#blueprint

402296 messages ยท Page 749 of 403

trim matrix
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can you help me bro

grand hawk
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Wait a second let me see

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Did you implement that start animation as montage?

trim matrix
grand hawk
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Do you check the current speed on condition node?

trim matrix
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@grand hawk

grand hawk
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I mean, this node

trim matrix
grand hawk
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What is your desired result? I thought that is to stop the IdleBreak when player start to move

trim matrix
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idk im so confused

grand hawk
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If it is, you should check current speed on that node

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Then if the player start to move, it will play walking animation

dusk cave
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Hey guys, my player keeps falling into the ground while the menu or game over screen is loaded. How can I fix this?

static charm
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it would be good to find the actual reason, but one of several possible work-arounds would be to disable gravity in the character when opening menu/screens. then re-enable.

dusk cave
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I'm having trouble finding which node would do that.

static charm
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oh yeah, hm you can try these nodes

odd ember
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afaik that should not affect menus

trim matrix
grand hawk
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to this node

trim matrix
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what abou this

odd ember
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if for some reason you need the slightest amount of movement to be available, 0.01 value will also work

trim matrix
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@grand hawk

grand hawk
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If your want is to prohibit to move the character until that IdleBreaker motion end, you should write the code about it on some other place like your character blueprint

trim matrix
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damnnnn

grand hawk
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If it isn't, remove that code and paste the nodes what i told

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It is always hard to complete the work. Good luck ๐Ÿ™‚

trim matrix
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yeah

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but my goal is to make the character move even tho he's in the middle of the animation

static charm
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its okay buddy, thats how ive felt the last two years

trim matrix
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sry that was my 2nd account

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but yeah

static charm
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lol wat

trim matrix
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nothing is working

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been literally trying to fix this shit for 2 hours

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check this shit out

static charm
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yeah that looks about right

worthy frost
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calm down.

trim matrix
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help me pls

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im freakin out

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cant find any solutions on forums , or youtube

worthy frost
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well swearing and posting lots of pictures is not going to help. And you have not even clearly explained your problem is.

worthy frost
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So start again.

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What is your problem, and what are you trying to achieve.

trim matrix
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Basically when I start running I'm still in the idle breaker animation
it doesnt stop the animation

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so the walking animation needs to start after pressing W

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at any time during the idle breaker animation

worthy frost
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right, so what is telling it to move from "Idle Breaker" state to "Walking" state.

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show me the transitions.

trim matrix
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its all in the screenshots dude

worthy frost
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you did not show transitions..

trim matrix
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blendspace

worthy frost
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wow, i am not scrolling 20 pages up.

trim matrix
worthy frost
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so you just want, Start moving, go to walking animation

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that is super easy.

trim matrix
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sigh

worthy frost
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just loading unreal, let me show you.

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will be easier to explain that way

trim matrix
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ok thanks

worthy frost
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and stop with the rudeness, was no need for that "sigh" right there.

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People help here cause they want to help, they do not NEED to help you.

trim matrix
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Its not towards you

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Im just tired of this issue

worthy frost
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well it seems that way, and to other people it can also seem that way

trim matrix
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wasnt my intetion to offend anyone

worthy frost
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Internet is not good at showing things like this.

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@trim matrix try one thing

trim matrix
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sry

worthy frost
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in your transition from Idlebreaker to Walk

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then you want if Speed > 0

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set IdleBreaker to false.

trim matrix
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where do I put that code

worthy frost
trim matrix
worthy frost
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?

trim matrix
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its broken

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try it on my project and you will see

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my idle breaker animation is just not playing anymore

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@worthy frost so?

robust crescent
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I'm trying to make an Ocarina of Time inspired game and I'm wondering where the code for the functionality for all the different items should go? Surely I'm not putting everything in the Character event graph, but Functions can't seem to do some of the things I'll need. Right now I can equip a hookshot/grappling hook from a menu but I have no clue where to start with making it fire and function like a grappling hook. Can anyone help guide me?

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The important part is that I'll need to be able to rebind items to different buttons on the fly. I can already equip them from a menu but I dont know how to organize their use code in a way that it can be used and called easily.

ripe rose
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speaking of which,
is it not possible to do a "run on server" event from within a component? when i try to do it, it like deletes the actor or something

if i switch it around to where the component calls its owner's "run on server" event to do the same thing, it works fine

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like, i have the component telling its owner to do a "run on server" event which tells the component to do something, and it works. but if i have the component do a "run on server" event to do the thing, it doesn't work

dawn gazelle
ripe rose
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yeah i just figured that out

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thanks lol

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that was the issue

robust crescent
# ripe rose components

I've made a parent class for the items so that I could attach them as components but I'm still not sure what you mean. Does attaching something as a component just make it easy to run blueprint communications to the character?

ripe rose
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i'm not 100% clear on what it means for a component to replicate or not

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vs. the owner replicating

dawn gazelle
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Similar to any other actor.

ripe rose
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what about character movement component? that one doesn't seem to need to be replicated?

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or is that just because other clients simply see the actor's new position and not its CMC variables?

dawn gazelle
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The CMC is a bit more complicated... It has replication built into it's C++.

ripe rose
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oh

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that would explain things

ripe rose
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i'm in the process of moving my weapons over to components right now

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realized i wanted too many things and i should probably not stuff it all into the character bp

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i'm making an fps. for me i have a parent weapon which has a "shoot" function. each individual weapon (children) has an override function to do specific stuff on shoot

robust crescent
# ripe rose yeah you can have code for each weapon

The component will need a lot of control over the character it's attached to, do I just need to be ready to call a lot of events on the character? Like, I need my component to be able to drag me through the air.

ripe rose
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shouldn't be a problem

robust crescent
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Another one will need to stop tick on everything so that it can run a quick isolated action, lots of them will need to do camera management

ripe rose
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my weapons each calculate their own physics impulses that they then apply to their owner via the CMC

robust crescent
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Ok so then I just need to start thinking about it from the other direction probably, like the items need to be controlling the character.

ripe rose
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well you can think of it like the weapon is part of the character

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like the CMC is a component and it controls your character's movement (if you use it)

robust crescent
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Hm...

ripe rose
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the nice thing about components besides being good for organization is that you can add them to other actors which don't have the same parent

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so in my game i can give the same weapon components to NPCs enemies which don't have the same parent as my player bp

robust crescent
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Do components need to cast to their owner?

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Like, is all the character-component communication going to be the same kind of call-and-forget that happens between most actors? Sorry if I can't word this right.

ripe rose
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here's part of an override function in one of my weapons

robust crescent
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Like, they can only communicate with events, right? I press E and they're just going to call events on each other until one of them stops execution?

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Oooooh ok so it is a lot of casting and back and forth action. I think I got it now, thank you so much.

ripe rose
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i think once you start messing around with it you'll figure it out

robust crescent
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I got as far as making each item print a different line, didn't realize I should have been doing stuff up the chain to its parent.

ripe rose
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this is in my player bp

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just tells the current weapon component to shoot

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they jsut handle the shoot function in different ways

robust crescent
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I had something similar, it was getting the item class from an array and calling one if its functions. Functions are one frame only I think and I knew I needed something else. Event graph it is.

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I'm still not 100% on object oriented programming but I just have to say, OOP does some weird stuff to the brain. My brain feels like I'm slowly becoming computer.

ripe rose
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I am also a noob just trying to figure things out as I go

robust crescent
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I feel like Megamind after I solve anything. Like I'm an transcendent form of human being because I can have a small chat with a CPU.

maiden wadi
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And then the brick of realization that there's a billion other things to learn. And by the time you get through 500 of them, you've forgotten 1-57 already. Get used to that. It's here to stay. ๐Ÿ˜„

robust crescent
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One answer turned into 10 more questions. I gotta Google it every time now.

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And I still didn't even figure out what I wanted...

maiden wadi
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On thing I find when I was starting was to find things that work. Simplest examples of how to set things up. For instance a projectile with nothing but velocity set will make it fire when spawned. You know this works, so you copy it and then start playing with the settings.

robust crescent
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I was trying to make a bullet bounce off a wall and keep it's velocity and rotation in a perfect reflection off the impact face. I tried a few blueprint solutions too but all of a sudden I was trying to learn trigonometry.

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We should all be learning trig and vector math, just so everyone knows it's almost required.

ripe rose
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for making a game yeah you should know those things

sharp rapids
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Wait till you take a look at Procedural Generation ๐Ÿ™‚

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It's mind blowing

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I spent like 4 months just trying to make a good algorithm on Terrain Generation ๐Ÿ˜…

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And I still didn't get it

ripe rose
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that's closer to an artform i think

robust crescent
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You can solve a cube using pre solved algorithms, but solving your own is like abstractly difficult.

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It's like theoretical physics.

sharp rapids
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I didn't even try anything that complex

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I was simply using Perlin noise to generate.a terrain mesh and a navigation system

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It took me ages

earnest tangle
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procedural generation is just a fancy word for "pick a random number" lul

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...I guess it somewhat depends on what you're generating but a lot of it is just that lol

spark steppe
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and combine noise/patterns in a meaningful way and smooth it out

sharp rapids
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That's when I realized making a No Man Sky like game isn't a job for one guy ๐Ÿ˜

earnest tangle
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I have a procedural movie synopsis generator in my game which is basically just a set of lists where stuff comes from at random :P it works surprisingly well

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No Man's Sky is impressive

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would certainly be interesting to know how they do it... or something like RimWorld

maiden wadi
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Also on that note. Complexity is also the enemy of any good program. If you can't keep it simple, there's very likely a better way to solve your problem.

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Also vector math is incredibly easy once you get down the differences of local, world and relative space.

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And point vs direction vs lengthened direction.

robust crescent
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It seems like OOP is just stacking a bunch of simple solutions into other simple solutions until you have one final Main() solution, and then you can compile and export your program. If anything fails to be simple then that problem could have an impact on a lot of other objects and you'll probably have to rewrite.

earnest tangle
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This is pretty much how programming works in general not just with OOP lol

robust crescent
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Sorry if I'm rambling. I'm getting really bad tetris effect with Unreal.

maiden wadi
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Partially. It's also about organization. If you cannot personally go back and look at something you've done after five months and pick it up fairly quickly, then you're doing something wrong.

robust crescent
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Oh. That's a thing about programming languages. I've heard that some are hard to read, even if you wrote them. Apparently all C+ programs look the same at the surface or something. You gotta organize and comment your code.

maiden wadi
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Well written C++ doesn't even need commented.

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Write out your variable and function names well to express them. You don't exactly need to name them UHierarchicalInstanceStaticMeshComponent, but still.

robust crescent
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I found that python is very easy to scan if you know what all the keywords are already.

robust crescent
earnest tangle
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Majority of languages look the same, and they also tend to work mostly the same too

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Perl is a bit notorious for being "write only" as they say, but if you avoid using the features that make it so, it's fine

robust crescent
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I think there are different "genres" of programming language that look relatively similar to each other depending on what their purpose is. I would love to see the spiderweb inforcharts like they do for music genres. HTML, Java, Python 2, ASM, C, and BrainF*** are all pretty distinct.

earnest tangle
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Well, the structure in Java, Python and C is the same. The most distinct of the three is Python because it uses whitespace for block separation instead of braces, but the program structure is still the same

robust crescent
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Well yeah you got me there. They're visually distinct tho.

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But you see, they all relate to each other like a web

earnest tangle
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Yeah that's true they do differ a bit visually, but it's useful to recognize those kinds of structural "patterns" which makes it easier to jump between languages if needed :)

maiden wadi
robust crescent
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I remember going from the PRGM function on my graphing calculator to a Java IDE and I was like "wtf... What is Main(String args[]);{"?

earnest tangle
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lol

maiden wadi
robust crescent
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static? What does that do?

earnest tangle
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static is just a glorified global lul

robust crescent
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I know what they all mean now, I'm just joking

earnest tangle
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Yeah

robust crescent
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I mean, I at least know enough about inheritance the explanation of static or public would make sense to me.

sharp rapids
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I have a question,

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Why does the 'OnMouseDown' event feels unresponsive on a user widget?

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Compared to the native button widget

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(I know this should be in #umg , but it seems to be barren atm)

earnest tangle
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I've not noticed this myself, I don't think it should because as far as I know it should execute from the same mouse down event as anything else does

sharp rapids
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I'm trying to make a custom button widget

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It works as expected

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But, If I click really fast on it, It only picks up every 2nd click

earnest tangle
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Does the default button widget not behave like that?

sharp rapids
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Nope, It works no matter how fast you click on it

earnest tangle
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Odd ๐Ÿค”

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Have you considered just using the default button and changing its styles?

sharp rapids
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But I want to be able to detect both Left and Right click

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Default button does not have that

earnest tangle
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Ah

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Yeah, that would be kinda odd for it to behave differently, my guess is that it ends up registering doubleclicks or something which is affecting it for some reason

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I don't remember for sure but maybe see if there's a doubleclick event you can handle, and just set it to always return Unhandled

sharp rapids
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Because, The 'OnMouseButtonUp' event fires all the time

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'OnMouseButtonDown' is the one which doesn't fire

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The problem seems to go away, If the widget captures the mouse

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Then it reacts to every single click

robust crescent
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Maybe check ProjectSettings>Input for something about double clicks idk ๐Ÿ’ฉ

sharp rapids
earnest tangle
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Another thing that could in theory be happening is text selection but I'm not really familiar with how that functions in UE

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Eg. if you doubleclick or triple click in a text field in many programs, it triggers it to select the text

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I'm just guessing here tbh, your best bet might be to look at the code for UButton

sharp rapids
earnest tangle
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Yeah but the events might be firing for "just in case you do have text since you didn't handle it"

maiden wadi
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OnMouseDown should run fine. Even if DoubleClick is implemented or not. OnMouseDown should run first click, and doubleclick should run second click if you're double clicking. But OnMouseDown will still fire immediately.

sharp rapids
maiden wadi
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What is your widget hierarchy?

sharp rapids
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I've set all the children to be non-hit testable

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Only the Canvas Panel is visible

maiden wadi
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Odd. And if you put a print in OnMouseButtonDown, you don't see that immediately when pressing on that widget?

sharp rapids
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If I rapidly click the second time, The event just does not fire

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It's like I have to wait a few milliseconds for the button to become responsive again

maiden wadi
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Hmm. Would probably be easier in C++. Just have OnMouse double click call OnMouseDown. You could just make a new function and input the parameters. Do your click logic there and call that from both OnMouseDown and OnMouseDoubleClick

sharp rapids
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I'll try that

maiden wadi
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That on the right should run for every mouse click.

sharp rapids
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Yeah, that works!

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Thank you ๐Ÿ˜„

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It was indeed taking the 2nd click as a double click

maiden wadi
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UMG has it's quirks. They're frustrating at first, but you get used to them.

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Except for Retainer boxes. Absolutely fuck retainer boxes.

sharp rapids
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I've just started diving into UMG stuff

maiden wadi
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Retainer boxes allow you to draw a widget into a material and then manipulate it with a material editor. This gets you cool shit like scan lines over a whole widget, or fading effects.

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Visually, they're absolutely fantastic.

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Two serious caveats though. DO NOT wrap a large widget with many many subwidgets in them. We have a main widget at work that acts as our main viewport. All of the normal widgets that go on screen go in this. It was wrapped in a Retainerbox for a visual effect. Some widgets are simple popups though so we just add them to viewport at mouse location, right? These go OVER the widget with the retainerbox.. Yet the retainerbox takes mouse inputs... from something on top of it.

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Also, they do not play well with the Background Blur widget at least in 4.25

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Even with no effect going, it makes the blur widget draw as a black box.

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So, I had to literally go wrap all of the small widgets everywhere else in retainerboxes, then at construct these call HUD, register themselves, and HUD iterates over them to play the effect instead.

sharp rapids
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That sounds ..... cumbersome

maiden wadi
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It was semi fine. HUD was already being called to play to effect. Just annoying to have to go through three dozen subwidgets to wrap them and then add the register call. Oddly, the smaller widgets don't have that problem. It's something to do with the two main canvases main added to Viewport.

sharp rapids
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Yeah, It's annoying and kinda exhausting

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I've had such a thing happen to me a few times and after doing it, it feels like I did a lot of work but it's really just nothing, lol

lost solstice
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I've just loaded up this 4.27 project after a while and now my skysphere looks like this. SHaders have completely compilde. Any idea what is happening and how I might fix it?

trim matrix
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when i rotate camera it only goes to when mouse hits border of screen , even with mouse cursor not visable, how can i solve this?

torn kettleBOT
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:triangular_flag_on_post: SimplyClueless#3401 received strike 1. As a result, they were muted for 10 minutes.

surreal peak
trim matrix
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That drives me to my next issue, if i use gameonly, the mouse bugs out of detecting fast clicks/double clicks or hold down mouse buttons stuff.

surreal peak
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GameOnly isn't meant for usage with Cursor.

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Unless you mean simple LMB presses

trim matrix
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how do i do if i want like having a ui of a mmorpg, where u usualy use mouse, and cant rotate camera, but if i hold right mouse button i can rotate and mouse dissapear, and when i release it, it goes back to ui mode

surreal peak
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Then you can use "GameAndUI" as an InputMode, where you have options to consume the mouse when clicking

trim matrix
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what is that option called? i tried using that but unsure of what option handles that

surreal peak
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It's part of the SetInputModeGameAndUI node

trim matrix
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oh it worked ๐Ÿ™‚

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thanks for helping

surreal peak
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Cheers

stable oak
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Hi guys,
quick question: I'm trying to use Project World to Screen and having 2 questions:
The output is pixel coordinate or something else?

And it takes a Player Controller as input. In my usecase I only have 1 actor in scene and a fixed position camera. And this camera is the one I'm looking through. How can I use the camera as Player COntroller toget the pixels of some key point of the actor?
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Utilities/ProjectWorldtoScreen/

Many thanks in advance

Project World to Screen

eager peak
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im having trouble with detecting the range my ai is from the player -- im using this task as a service to update my IsPlayerInRange bool, but it doesnt detect if the Get Distance To node is <= the range variable i set, but it will work the other way round?

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this is the output when the service is set up how i have it above

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then simply swapping the values makes it work but not the way round id like

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i dont understand why the bool wouldnt get updated the way round i am intending

maiden wadi
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@eager peak ControlledPawn, not OwnerController

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Controllers don't have a transform normally.

eager peak
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I did try with that originally, but the behaviour tree then gets stuck on the follow player sequence and doesnt swap even though the bool is set to true

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the right sequence should activate as its set to Is Set and the left one gets stubborn and doesnt want to stop, even though its set to Is Not Set haha.

brazen pike
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Print what the distance is to see if thats the issue

eager peak
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it looks like its taking the distance from the position that i put the npc rather than its current position

brazen pike
eager peak
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Yeah

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because its returning true when im here which is less than 300 units to where i placed the npc originally

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Still looks like its getting stuck on the move to player sequence though lol

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Oh wait no it wasn't on controlled pawn, but it still gets stuck

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my bad

brazen pike
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yeah that's cause the get distance to node checks the distance to the origin of the actor

maiden wadi
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You have to finish the task execution if you want it to do something else. Otherwise you need to run parallels.

brazen pike
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You might be more successful if you try a line trace, although I've never tried that in AI

eager peak
brazen pike
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Its just one extra node to let the task know it should do something else

eager peak
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finish execute?

brazen pike
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yep

eager peak
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in the current context it wont allow it, shoots errors. do you mean replace the update value with it or just add it to the end?

brazen pike
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Add it to the end

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An example of an old task I made a while ago

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when I want it to stop, I add a finish execute node and mark whether it did what I wanted it to do or not

maiden wadi
eager peak
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yeah ive tried, for some reason it wants a target

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its a service

brazen pike
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Ah yeah that'll be because you aren't using it in a task

maiden wadi
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If you use a Decorator, you can just have it return the condition true or false.

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Then have the decorator allowed to abort execution below it.

compact vapor
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Do you guys recommend any YouTube tutorial series for understanding blueprints and using them in a game?

brazen pike
compact vapor
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@brazen pike thanks i'll check it out

maiden wadi
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He just said it was a Service.

brazen pike
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I might be missing something but it looks like both

eager peak
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ive got both

maiden wadi
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Oh.

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You need to tick the service then.

eager peak
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they seem to be working fine, when im close enough to the ai the bool gets updated, it just doesnt abort the task

maiden wadi
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You're checking it once right now.

brazen pike
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In the task, do you have a finish execute

maiden wadi
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IE, implement the service's tick overload and use that instead.

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Use that to update player in range.

eager peak
brazen pike
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So its going through and doing all the tasks in the sequence?

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just not aborting the sequence?

eager peak
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yup

maiden wadi
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Just set the value on the service's tick.

brazen pike
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then yeah listen to Authaer

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also you shouldn't be using a "get distance to" node for a moving object afaik... It wont give you the numbers you're looking for

maiden wadi
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Activation runs once per time that goes through. It's like a beginplay. Tick will run more often and allow you to detect changes.

eager peak
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these values?

maiden wadi
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Those are fine. But you have to use the function. Override it in the function list in the top left.

brazen pike
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Event receive tick

maiden wadi
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Something tick something AI or whatever.

eager peak
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oh yup gotcha

maiden wadi
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The distance check is fine as well. All it does is takes the actor's root component, gets their location, does (Actor1Location - Actor2Location) -> ChangefromLengthVectorToFloat

brazen pike
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Really? does it not take the origin where it began play?

maiden wadi
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Actor won't even save that. It's useless data.

brazen pike
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I see... Alright my mistake then

maiden wadi
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The reason he's seeing it like that is because that's when his distance check was done and it was never repeated.

eager peak
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Ive got it set up like this now - it does send it over to the next task (yay!) but its shooting out an error that it accessed none

brazen pike
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accessed none of what

eager peak
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the set blackboard value

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but its being set already is it not

safe flame
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Hey @maiden wadi , i tried yesterday for over an hour fixing it but still the blueprint doesnt seem to change the language and yes, it is el-GR, i searched it but for some reason nothing is changing, only from editor.

brazen pike
eager peak
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where would I set it?

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sorry, im still quite new to BTs

brazen pike
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In the task

eager peak
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oh yeah they're both set

brazen pike
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or wait the service sorry

eager peak
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yeah both set

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could it be because its going off every tick and its not keeping up with the service interval

odd ember
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you could have that block of code you've shown as a decorator FYI

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no need to make it a service

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just set it to abort lower prio/both

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all of this doesn't need to happen on tick either, because the BT already runs on tick

eager peak
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isnt working without the tick event

odd ember
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can you show your behavior tree?

eager peak
odd ember
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I would suggest starting playing and put the behavior tree somewhere where you can see it during play

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then you can see why it stops

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most likely your decorators aren't set up correctly

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also

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your setup is not entirely correct

eager peak
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it would get stuck here

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even if the bool updates, it doesnt go to the next task

#

and doesnt abort the current one

odd ember
#

behavior trees go from left (highest priority) to right (lowest priority)

odd ember
eager peak
#

yes, they all have it

odd ember
#

show me that task

eager peak
#

Which one?

#

the range check?

#

thats a service so it doesnt use one

odd ember
#

did you mean decorators, and not task?

#

you have InPlayerRange as a decorator, that is inverse and aborting self

#

that won't work

odd ember
#

because to me that looks like you don't have a FinishExecute

eager peak
odd ember
#

so that means the cast fails

#

and since you don't say Finish Execute on cast fail, it won't proceed

#

or Finish Abort for that matter

eager peak
#

doesnt matter what task its on, as soon as the isinrange bool gets updated to true it gets stuck on that set of tasks

odd ember
#

yeah but you understand the tasks themselves are the issue?

#

you have a task that has a path that does not abort or finish execute

#

so it will go on indefinitely

#

if your other tasks have the same issue

#

then you aren't getting anywhere

eager peak
#

i see, ill try adding abort task on the ones that cast fails

#

still nothing, just getting stuck

odd ember
#

now it should at least execute

#

are you getting a lot of flickering as it is aborting and restarting the same task?

autumn latch
#

Hi guys, i'm having problem with Blueprint compiling

#

It compiles successfully, but if i look at the logs

#

These show up

#

But everything works as expected, all functions etc...

#

But the "Not Valid" string always shows up

odd ember
#

have you checked only to pass your value through when it's valid?

#

you'll have to show your code

autumn latch
#

The problem is that idk where is the point that generates that error

#

And i mean, it also appears when i compile, without play in editor

odd ember
autumn latch
#

Oh nvm i found the issue, there was a function inside the construction script

#

Because, it's not my code

#

I'm refactoring it

odd ember
#

just saying it's hard to help you if we can't see what's wrong

autumn latch
#

np, i fixed it

#

ty anyway

eager peak
odd ember
#

now you have to work on fixing your decorators

#

they should be blocking that path until in range

eager peak
#

what do you mean?

#

the path to circling player is blocked until isplayerinrange is IsSet

odd ember
#

it's blocked because a higher priority path is more viable

#

circling the player should be leftmost, not rightmost

#

and you should test your decorators one by one, if they actually work as intended

eager peak
#

ive tested them, the results dont really change. the only solution that has actually worked at swapping between the tasks has been adding the event tick on the is player in range service

#

but then it is just shooting out errors saying that the blackboard variable accessed none even though ive set it in the services

lost solstice
#

Is anyone able to tell me the difference between these blueprint calls from a pin for an interface function? I'm worried im going to accidently use the wrong one!

odd ember
#

start with a few tasks, and maybe one decorator, and see if you can get it working

eager peak
#

i didnt build it myself, its from a youtube tutorial but ive rewatched it like three times to double check i didnt make any errors and now im just trying to work around it

odd ember
#

I wouldn't trust a youtube tutorial

#

behavior trees are very high level structures that aren't easy to do properly

#

unless they are extremely simple

eager peak
#

i know. its been pretty simple to follow and their other vids have helped me learn unreal a fair bit, and ive never been so stuck on a tutorial before

#

at this point i dont know if its just the version difference

#

as someone mentioned to me that 4.27 has broken some parts of people's BTs

odd ember
#

I doubt very much this is broken on the side of the engine

sharp rapids
#

The 'Message' does not require a reference to the Interface, It just sends a message to the target BP and prays that the target BP has implemented the interface functions

lost solstice
#

ahhhh right ok

#

thank you!

lost solstice
sharp rapids
#

The upper one seems to be a function in a class?

#

Is 'BP VRGrip Component' a Blueprint?

lost solstice
#

yes its the current blueprint where thes nodes are being called

#

well its a scene component

#

that is implementing the interface

sharp rapids
lost solstice
#

no

#

i think its just the reference from the interface

#

nvm

#

i just answered the question

#

its if i am overriding functionality from the base interface

#

๐Ÿ‘

sharp rapids
#

Well, In the first pic you posted, It shows the function in 'BP VR Grip Component' also

eager peak
#

@odd ember thank you very much for all the help earlier. debugging it helped me learn alot and I think ive sorted it now :)

trim matrix
#

well

#

this is day 2 of my issue

maiden wadi
#

Day two is a good day. Fresh perspectives.

odd ember
#

it only really starts going downhill after day 25 ๐Ÿ˜

sharp rapids
#

@trim matrix btw, you haven't said what your issue was

trim matrix
#

well cause im tired of always repeating it

#

but I guess ill go ahead and copy and paste

#

The character wont break out of idle breaker animation when I start walking

maiden wadi
#

Anim BP?

maiden wadi
trim matrix
#

idk

maiden wadi
#

Would be a good place to start debugging if your state change gates are correctly set. Since I assume that's the variable that needs to be true to start running.

halcyon nova
#

can anybody think why I might be getting this error for some blueprints?

#

it's suddenly started happening to a select few

#

nothing happens when I double click and when I right click I get "failed to load assets"

odd ember
leaden sleet
#

Sounds like broken redirectors

maiden wadi
#

Really depends. At the very least though if you're going to leave it on the inputs, move it to Tick. No need for it to run twice a frame.

odd ember
#

the most efficient place to handle animations is the animBP

#

by far

#

it's a built in place where you can have the BP side on the game thread feed directly into the animation thread

#

not to mention it's made for it

maiden wadi
#

Probably. Which would also have access to the character's movement component.

odd ember
#

the animation graph has transitions set up specifically for this

trim matrix
#

Hi! Noob question: i need to store and edit somehow a tens of pairs of Skeletal animation and audio files. How do i store/edit them so blueprint could access it?

fresh charm
#

yoo even looking at the sky I get this number of FPS, what is the cause?

tawdry basalt
#

how do I possess an actor on collision + pressing E? The actor detects if player collides with collision box, but it doesn't detect if the player presses E

tawdry mural
#

E event have to be in players BP

tawdry basalt
#

I tried this, but it doesn't work

tawdry mural
#

What blueprint is that? Player controller ?

#

Level blueprint?

tawdry basalt
#

player bp

tawdry mural
#

E doesnt work at all?

tawdry basalt
#

E works, but it doesn't work after casting to rocketbp

#

I tried to print string after casting to rocketbp and the print string didn't work

candid raven
#

Blakey is blue print a coding language

#

Orrrr

#

Bc Iโ€™m confused

tawdry basalt
#

coding language ig

candid raven
#

Is it limited ?

#

Or is it just as good as c++

tawdry basalt
#

not sure, but there are probably some limitations

tawdry mural
#

Cast is failing , you have to store rocket as variable where you spawn it

#

Then cast from that variable

candid raven
#

Last question YALL got any ideas on places I can hire developers for general engine

tawdry mural
#

You can cast only to playerBP from getplayercharacter

candid raven
#

Iโ€™m kinda new

tawdry mural
#

Or you can do get all actors from class for now and cast from it

quaint night
#

Hi everyone, I hope your day is going well. I have encountered a huge problem in my game and I needed help. I wanted to know if there is a way to transfer the authority over to a client. In my game you can open rooms and people can join it just like Among Us. This works fine but when the person that opened the room quits, all the clients also get kicked out. I wanted to know if I can transfer the ownership of the room to another client. Thank you all (:

tawdry mural
#

But its not the best practice

quaint night
#

Omg really???? I have been looking for hours for a solution!!

tawdry mural
#

Set rocket after you spawn it

tawdry basalt
quaint night
#

Thank you so much I greatly appreciate it, I will try it and get back to you. Enjoy the rest of your day!

#

Whoops sorry, do you know the solution to my problem? I looked at someone elses BP

tawdry mural
#

You just put it in the level?

tawdry basalt
tawdry mural
#

Have you used game instance before?

quaint night
#

Do you know where I could find the solution?

tawdry basalt
tawdry mural
#

Its a blueprint

#

sec

tawdry basalt
#

but like, for what? I am kinda confused rn

tawdry mural
#

create it

tawdry basalt
#

done

tawdry mural
#

then in your level BP

#

at begin play

quaint night
#

So does anyone know where I could find the solution to my problem?

tawdry mural
#

promote it to a variable just to see what type it it

#

i have static mesh

#

then go to game instance bp

tawdry basalt
tawdry mural
#

create a variable of that type

tawdry basalt
#

I've created the same variable in playerbp

tawdry mural
#

no

#

in gameinstance

#

just a variable

tawdry basalt
#

I mean

#

I've created it before

tawdry mural
#

type rocket bp

#

do it ๐Ÿ˜„

#

then save it

#

then back at your level bp drag from gameinstance cast

#

and find Set RocketBp

#

comprende?

tawdry basalt
#

hold on

#

like this?

#

@tawdry mural

tawdry mural
#

yea and set it to that rocked bp from scene

tawdry basalt
#

ya

tawdry mural
#

ok now at player bp

#

do same

#

get game instance cast to game instance

#

and now Get your rocket bp from that

quaint night
#

Quick question, is this the right chat for server related questions or should I go somewhere else?

quaint night
#

thank you]

tawdry basalt
#

like this?

tawdry mural
#

no get the variable

#

you dont have to cast

tawdry basalt
tawdry mural
#

get not set

tawdry basalt
#

ohhhhhh

tawdry mural
#

you set it in level BP

tawdry basalt
tawdry mural
#

now game instance holds your rocketBP

#

and you can use it in any other BPs

#

just getgameinstance and cast

#

you can also convert to pure cast

tawdry basalt
#

it's stuck again after casting to the game instance (NewBlueprint)

tawdry mural
#

if you rightclick NewBlueprint

#

if its stuck after the cast it means its not "colliding"

tawdry basalt
#

it's stuck here

#

oh

tawdry mural
#

it can only get stuck b4 the node ๐Ÿ˜„

tawdry basalt
#

the colliding value changes to true when player enters the collision box

#

the value changes

tawdry mural
#

thats rocket bp?

tawdry basalt
#

yep

tawdry mural
#

do you have only one rocket bp in the scene?

tawdry basalt
#

yes

#

you know what? Maybe I'll just make a new variable in playerbp called enteringRocket which will set to true if player presses E. I will make a new variable in rocketbp as well which sets to true if enteringRocket is true

robust crescent
# tawdry basalt

Sorry for entering the conversation late, but you're pulling a variable from an event for an event that's in a different execution order. I see that the top should always execute first, but does that Create Widget node keep its output until the second row is called? Do you need to set/get that as a variable instead of passing it between events?

obtuse herald
robust crescent
obtuse herald
robust crescent
#

Right, they keep their last return value cached

queen inlet
#

Hello everyone, is there any way by which I can implement google sign in for my game through Blueprint?
Or there is any other way through which I can implement google sign in for my game?

odd ember
#

it's a great way to get nullptrs

obtuse herald
#

yeah, cross exec return values are never really a good idea

high ocean
#

Is there any way to check if a level has been fully loaded? By that, I mean, the world exists and I can safely spawn stuff and create widgets.

odd ember
#

in blueprint?

high ocean
#

@odd emberyep

odd ember
#

BeginPlay is the earliest in BP

#

however

high ocean
#

nope, won't do

odd ember
#

each actor's beginplay will happen in arbitrary order

#

then you need to dive into cpp

high ocean
#

that's exactly the problem

#

I have one level which on cooked builds only, sometimes loads - probably a ms or so - before the player which makes it "fall through the world".

odd ember
#

that shouldn't happen

#

the level loads before its actors

#

so unless the actors aren't part of that level

high ocean
#

I don't want to do shenanigans like disabling gravity n weird stuff like that, I want to have a reliable, clean solution

odd ember
#

I recommend cpp for that

high ocean
#

๐Ÿ˜

devout lodge
#

so i was trying to set a condition if a character has a key to open a door or not

high ocean
#

well, thanks for the info @odd ember &@obtuse herald

devout lodge
#

and this is what i get al the time

devout lodge
#

heres what the key does

devout lodge
#

door checks if the character has the "has key?" boolean variable true

odd ember
#

yeah but where does the door get the player character variable from ๐Ÿค”

devout lodge
#

character's component hierarchy

odd ember
devout lodge
odd ember
#

you do understand that the variable can be empty, right?

devout lodge
#

right

odd ember
#

a variable is like an empty container for a type

#

so if you never set it

#

it continues being empty

devout lodge
#

look

odd ember
#

and you get an accessed none error

devout lodge
#

the key changes the "has key?" from false to true

#

this is what the door bp branch should check

odd ember
#

I just told you why

devout lodge
#

ok

odd ember
#

I'd recommend reading up on blueprint communications

#

there's a link in the pinned posts

devout lodge
#

i dont have that much time

odd ember
#

how much time do you have

devout lodge
#

like

#

15 minutes

#

maybe 20

odd ember
#

that link should get you started

#

some casting and collision to capture a variable should be good ๐Ÿ‘

devout lodge
#

thanks

tawdry surge
#

Anyone know off hand how I set an image in a widget to be the same as the image texture of a selected mesh?

odd ember
#

shouldn't be that hard

#

SetBrushMaterial

tawdry surge
#

I assume its not hard either but I can seem to find the right reference type for the set node

maiden wadi
#

@tawdry surge The image in the widget.

#

You get it as a variable in the graph and call SetBrush(WhateverType) function

onyx token
#

quick question-

#

why does this work

#

and this gives an error? rooCry1

maiden wadi
#

Likely that Beginplay was called before the player had a Pawn.

onyx token
#

sadly this doesn't work either

#

i'm trying to talk from the player character bp to the thirdperson_animBP

odd ember
#

you need

#

TryGetPawn

maiden wadi
#

If you want to save a reference, just do a validated get first, on fail do TryGetPawnOwner, cast, set the thing you're validated getting and set it. Then do your other variable setting logic.

onyx token
#

rooThink1
how do i do these?

#

a validated get, what's that?

maiden wadi
#

Right click the AsThirdPersonCharacter node you have.

odd ember
#

hands, fingers, UE4 and a monitor, usually

#

brain optional

odd ember
#

convert to validated get

maiden wadi
#

Sorry, specifically the Getter version of it.

#

There is the convert option.

onyx token
#

but i only have a pure cast tho

maiden wadi
onyx token
#

oooh you mean the local variable

#

so like

odd ember
#

spicy

onyx token
#

not good? rooCry1

odd ember
#

almost as if you just created an impromptu singleton

#

it's good but what if...

#

you put all that in a function

#

that would be pure

onyx token
#

but functions are smelly tho rooMadCry

dense nebula
#

anyone know about random bool?

earnest tangle
#

functions are smelly
wutface

#

@dense nebula what about it?

odd ember
#

it's a random bool

dense nebula
#

i want when i press f = random from these 2 bools

#

it is all false

#

i want random true

odd ember
#

you know

maiden wadi
odd ember
#

yeah that

dense nebula
#

no i want these 2 becuase print in tick

earnest tangle
#

Are you trying to randomly set one of them to be true?

#

so that it randomly picks an attack type?

dense nebula
#

as specefic bools

odd ember
#

so set one of them to be random?

#

set them both to be random?

maiden wadi
#

Select based on random bool?

earnest tangle
#

Right, you would be better off using some other variable type for it

onyx token
earnest tangle
#

For example, you can use a random int where 0 is attack 1, and 1 is attack 2

odd ember
#

funny that there isn't a native bool select node

earnest tangle
#

then you generate a random int and choose in your logic based on that

dense nebula
#

so if 0 - 5 int if its = 4 (random) play attack. thats what you mean?

maiden wadi
#

Are you planning on having more than two bools?

dense nebula
#

yes

odd ember
#

tbh it would be good to future proof it anyway

maiden wadi
#

Engine version?

dense nebula
#

5

odd ember
#

no, just the logic

#

so you don't need to refactor

maiden wadi
dense nebula
#

thats won't work for tick

odd ember
#

I think just random int would do it

#

if there's ever more than 2 attacks

maiden wadi
#

You want to print all of them on tick too?

earnest tangle
#

He wants to select a random attack from the possible attacks

#

That's the real goal here

maiden wadi
#

Right. MakeArray, Random.

dense nebula
#

yes sorry my english is not very good but i think the int will fix it

maiden wadi
#

Unless you need weights?

#

This is quickly going into struct territory.

earnest tangle
#

I don't really know how an array of bools is gonna do this because that'll just select a random bool? :P

odd ember
#

but like... RandomIntInRange exists

earnest tangle
#

it really should be an array of attacks and then random from array

maiden wadi
#

Wasn't that the intention? To pick a random boolean?

dense nebula
odd ember
#

it does

#

I'm not making up very common use nodes lmao

dense nebula
#

oh sorry i thought random bool range ๐Ÿ™†๐Ÿผโ€โ™‚๏ธ

earnest tangle
#

But yeah easiest way to do it would just be to use an int and generate a random in in the range you want

sand shore
#

wait this seems more like you want to have a better construct than a if else chain.

maiden wadi
#

I mean to be fair, what Zomg said is true. bools aren't going to go very far here.

earnest tangle
#

then you can use switch on int in your code to select appropriate action

sand shore
#

so you can do logic based on existing state

#

not as much like you're choosing a new state

odd ember
#

๐Ÿ‘€

#

you mean

#

PrevState inclusion

sand shore
#

this seems like youd want to make a struct to contain information on a given attack (including whether it is presently active), and then you want a tag or name which you can Switch On Name with

#

plain bools cannot help you here if you stuff them into an array

#

Unless you find the first true and then use the index of that first true

#

then that can drive a switch on Int

#

I think that's a fantastic way to trap yourself in misery btw

odd ember
#

I feel like we've now crossed several rivers in search of water

sand shore
#

Yeah I would say so. it would be better to let them figure out what they're looking for, and rephrasing to clarify

heavy ibex
#

I have a UMG widget that was working perfectly. I am overriding the On Mouse Button and On Mouse Wheel to detect and handle input events from the mouse. They were working fine with little/no effort to configure them to do so. Then I tweaked the UMG style a bit, added a border, removed a border, maybe a couple other things. Now I find these functions aren't firing at all. My mouse events do not seem to be triggering on this widget at all. I don't know what I could have done to cause this and can't seem to get back to that state. Is there anything I should check for on my widget panel properties aside from making sure they're Visible?

#

I feel like maybe this is the result of using the Replace With functionality and something not behaving correctly under the hood

maiden wadi
#

I'm not sure about the mouse wheel, little experience with that one. But OnMouseButtonDown should run for any widget that is able to accept hit test visibility.

heavy ibex
#

It's not, unfortunately ๐Ÿ˜ฆ

#

wait

#

ue did a thing

maiden wadi
#

Triple check through the Widget Reflector.

heavy ibex
#

It seems UE renamed these functions .. they're no longer overriding anything

#

I don't know what caused this

maiden wadi
#

Odd. Did you do any reparenting?

#

Not as familiar with ue5's quirks.

heavy ibex
#

Nope. Well, not intentionally. I'm assuming it was the Replace With that caused this, possibly it did some reparenting under the hood

maiden wadi
#

That shouldn't have replaced the Userwidget's stuff.

#

At most you'd have broken graph bindings.

#

At least in UE4

heavy ibex
#

I had tested it, decided I wanted to make a border transparent, added a border and removed another one. Tested again and it was broken.. within a ~45 second window

#

And without leaving the UMG editor

#

Just UE weirdness I suppose

maiden wadi
#

Ew. I'm 97% sure that doesn't happen at least in 4.25.4 or 4.27.1

heavy ibex
#

Ok, UE5 weirdness maybe ๐Ÿ™ƒ

maiden wadi
#

As someone who has to deal with widgets all day, that makes me not really like UE5. ๐Ÿ˜ฆ

heavy ibex
#

Well, it is still the preview release. I wish I could reproduce the issue consistently, I'd submit a bug for it

odd ember
#

ah my bad

#

discord stops scrolling

#

โœŠ๐Ÿ˜ 

heavy ibex
#

it's weird, it renamed my OnMouseButtonDown and OnMouseButtonUp and OnMouseMove but OnMouseWheel is still the same and working

odd ember
#

I've seen it happen before

#

I'd replace the binding manually

#

and kill the new function

#

but perhaps you can also check if there's an inherited function that it's not showing

maiden wadi
#

To be fair, I rarely use those in Blueprint. I have a habit of doing most of my control overrides in C++. Most of it involves a ton of screenspace math most times.

odd ember
#

eventually I'll port mine to cpp as well

#

but I've got 2 in total

#

so not the end of the world

maiden wadi
#

I literally just spent the weekend and thisevening finishing a slider's code. I found this amazing plugin. Allows screenspace niagara effects. So of course I had to go make a little sparkle effect and make it follow a slider when the user is moving it.

odd ember
#

nice

#

haven't considered screenspace niagara, that could potentially save a bunch of performance

trim matrix
#

Hey guys

#

Anyone know how I can add an exec point extension so I can connect it to the direction node?

heavy ibex
#

Not really sure what you're asking .. you just want to have the direction node execute as well?

brazen pike
tiny swan
heavy ibex
#

I've always hated sequence nodes. The name is extremely misleading

tiny swan
#

yeah, i wish they were called something else, but i dont have a better suggestion

heavy ibex
#

Execution split?

#

Doesn't exactly roll off the tongue

tiny swan
#

nah, and it implies multi-threading

#

Synchronous Execution Split

#

lol, even worse

#

"Do, Then"

heavy ibex
#

I'm actually not sure how the threads are handled under the hood with the sequence node. It certainly seems to behave as though it's multithreaded

#

Do, Then implies it's blocking though

tiny swan
#

naw, sequences happen directly one after the other in order

heavy ibex
#

But they won't wait for the previous one to complete before continuing

tiny swan
#

do they not?

heavy ibex
#

they do not (EDIT: THEY DO)

odd ember
#

just waiting until y'all come full circle to the idea that "sequence" might probably be the best name

tiny swan
#

huh. i gotta test that

#

lol. sequence might actually be the best name, but then they should rename sequencer to something else

odd ember
#

to be fair sequencer used to be called matinee

tiny swan
#

much better name for that

heavy ibex
#

though, i don't know how 'delay' is handled under the hood either

tiny swan
#

i was about to say, i think delay breaks that

odd ember
#

delay/latent actions are event bindings under the hood

tiny swan
#

ima do a for loop that counts to 10k

heavy ibex
#

But of course for loops aren't blocking either so..

tropic pecan
#

Hey there, does anybody know a way of making two Palettes in a widget blend together when in between?

odd ember
#

you could put a sequence on tick

#

and see what happens

tropic pecan
#

A sequence?

heavy ibex
#

I don't think that was in response to your question

odd ember
#

it was not

tropic pecan
#

Sorry

odd ember
#

that may perhaps indeed look sequential

heavy ibex
#

Interesting

#

So it is sequential.. just delay invalidates it

#

TIL

tiny swan
#

Implies thats its totally synchronous, which is great; because i now dont need to change all my projects. I use sequence all the time, purely to clean up my graphs

#

You worried me for a minute there, lol

heavy ibex
#

Haha sorry. I stopped trusting it once I found some inconsistencies with it

tiny swan
#

๐Ÿ˜†

odd ember
heavy ibex
#

I stopped trusting For loops too. In a number of places I use my own iterator and route the execution back to a branch to check the "loop" condition

tropic pecan
#

I'm searching a way to make this effect in a scroll function I'm making, already figured animation timeline but I require to blend the two together in this way. Does anybody have an idea on how to make the effect of blending two palettes together without effecting anything else besides each other.

odd ember
tiny swan
#

Maybe we should call it "Thenner"

odd ember
#

as far as I can see

#

it is sequential

tiny swan
#

yeah, i did a few loops to 10k just a but up higher in the chat

#

totally sequential

odd ember
tropic pecan
# heavy ibex I'm not seeing what effect

Well, can you see the two pallets that are blue and red? in between, they become a different color and I'm trying to solve that way. I've tried asking in Unreal Engine but so far the past 6 days, no one is still answering my questions.

heavy ibex
#

Eesh.. seems like it would be easiest to just have the whole thing in a single image

odd ember
#

isn't that just... using an overlay?

heavy ibex
#

I don't think blue and red = white though

odd ember
#

whether an overlay in photoshop or in unreal

tiny swan
#

i've done this before in raw c++ and opengl/glsl, but not for like 10 years

tropic pecan
#

I'll look into it. Thanks

odd ember
#

(which would suggest an overlay/screen/multiplication effect)

#

@tropic pecan you may want to ask in #graphics

tiny swan
#

for sure

tropic pecan
odd ember
#

and see how close you get

tropic pecan
heavy ibex
#

I'm sitting here trying to prove to myself for loops are non blocking and I can't seem to do it. I know I've had issues in the past with them being non blocking. Either I was wrong or it's been fixed .... ๐Ÿคฏ

maiden wadi
#

What do you mean by non blocking?

heavy ibex
#

Not waiting for the previous iteration to complete before starting the next iteration

odd ember
#

I'm not sure how it works with the engine doing updates per frame generally. maybe there's some syncing issues

#

but I have heard that macros in general are not very stable constructs

heavy ibex
#

I think maybe this is just another scenario where it is broken because I used a delay. I've been operating on some wrong assumptions for a long time ...

#

I was so sure..

tiny swan
odd ember
#

delays inside of loops would absolutely break execution flow

#

latent actions are delegates in disguise

maiden wadi
#

If you want some real amusement, test out the supposed loop limit. You'll never be able to hit it.

tiny swan
#

i'd hate to imagine how much over-engineering you might have done to prevent issues that werent there

heavy ibex
#

it's been .. 6 years ..

static charm
#

i've hit the loop limit

#

but i think it got fixed after 4.xx something

tiny swan
#

is the loop limit a number of iterations, or a nesting depth?

static charm
#

depends on the engine version beacuse it was broken

odd ember
#

you can set it per project or in the editor. it's basically max amount of loops before it counts them as "infinite"

static charm
#

increasing the limit didn't work either

odd ember
#

and stops game (thread) execution

static charm
#

but pretty sure its all fixed now

tiny swan
#

ohh yeah i've run into that before

unique smelt
#

Is the spring arm only meant for cameras? I wanted to use it for an xp orb that circles the player and slowly gets closer. Would this be feasable?

faint thicket
#

Question about the Variables in my blueprint.
I'm updating BPs in a project by copying and pasting them from another project, not bad except the Variables don't come along, just broken references to the variable.
What's the better option here please?

#

I've been remaking them and ctrl+connecting the noodles to update them manually 'easily enough'
FYI - I built this all in the Level Blueprint.

devout kelp
#

Hi everyone. I'm making a program to use on streams, and i"d like for it to be running during the whole show for integration purposes. This means that I need to find a way to make a 'run in background' mode that uses signifigantly less cpu/gpu, so i can run other games while it's minimized. could anyone point me in the right direction to set this up?

young canyon
#

What could be the reasons for getting this note saying "Source pose was visible but ignored"

hexed inlet
#

Can anyone describe what's happened here with this SET node? I don't understand how it's taking that Target input of a CanvasRenderTarget.

#

The author wrote: "[This actor] creates an instance of the CanvasRenderTarget2D and casts the location array to it."

worthy frost
#

@young canyon cause you have nothing plugged into source pose?

young canyon
#

@worthy frost I see similar set up used in ALS but that one is not showing any note for some reason. That bit confused me a bit

worthy frost
#

i can only tell you what the note means, not how ALS setup the node

#

seems weird you would modify a curve without passing in the source pose tho

dawn gazelle
# hexed inlet

That thread looks like it is missing images that would actually explain what they did, that said... Don't create just a CanvasRenderTarget2D.... Go to create a "Blueprint class" and search for the "CanvasRenderTarget2D" option.

#

Then you can modify it and add in your variables you need.

spark steppe
#

ALS does store a bunch of stuff in curves on the skeleton, like lean values

worthy frost
#

like i said, i am not familar with that node

#

maybe there is a bool or something to not require source pose

bright frigate
#

Hey, any idea why I am not getting the transform/rotate/scale gizmo?

spark steppe
bright frigate
#

I try to click on the overlay buttons for transform but nothing happens

#

if I add a cube it will show it

#

but not for the other meshes ๐Ÿ˜ต

worthy frost
#

seems like its not attached to your root component

spark steppe
#

have you clicked one of those?

worthy frost
#

or its acting weird

#

or your pivot point is somewhere else?

bright frigate
worthy frost
#

maybe the mesh is just broken

spark steppe
#

pivot must be 0,0,0 as it doesn't have a location transform

worthy frost
#

i have never seen that though in 5 years of using UE4.

bright frigate
#

yea it's strange, this isn't the first bp I've made with the imported meshes so it's odd. Guess I'll try reimporting with new pivots

spark steppe
#

i don't think that the pivot is an issue

bright frigate
#

Although in the original mesh (non-BP) the pivots are fine

spark steppe
#

what happens if you add the mesh as a child of itself, does it also bug?

bright frigate
worthy frost
#

tho the buttons not even being selected is weird.

spark steppe
bright frigate
worthy frost
#

only time i see that

#

is on the root component

bright frigate
worthy frost
#

as root component can not be moved/rotated

bright frigate
spark steppe
#

do you do weird stuff in your construction script?

#

like setting the mesh as root?

bright frigate
#

same hierarchy, different mesh, but doesn't show the transform lol

bright frigate
spark steppe
#

what if you disconnect that?

#

because that indeed seems a bit weird

bright frigate
#

I'm deleting them all let's see

spark steppe
#

you are not assigning custom meshs

#

you are overriding components

#

if im not wrong

worthy frost
#

yeah that is 100% the issue

#

that construction script

bright frigate
#

ok after deleting the nodes it's fine

#

what should I do instead to assign custom meshes?

spark steppe
#

use the set static mesh method on the real component

bright frigate
#

okay thanks

spark steppe
#

and your variables aren't probably valid values then

bright frigate
#

I'll reimport this mesh anyway to fix the pivots because for some reason the clock is facing properly but the other components are facing upwards so something is wrong

spark steppe
#

which you have to change to static mesh references

hexed inlet
# hexed inlet

I think what has happened here is that the Vector Array -> Set Float Data node was used, which you can get by extending from the CanvasRenderTarget2D pin and deselecting the Context Sensitive option

#

But in the example, the SET input pin was renamed. Doing this FloatData thing doesn't let you change the name, and it was from NiagaraDataInterfaceArrayFloat.h, so I don't know if it's right. Will test.

#

Also that thread I referred to is years old, so shrug

tawdry basalt
#

anyone knows how to make space rocket physics or at least give me a tutorial?

icy dragon
pure walrus
#

"November Hair" - Digital ink on blueprint 2021

pure walrus
#

i thought u were serious my bad

bright frigate
#

Anyone wanna help me with some PITA maths to figure out the rotations to set for an analogue clock depending on the value of current seconds? ๐Ÿ˜„

So essentially, each second is 6 degrees, minute is also 6 degrees and hour is 30 degrees of rotation on a clock.
Current Seconds from the SunBP is throwing out the current time.
So I need to figure out how to chop that up and set the beginning positions of the clock. i.e. if I change the start time of the game from 6 AM to 12 PM, it should likewise calculate the new positions for the clock hands.

Right now I have the clock running fine, just need to figure this being-play part.

pure walrus
#

gl !

bright frigate
pure walrus
#

my brain is totally burnt

pure walrus
bright frigate
bright frigate
# pure walrus u considered modulo ?

Yeah I have hours, minutes, etc. all nicely there, I'm just looking for other views from experienced people on translating that into rotational value

#

e.g. I have a GTA-style widget on the screen but that doesn't calculate anything that just draws the time on the screen, which uses those hours/mins/seconds values but doesn't actually do anything with them other than print

pure walrus
#

and convert in angle