elements

#

in the click, when returning it gives me the selected string, but can i get the selected element?

#

as string ofcourse

obtuse herald
#

you mean without the event?

safe flame
#

Here, it returns the selected string

#

but i want to return the array element, 0-1-3-4-5

obtuse herald
#

ahh

safe flame
#

but what happens with selected item that hasnt returned

safe flame
#

i mean, it will work now ? because in the combo box nothing is returned where selected item is

#

damn it worked yes

#

Thanks for helping me, trying to understand how blueprints working lol

obtuse herald
#

it's bascally a shorutcut for that

safe flame
#

yeah trying to understand how exactly it reutrns something that is not connected with the event, on selection changed

#

but seems like it takes its action by self

obtuse herald
safe flame
#

I mean by doing only that, that is enough than connecting it with the event trigger

obtuse herald
#

Yeah, because you're referencing your combobox again with that blue thing. If you would use some other combobox there (i.e. Fullscreen) then it would get the value from that and set the postproccess based on that

safe flame
#

thats really awesome

#

i tried getting selected index from returned selected item from the event but couldnt find, so i guess whats what i only have to do

obtuse herald
safe flame
#

yup, some times you need the index to get the values if they are the same, for anti-aliasing, all index elements are fitting with the command when selecting.

#

I just dont understand why on tutorials they are having 10 buttons for normal, medium, high, every single of it has a button than having a combo box

surreal peak
#

10 buttons is weird, but comboboxes are also garbage

#

I usually code my own "horizontal combobox" which looks like this:

< CURRENT OPTION >

safe flame
#

Yeah thats damn awesome

#

i want to learn that too one day, seems better than everything

surreal peak
#

Can be done just in BPs, so nothing is stopping you

safe flame
#

i guess a button for changing the option

surreal peak
#

Yeah the center is a Textblock, the < > are a button each

#

Internally it's an array and a variable for the current index.

#

Buttons increase and decrease the index and update the Textblock

surreal peak
#

The nice thing about your own widget is that you can make two arrays, one for the friendly name and one for the option

#

Often the option is some weird English word and the friendly name has to be translatable

safe flame
#

You think there is a tutorial about this one out there? it would be great if someone created one

surreal peak
#

So having two arrays is better

#

Not sure

obtuse herald
#

You're welcome, just try properly phrasing your question next time

safe flame
#

I will surely do that one tho, i am just messing around for now until i learn blue prints well

trim matrix
#

hello

#

Im trying to print an integer value that will change after 10-15 secs depending on the animation duration

#

I cant seem to make it work

#

like this

obtuse herald
#

your duration is set to 0

#

is it on tick?

#

else you probably wont see it

tame pasture
trim matrix
#

depending on variable number 0-1-2 assigned to the animations I want Idle Breaker index : 1 to appear for example

trim matrix
obtuse herald
trim matrix
obtuse herald
#

does it print anything at all? do you always get 0?

tame pasture
trim matrix
obtuse herald
obtuse herald
#

and check if your cast wokrs

tame pasture
#

❓ Couldn't find a 'Input' channel, so I am just going to ask here: I can only press buttons with Left-Mouse. Is there any way to change that somewhere? Maybe inside the project-settings like the input page?

trim matrix
#

well maybe I need to plug event blueprint update animation to set Is idle breaker?

obtuse herald
#

oh wait that was your example

#

today is big brain time

trim matrix
#

oolololol

tame pasture
# obtuse herald Project Settings > Input?

Nah. That input page only handles input created by me. E.g. running, jumping. But a Button Press is a standard. It just works out of the box. But I don't wanna use Left-Mouse

trim matrix
#

Can I have this twice in the same blueprint

obtuse herald
#

so you need to override that

tame pasture
#

Sadness

#

Well, guess I have to work around that

minor folio
#

I'm trying to create a simple path/curve editor that I can manipulate in editor mode for objects to follow. Where would I start with that?

gentle urchin
trim matrix
#

@tame pasture damnnn

obtuse herald
#

It is

#

well @tame pasture here you go

#

(In PlayerController)

trim matrix
#

@tame pasture

#

here's a screenshot

#

do you see clearly what im trying to do ?

tame pasture
tame pasture
#

I will try that

tame pasture
#

I don't know what that setting is for. But if I select 'E' there and press 'E' on my keyboard, no button underneath the cursor will be pressed.

#

Maybe I am using it wrong.

#

Did 'K' work on your side? @obtuse herald ?

obtuse herald
#

honestly I didn't try it

tame pasture
#

Oh okay

obtuse herald
#

what you can try however (a bit hacky but maybe worth a try) is adding a widget component that draws your widgets infront of the players camera

#

because that IS a component

#

Ok apparently if you use a widget component there is an extra widget interaction component that handels the input

tame pasture
obtuse herald
#

it's used for (mostly vr) game controllers

#

you probably always want to be able to release the key tho

tame pasture
#

oh wow

#

How could I forget

#

I used that when developing VR games

#

f...

obtuse herald
#

hahaha

tame pasture
#

Thank you

obtuse herald
#

you're welcome

sonic oak
safe flame
#

Does anyone know how i can set a text when clicking a button? the text is empty

turbid rapids
#

Hi guys
Can someone help me know how can I make a destructible vehicle?

safe flame
# obtuse herald

Where exactly did you find this? should i do it on button click? because i want this to happen when they click the button but tried to find settext, cant find it

obtuse herald
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drag the pin

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set text

safe flame
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Unfortunately i have no idea how to get my text reference

obtuse herald
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Click on it

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set 'Is Variable' at top of the details panel to true

safe flame
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yes this one

obtuse herald
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that is the details panel

safe flame
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awesome yes, i did that

obtuse herald
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now go into your graph

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on the right hand side are the variables

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there is also your text variable

safe flame
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yes, now i can do set text

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is it possible to get the text of the button

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so i can change the text on the selected test?

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i do the same way i guess?

obtuse herald
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yeah

safe flame
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okay this is the text i want to transfer to selected chapter text

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is that correct?

obtuse herald
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it is

safe flame
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awesome thank you

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couldnt find anywhere saying how to do it

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Yup that worked!

obtuse herald
safe flame
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yeah i didnt know that, well i was trying to search about it, i was like where the hell is it and its not in the list

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that tick thing fixed it

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you're the best, thanks for helping

maiden wadi
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Next step. Doing it with localization. πŸ˜„

safe flame
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i dont think i will lol

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hahahahaha

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it will be a pain in the ass

maiden wadi
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Localization is actually incredibly easy when set up correctly.

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You can do it very efficiently using Stringtables, and save a ton of translation cost by not accidentally repeating word uses in places.

safe flame
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i think i need some time to learn that cuz its my first time using unreal

icy dragon
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Also Unreal Engine has built in Localization Dashboard, though blacklisting certain FText objects from getting picked up is a chore.

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After all you don't want to pay the translator to translate placeholder texts, something that have near 0% chance to appear intentionally.

maiden wadi
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It's as easy as 1, 2, 3. Literally. πŸ˜„

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Create a new Stringtable like this.

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Add some lines to it.

safe flame
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lol okay and how you change the language?

maiden wadi
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Then set it on your Text values like that.

obtuse herald
maiden wadi
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Once you have some texts translated and compiled, you can view it here.

safe flame
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damn it seems so easy

maiden wadi
icy dragon
safe flame
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gonna check it out now

maiden wadi
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For the dashboard. You can also tell it not to compile anything except the specific objects you want. Like I have mine set up to ONLY look up those stringtables.

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I personally use a ton of RichText. It's so much more efficient design wise to use than the TextBlock in most cases.

safe flame
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Is this correct with the table?

maiden wadi
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What does your TextBlock's Text setting look like?

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If you set it from the stringtable it'll be greyed out.

maiden wadi
safe flame
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Oh i understand, no it looks basic for now, default text

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i have to transfer it from texts table to the text?

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from here?

maiden wadi
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Yep. Selecte the StringTable, then you can select the string table row.

safe flame
maiden wadi
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Perfect.

safe flame
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Awesome okay, i linked everything

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now for example, how can i use another language to those

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and maybe we should move somewhere else because this is for blueprints?

maiden wadi
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This is blueprinty. There's not really a localization channel I don't think.

safe flame
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Oh okay

obtuse herald
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this channel gets abused for everything anyways, I don't think it matters

safe flame
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i have no languages here

maiden wadi
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First off. Organization.

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It's probably best to keep your StringTables in one folder, or one folder tree. I have a UI folder, in it I have a StringTables folder.

safe flame
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done!

maiden wadi
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Go to Window in the main editor and open the Localization Dashboard here.

safe flame
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done

maiden wadi
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Click on Game, on the left.

safe flame
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yes, i see that its already open

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for some reason mine has a warning

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or something

earnest tangle
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Oh I didn't realize Authaer was finnish

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:D

maiden wadi
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American Immigrant. πŸ˜„

earnest tangle
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heh

safe flame
maiden wadi
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That looks right.

safe flame
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i also have this one

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conflict status

maiden wadi
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Down at the bottom, click on Gather Text.

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Afterwards, compile it.

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Will take a minute.

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Oh. And add whatever cultures you want at the bottom as well.

safe flame
maiden wadi
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Add another one just for tests.

safe flame
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sure thing one second

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i will add my main language

maiden wadi
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Once you Compile, that's how it'll read what you can test in with the dropdown in the widget.

safe flame
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do i click somewhere for compiling?

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on compile text?

maiden wadi
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Rightmost button at the top.

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Yepo

safe flame
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Okay i had green tick and clicked okay

maiden wadi
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Kay. Open up a Userwidget.

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Should see a button at the top with a planet and "None" next to it.

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That None dropdown should have both languages now.

safe flame
turbid rapids
maiden wadi
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Perfect. That's how you'll see what people can see in your game when they run those languages. Setting language in the actual application is a little trickier.

safe flame
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the thing is that its still in english, the menu

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that means i have to edit based on language?

maiden wadi
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You can use these. You'll need to know the locale codes you want to use. Best to put them in a datatable or Dataasset, so that you can also link them with other variables like the Text you want to display in the dropdown.

safe flame
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somehow

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I saved the picture

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and how exactly i change the text based on language?

maiden wadi
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You do. Normally you would send this out to a translation company who is capable of handling that kind of translation.

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However. There is an easy way to do it yourself if you want.

safe flame
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For translating greek i can do that since its my mother language

maiden wadi
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In the dashboard, here. The small buttons on the right, click the leftmost one.

safe flame
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yes, it says here 0 (100%)

maiden wadi
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You'll see things here if your Gather picked up your words from the StringTable.

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For instance. My Finnish one looks like this.

white field
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is casting essentially reloading the entire actor or what?

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in terms of performance expense

safe flame
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I dont really understand, that means others have to translate my texts and i just wait until they finish it?

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isnt something to translate by my own like Play game > To greek

maiden wadi
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Oh

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In your Dashboard. Change your slants to the other way.

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Content/Game/StringTables/*

safe flame
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You mean create new string table with greek?

maiden wadi
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Nah, the lookup path.

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Change those, make them all face right. Then try to gather.

safe flame
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yes i have that one

maiden wadi
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Your slants are left facing though. \

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Try changing those. Then Gather. Your main culture should detect everything in the string table

maiden wadi
# white field is casting essentially reloading the entire actor or what?

This is a complicated question. Essentially there is no performance lost for CPU computation for casting. It's nearly free. The thing you cast is a pointer. It's a small memory address that points to an object's location in memory. The pointer can be the object's type or anything it inherits from. So a Character can be a Character pointer, Actor Pointer, Pawn Pointer, Object point. Casting between these is pretty much free.

The performance issue of casting is terribly explained, specially on Youtube and bad tutorials that just repeat things they hear. When you put a cast node into a blueprint, OR even just have a pointer to it in that blueprint's variables, then whatever class that pointer type is needs to be loaded up before an instance of the class it is in can be used. Unreal does this because it keeps copies of things it instantiates and copies them for use. These are CDOs, Class Default Objects. So.. In this case, consider Character. Character uses the CharacterMovementComponent. This means that before Character's CDO can be loaded, CharacterMovementComponent needs to be loaded. Essentially the issue with this stems into places where you load a ton of classes on accident just by loading one class. For low level classes this is fine, but a lot of blueprints point directly to heavy assets like the player's models, weapon models, textures, etc.

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The simpler explanation is simply that casting has no CPU cost really, but it can screw your memory use out of control when used wrong. Correct use of SoftObject pointers can largely negate this.

dark crow
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Delicious circular dependencies

safe flame
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@maiden wadido you know where i can find localization names? such as en-US, cant find my own language

maiden wadi
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Try el-GR

safe flame
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i got these, nothing works, only from the editor

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it has to be something else

maiden wadi
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Greece, or Cyprus?

safe flame
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Greece

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this is how it looks here

maiden wadi
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Cyprus is el-CY, Greece is el-GR

safe flame
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for some reason its not changing from code :/

trim matrix
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wait how can I set up the input button to walk on PC

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right now If I press w it just starts running

dawn gazelle
safe flame
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i cant find my language lol, english is working with en-US but i cant find Greek

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it says here el-GR but it doesnt work on a combobox

bold prairie
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Hi! Are you trying to cast to the character from the object you want to interact with?

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I'm pretty new at unreal, but as i know you cant cast to other blueprints if they don't inherit from the blueprint you are trying to cast them, a way i use to cast to my character is to use a Get Player Pawn node and connect into the cast node as an object

faint pasture
desert flame
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Im spawning a character i wanna posses later, but when i spawn it, it has no gravity so it just floats. Whats the fix to that? Cause i wanna launch it on spawn but launch character not workin!

icy dragon
desert flame
tiny swan
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Having an issue with timespans. I have an amount of time in milliseconds, and I want to create a time span out of it then read the values. I can do this myself with a bunch of modulo statements, but isnt this literally what the timespan node is for? The output is -647ms. Worst of all, if I divide the millis number i supply by 1000 and pass it in as seconds; it works as expected. I get the correct time, but I want higher resolution than whole seconds.

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if i supply Get Game Time Since Creation, which is an ever increasing float in seconds, i get garbage back out of the time span.

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My first thought was this must be some kind of integer wrap around. But integers wrap in the billions, not the thousands.

tiny swan
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it works perfectly in my use case, too! Thanks again

obtuse herald
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you're welcome

trim matrix
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hey guys

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Anyone know how I could fix this issue?

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Basically when I start running I'm still in the idle breaker animation

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it doesnt stop the animation

grand hawk
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Is the ProceduralMeshComponent can be traced?

grand hawk