#blueprint
402296 messages Β· Page 751 of 403
I don't think that node is a builtin so it's coming from somewhere else, possibly a plugin or a custom function
Hello guys i really need your help. I am working on a VR project i have the oculus rift hmd and i didn't manage to see my vr controllers. I saw a lot of tutorials and i follow the steps but nothing. I believe that it was the steam VR i close it but same problem. Could anyone help?
Hello. Can somebody tell me how to limit the animation sequence to play only from the first to the last frame?
In my case, I have two issues:
First, If I press the backwards button "T" and the animation is on 0 frame -> The animation will play from the backwards. I do not want to. I want the sequence to be played backwards only if its on certain frame and not go bellow 0.
The second problem is that when I play the level sequence backwards, when it goes to the first frame (0) the animation is going at the minus graph.. -1000 and etc while I am holding the button.
I fix that for the forward part by using "EventOnFinished" and now when the animation goes to the last frame, it stops and even If i press again the button nothing happens, its stays in the last frame, but for some reason its only working for the forward part.
how to fix font from AAAAAAAAAAA back to normal
@jovial prairie That looks like RichText?
If it is you'll need to create a RichTextFormat file.
got it
Hi! Any good tutorial/notes to animate a spaceship banking when the ship is turning? I want it to bank/roll quick a start, and go back to position when releasingβ¦
Get yaw rate, map that to your desired bank angle, profit.
Hi, I'm relatively new to unreal, and I'm working on a film/television project.
I need to make an actor spawn where I click, which means just taking the trasform of a raycast hit from screen space to world space.
However while doing so for play mode was pretty straightforward, I found nothing about doing so from edit mode instead of play mode...
its not my project so i cant do it. But dude where i give it really sure that its not plugin.....]
You'll have to ask the person whose project it is to try and hover over it to see where it comes from
It should say "Target: Something" where Something is where it's defined
Why would you need to do that on edit mode anyway?
We need it to spawn mannequins while virtual production camera (ue's beta feature) is running and while third parties may modify the scene
I don't know how VR Editor works or any difference with the VP camera thingie, but can't you spawn the content browser menu while it's running?
Thank for your answer. I understand that i need use the yaw. The thing i'm not aware with, is the way to animate it (fast yaw, fix yaw, then releasing yaw).. Do i use a Timeline for that?
yes, but you should assume the person holding the virtual camera knows nothing about unreal or computers in general, he just wants to touch a table and make a mannequin appear on top of it
Any way to show all blueprint compile warnings while in the editor?
We are getting following warnings a lot when building the game through cmd but can't figure out what blueprints are causing these
LogInit: Display: LogEnum: Warning: In asset 'None', there is an enum property of type 'EPlayerTeam' with an invalid value of 'EPlayerTeam::Attacker'
Are blueprints garunteed to complete all processing before firing another event on the next frame?
Consider the BP above. If I click the mouse button briefly, and trigger some long and complicated function, am I garunteed in this scenario that no matter how long that function takes, it will be completed before UE processes the mouse released event?
Yes
The only exception to this is if you use latent nodes, such as a delay
obviously whatever logic is in the delay will run later whenever the delay (or whatever the latent action is) finishes
yep, that makes sense. But otherwise its all single threaded?
imagine if it was a blocking sleep π
That'd be fun
@quartz glade and yeah, the game logic runs in UE's gamethread which is just one thread
cool - thanks. makes it easier to reason with some of the processes
from a generic game engine perspective, even if objects methods were run multithreaded, all the events should be guaranteed to have completed before the next step/update/whatever you call it
yeah - so a mouse pressed, then a mouse released, they should technically always be on two seperate ticks right?
there can be funky lower level exceptions, like if you click the mouse outside of your game, drag it on the game window, and then release it inside
in that case you never know it was pressed
oh right - i can see how that occurs - ok
but those are edge cases that won't happen 99.999% of the times, and just can't happen if your application is fullscreen
a related question to confirm I'm not going crazy - there is no such thing as a "mouse held down" event/status. The only way to detect that scenario is get "pressed", set a bool, deal with it until "released"?
I checked the new UE5 event input stuff, didnt see it there either..
that said bear in mind that all i'm saying comes from generic development, I've no experience with if and how ue handles these edge cases internally
There's probably no event for "held down"... There might be a way to query the current button status for example in a Tick handler
But not sure if that's available in BP's
I'm confused about where I'm supposed to put my camera. I thought I could put that in my Pawn class, but if I do that, then it doesn't seem to get used. If I put a camera directly in the level and set it to Auto Activate For Player 0, then I get the behaviour I want, but then the PlayerController doesn't 'have' it because it's in the level instead of in the Pawn. I'm confused, how is this supposed to work?
(I have a GameMode, PlayerController and Pawn Blueprint class, and have set the Editor Preferences and GameMode to use those.)
(I'm making a building game, by the way, so there's no player avatar in the world: just a cursor to click stuff)
If you put it in a pawn, and then set that as the default player pawn, it definitely should be the one used
I've used the ListView Widget before, so I thought I remembered how to use it. Lol. Here's the reminder to my future self so that I don't waste another couple of hours in forum posts and google-holes.
This example was created with UE 4.25 but should apply to 4.23 and later (this was when Epic changed the UserObjectListEntry interface).
#ue4 #...
That's exactly what I did. Or well, I think that's what I did. Apparently I'm missing some step along the way?
https://answers.unrealengine.com/questions/1023716/view.html
This is the issue I'm having but I'm unclear on how to set the last node to visualise the widget
Ah, I figured it out: I had set my GameMode but had then accidentally quit without saving. After restarting I continued working and didn't realise my GameMode wasn't used, and thus the Pawn with my camera also wasn't used.
also check the log
That's a custom function
Your problem is that you're not refreshing (or at least not correctly) your Entry widgets with the new Item data they've received.
I might I do that. My items are being set on construct
Hey folks! I still need some advice, can anyone take a look when its possible? β€οΈ
Did you already added the UserObjectListEntry interface? If not do that first.
That is done
Ok, now on you left side you should have Interface functions
Yeah
Implement the OnListItemObjectSet function
This will give you an event with an fancy icon
That's how I do it
And you're refreshing your data based on the ListItemObject you're receiving through this event?
I set all the item entries with it
show me
that looks good
now, what do you do when clicking on the widget?
Select data to be applied to spawned actors in the next level. It all works fine except the check boxes showing as checked when not.
anyone know why sequence graph editor wont F*&(king stop popping up?
Only the data from the ones you actually click is taken
Ok, change the state of the check box at OnItemSelectionChanged
to the IsSelected state
Ah, well you need some way of telling your entry widget if the item is selected
I'm assuming you always want max. 1 item selected
So you need to store somewhere which item is selected
I want 4
ok
then you need to store which 4 items are selected
and based on that, change the checkbox state when receiving new data inside the entry widget
I'm storing the index number
So the your Item object knows the self index and can access the index of every Item selected?
It could
Ok then, check if the index of the received object is one of the indexes currently selected (at OnListItemObjectSet)
If so, tick the checkbox, else untick the checkbox
I'll give it a try. Thanks
Because currently your EntryWidget does receive it's new data, but doesn't do anything with the checkbox, so it just stays ticked
Will let you know the results π
If I add a component to an actor in C++, the inherited component shows up in blueprint, but the details panel is empty. Is there a way to make it not empty?
make properties UPROPERTY(VisibleDefaults) or BlueprintReadOnly or BlueprintReadWrite
Also don't hotreload.
dunno why this is in the blueprint channel though
I wasn't sure if this was a C++ or BP issue. Conversation is continuing in #cpp. Thanks for the help.
I tried hot reloading way back in 4.13, but it was horrible and bad and it scarred me. So no more.
TLDR, just enable LiveCoding, and if you change a class constructor, or a .h file, close the editor and F5
Most of what I do involves touching .h files.
War never changes, and so does Hot Reload.
Safe to say they gave up and started integrating Live++ into the engine.
I've had good luck using Hot Reloading when iterating on unit tests.
You'll have good luck until one of these days, you hotreload, and then spend two weeks rehooking up half of your blueprints when they just randomly decide to corrupt. π
yeah...
I used to think I could just be careful around it. Then I had it happen to me. Screw doing that again.
Hello! I have one question. I'm looking to make an object of my choice ripple once (As in the geo ripples) and it can be triggered by an input of my choice. Anyone know how I can do it? I've only been able to find raindrop tutorials x.x'
sure. So I am looking to find a way to have some geometry (lets say a disc) ripple from the center when triggered by pressing a key
Sorry if Im not clear
^ like this. It needs to show depth, not just a material
unless 3d depth can be shown via a material
I don't think this is the right channel for that type of ask. I can't see anything in blueprint that would help you with that. try #graphics
anyone have any idea why my left mouse button input is not firing from my game mode BP
However my on click event in my player's ui widget still works fine
Okay, first, I don't think Game Modes are supposed to handle inputs.
no i lie
I don't think game modes can even receive input events in the first place
the button reacts the event wont fire
game mode really isn't the place for whatever you are trying to achive
ok thats what i was wondering
Game Mode is practically server side in MP situations.
this is just a single player stand alone
Usually you define stuff like winning conditions in there
shouldnt matter
It doesn't care if your game is single player or not.
Just don't do input events in Game Mode.
playing in single is playing as the server so it doesnt matter in this instance
the input thing does matter
well apparently you cant
PlayerController / PlayerPawn is probably the thing you want to put this in
Is there a way to have a static mesh use a sequencer for a spawning in and out animation? The tutorial i followed shows to use the level sequencer but it has to have the actor in the level in order for it to work and i cant have it spawn in if its already there
Use Timelines instead
Crap i completely forgot about those, thank you
Can timelines work with material parameters?
sure
Yes.
Can someone give me a quick crash coarse on that please?
something easily googlable
As far as the Timeline concerned, it just outputs float for anything else to feed from.
I'm sure there are tutorials by the boatload
yeah I was looking around and havent found anything for it, just meterial collections and using the sequencer
maybe try using the keywords
Basically on Timeline's update exec, set materal instance dynamic's scalar parameter, and feed its float input with Timeline's float output, which was fetched from the value in Timeline's current time.
alright Ill see what I can do, thanks for the help there
so Im having an issue. my walk button will override the normal walking behavior. For now, it will just continually walk at the walk speed until you let go of W, then itll return to its original behavior.
Any ideas?
Is it possible to have request a random point in reachable range but in a doughnut so it's not too close to me?
Right now I'm doing it like this:
Get random point
Is point far away enough?
If not, fail,
Repeat after a delay
should be
Yeah there should be like a range value
you guys mean by code or bp?
I can't remember one
would be hard because the point needs to be reachable
I mean it's working now but I'm getting a lot of false results depending on the doughnut size
yeah honestly I wouldn't know a better way
oh well thank you anyway π
you could try the EQS way
ternary operator?
?
select node
Hello, I have building system and its like placing actors and then destroying actors. Base building like rust or ark. How to save those?
hi, very new to ue4, i'm trying to ge tthis "character rotation" variable to send the number into my anim blueprint, but i don't know how. anyideas at all?
i need the number to end up here
Hi everyone, I'm creating a chat system. I use the bp player state to store the nickname (it comes from the gameinstance). For first I spawn the character, after that I assign the nick to the player state. The issue is that when the node called to assign the nick is executed the spawn has not been completed yet, despite the node for the spawn comes before the node for the nick. The only way I found is to use a long delay. Is there any solution? Thanks.
How did you determine the spawn is not complete?
Do you know what's the best learning resource to learn EQS? I find it very confusing
actually, I got another idea:
(I didn't test it tho)
https://www.youtube.com/watch?v=kL0m0jOudQY also this made EQS clear to me
In your Anim blueprint you probably have an "Event Blueprint Update Animation" that has a cast in it that is setting some values. This is where you'd need to set the Character Direction you need.
i made a float variable in the anim bp, which do pull off of?
there's also this one
The ThirdPersonCharacter cast or the AsThirdPersonCharacter variable.
@dawn gazelle is the stuff on this end ok, no changes?
okay so i'm currently trying to make 8 directions of dodge with 8 different dodge animations
depending on input
i'm about to plaster my entire blueprint full of AND / OR / XOR / whatever nodes
but before i do this-
is there a better way to do this? 
create a function
well this is inside a makro
I don't trust macros personally
why? 
there's been cases of them not being able to validate data correct, use functions correctly, and in some cases straight up crash
hmm so i shouldn't use functions and just put 8 different montages in my normal blueprint?
because afaik i can't put a montage onto a function
but i thought blend spaces are for looping animations? 
it's for... animation blending?
yea like running / walking
but you can also have 2d blendspaces
so you can blend a lower and an upper part of an animation
and have them blend correctly based on 2 values
ooh nono i don't want the animations to blend, i'm fine with those 8 animations not blending at all
(they can't really blend anyways, they're vastly different from one another)
well
i just wanted to know if there's like a "get direction" node or something
what do you mean by "get direction" do you mean like where the player is facing or where is the player going?
hmm... can i play animations in the animBP with an event, or do i have to have a bunch of booleans and put it on Update Animation?
input direction
WASD
or controller input
oh, you can just get the input axis for each one
those are the same values
so i got this for my attack animation, the bool "Firing" gets set to active when i press Leftclick
so should i make 8 different bools and put them all into the animBP?
or maybe make an int and have a selector in the animBP 
handle animations in the animgraph, not the BP graph...
but
you somehow need to collapse those 2 values into 1 value
the whole point of the animBP is the animgraph
if you click on the "default state machine"
yes
because the animation graph runs on a separate animation thread whereas BP runs on the game thread
i see....
but how would i play a different animation in the animgraph tho? With a bunch of Layered blend per bone - which just are set to all the bones?
how would i do otherwise? 
you can handle it inside of a single node
called BlendPoses
in fact, I handle all my animations through that node
i see....
the thing is- all the tutorials i watch, they literally just play animations in the third person character blueprint - screw it 
i never knew you're supposed to play them in the animgraph 
montages where things are happening as a cutscene or similar can be done in normal BP
but if you're actively playing while animating, you'll want to have the separation
it's kind of in the name innit
well i guess....
Blueprints are named blueprints despite not being blue 
Hi, do you know how can I get all the elements from a widget inside blueprints? I dont want to create references for all of them
blueprints refer to schematics because they used to be drawn on blue cloth with chalk afaik
or no, it was actually paper
create a reference to the widget and you can control them the individual parts? 
https://en.wikipedia.org/wiki/Blueprint this might be a more in depth version
I wanted to select all of the elements (images, text, buttons...) at once, isnt there any specific node for that?
nope
ok so this can't be correct 
do i need to do this for every single animation?
and then have 1 bigass int to select them all?
Thanks @onyx token , I'll do it one by one then..
I would suggest creating an enumerator for directional inputs
ok sure- but you get what i mean
wait so i actually just stack 7 "Blend poses by int" nodes? 
no
and the question is just how i choose them?
but where can i set more?
read pls
ooh you mean one of these 
https://cdn.discordapp.com/attachments/847253861403197471/905547570951094322/byfy7zrdaX.mp4
ok hang on
lemme get an enum, maybe it gets less if it's context sensitive
but i have a bunch tho...
you'll have 8
if you right click on the node, you should be able to add or remove poses
wait until you discover that some nodes have stuff to change in the detail panel only...
anyway
the next step is converting your input into an enum
you basically have a 2d vector value of [forward, right]
wait hang on, i need a default null value in my enum right?
those go between -1..1
you dont
you only want to transition into a roll state when rolling
so having a default state isn't necessary
but it's there regardless
alright.... So how do i fill the RollAnim? Can i pull it from my third person character via animBP?
sure, i call it the "noodlynator"
all you have to figure out now is how to transition your inputs into the enum
I don't know where your camera is in relation to your character, but basically this
ok wait but... how do i get it to default now? 
like
i can set the int
to 1-8, no problem
based on which WASD is pressed
and if i set it to 0 it goes default?
nvm i can't set it to 0...

i don't wanna take up so much of your time, i feel bad, are there any tutorials i can go through that explain it all to me?
it's really intuitive
but yeah idk there probably are
I don't know the tutorial stuff out there
so i'm using the standard mannequin.... i would do this then? 
what I gave you with the blend poses will most likely not be covered very easily, but the transition between states in an animation state machine will definitely be covered
and all you need to do is to take that blendposes node
and put it inside a node inside the state machine and figure out a transition condition
okay....
so the transition condition would be me pressing the roll button
and then i'd put the enum inside of the node inside the state machine
which is inside my anim graph, being filtered via a bone filter
which is inside my mesh
which is inside my third person character blueprint

what is happening
my brain hurts
well consider this
I have about 7 systems layered on top of each other in the game world alone
never mind what is going on on the character/player
games are very complex machines
lmao
wait, if i add a custom event in my character mesh animation BP-
Why can i not call it in my third person character if i have the mesh right there? 
oh wait, it's because i'm dumb.
<@&213101288538374145> this one right here
:no_entry_sign: Omnicy#3240 was banned.
thank you.
wait wtf? 
it might be worth handling a lot of the initial logic on begin play instead of using expensive functions on the animation tick
what you do want on animation tick is switching direction and checking for input
ye nono i just wanted to use the Shift key as a way of setting the "i'm rolling" bool
and set an int in my third person character BP - which i would then send via the custom event over to my animBP
should i use an interface instead?
i'm confused why the custom event doesn't work...
you need to bind your event dispatchers if you want a direct link
oh right event dispatchers were a thing too
okay, so now i got the rolling to work - but of course it never stops rolling...
have you set the exit condition?
that's what i'm trying to figure out
the exit condition would be once the animation is done 
it should be the opposite transition of entering
there's an animation percentage thing
that you can use
percentage completed or whatever
all i found is this but this doesn't work...
although epic did use it on the jump animation...
so you gotta find the same one
oh you mean the one playing right now?
yep
like this? The only ones i have are these ones
I think there's one called GetRelevantAnimTimeRemaining
which is probably the one picked
because someone has had this problem before and solved it
Hello,
I am trying to setup a Killfeed and it actually works pretty fine, displays the killfeed on client and server-side. but I still get error messages when I am done testing - can't figure out to avoid that, tried running it with a delay broke it, also did making it reliable
what am I doing wrong?
Player controllers are only present on the owning client and the server, not on other clients.
so the multicast is ruining it, do i get that right?
should it be run on owning client?
Right. The multicast is calling on all other clients, so they can't see that player controller reference. Even if you were to "Run on Owning Client" it still wouldn't receive the references correctly.
hmm damn, thanks for the hint
What you probably want to do is have your UI bind to an event dispatcher in the game state. When a player is killed, the server can run an "executes on all" RPC in the gamestate passing the playerstates of the causer and victim which then calls the event dispatcher and passes through the referenced playerstates. The event dispatcher in your UI can then create your message you want to display and read the names from the playerstate value it passes through.
I say to pass through the playerstate reference as it's probably less data passing the references than the entire stringed names every time.
alright, makes sense will try to make it work like you said - thanks!
ok.
i got this
and it's being triggered by this
which works
and to go back, i wanna do this
which doesn't work.

and i'm stuck. I literally have no idea why.
i tried all of these.
Is there a way to store something in the editor? I'm loading an XML object during the work, and the problem is that the editor crashes if I load it too many times, I'm seeking a way to load it once and then store somewhere.
You're loading the XML at runtime?
nvm, i was really really really really stupid.
i never set the bool to "stop being activated"

end me
but thanks so much for helping me, you're da best
@odd ember
No, in the editor. Basically XML stores my dialogues. In the runtime I load it once in game instance, but I also use it when I'm editing the dialogue trees to display text of the phrases, and apparently it crashes the editor. I use EasyXMLParser.
I guess this gets called too often.
Is it possible to do the load from file before calling this function and pass the XML object reference in?
Ideally that's what I want to do, yes. I just don't knowe where to store the XML object when in the editor.
https://forums.unrealengine.com/t/store-variables-values-in-editor-utility-blueprint/144997/3
Found this, will try that approach and see how it goes.
Itβs not what they are intended for, and is maybe more of a hack, but you can use a Primary Data Asset. Its data can be changed from the editor or even during pie. To make it, create new blueprint class - all classes - primary data asset. This is where you create the properties you need. Then right click the content browser - misc - data asset...
I'm trying to make my character invisible to the AI when it's hidden in darkness. Added collision to the light blueprint and I got no clue how to set in the overlapped area to be visible for the AI
that's uh
a very difficult thing to do
early thief games could do it because their renderer was entirely software based
so light values per vertex were available directly
But the sphere collision should't technically solve that for a simple game ? I did a boolean variable isHidden and trying to set it to true on collision , however no clue how to make the AI ignore the character.
you can fake it by having a collision that blocks the visibility channel or whichever channel the AI uses for vision
but that sounds like a boatload of markup, with a lot of markup debt and performance issues
there aren't really any solid solutions for this as of yet
that's why no game has done it since the thief series
I'd say to fake it by having the static dark areas to be covered by a trigger sphere/box, and do a check if player character overlaps with it.
Of course, that has to be static, and you would make an exception to the rule if the player overlaps with another fake light trigger areas.
you don't have to consider players overlapping it
You can either calculate lightness heatmap in 2 or just dynamically calculate illumination by lights within range etc
if you have the correct collision channels blocked it's automatic
Like if you have 5 lights in relevance just run some function to calculate an illuminance from distance and a line trace vs visibility from light to character.
a light heatmap sounds like an interesting concept, but it's probably costly... either in terms of production and/or in terms of performance
It all depends on the design. If it's 3d then I'd just trace vs lights and calculate it dynamically.
I would imagine it more like a navmesh style map where light values are mapped perhaps
but certainly not something that's possible in BP
sounds very expensive performance wise
I'm a beginner so guess I 'll go with the simpler way as with the trigger volumes .
you don't need to have trigger volumes. the collision just needs to block vision
Around 10 traces per frame is absolutely dirt cheap. I do 1000 in worst case for a FOV system and it doesn't affect perf.
I'd probably in your case create a custom collision channel that is used exclusively for AI vision, so that it doesn't interfere with the use of other channels
You already have Visibity, can also just use that.
I'm sure there might be a way to leverage EQS to do this too.
10 traces per AI per light in a level with 20-100 AI and some 150 lights? let me see that performance report
many other unreal based objects use that, including cameras
hence why it's smart to make a custom channel
Put in some wager for extra fun.
You only need to trace vs player character
And only from lights within a range. Dirt easy
What about cover obstructions?
I imagine this is only when there is a direct hit on player from the trace
We're talking illumination here right? Like Theif and Splinter Cell
That's a trace from Lights to Character blocked by Visibility.
Npc seeing the character can be a function of trace from their eyes to character blocked by Visibility
More like a simple lowpoly maze game , that i'm trying to hide/crouch in the dark areas to avoid patrolling AI's
I'm still wondering how your trace alone will account for illumination based on the information of the light. a custom light class with exposed volume that has linear values for illumination is perhaps the best case, and even that sounds a bit dodgy.
I'm putting into account cover system for the heck of it. Say, player hiding under a bench or behind a protrusion.
And whether or not they see you is
Illumination x Visibity or whatever
again it doesn't seem you take specific light information into account
so all lights would be the same light
which isn't true
nevermind indirect lighting
You can do a distance function etc.
yeah but you're still not taking into account any light information
which means a candle and an industrial spotlight have the same effect on the AI
Ok so then you use Power in the function.
Illumination = TraceHits x Power x 1/distance etc
I'd make prop actors where the stealth collision is built in, in a case like that. it's not going to be perfect, and perhaps some adjustment will be necessary. but you'll be a lot better off than any of the way more complex systems necessary for this otherwise
and where does this power come from?
and what is it based on?
Whatever you want, or just take the Illuminance off the light component.
again that's just a linear distance to the light
it doesn't account for e.g. IES textures
Considering you're working on a low poly game, you might want the tracers to be more generous. Let's say around 40 cone shaped line traces.
Well no shit lol, but you can easily use direction and cone angle etc to filter it to the general light shape.
I can't imagine the performance issues with 40 cone traces going on
good luck with that
it's for good reason there hasn't been a commercial game that has tried this
What alternative are you suggesting then that uses the IES then?
I'm guessing none. So checking for a general cone is better than nothing. Make your light profiles fit the cone close enough and call it a day.
I'm not suggesting an alternative for any of this. it's a pipedream to try and make something like that work through traces, and I don't think the end result will be worth the effort put in.
I already suggested just using the visibility collision for the person asking, and keep it at that
and perhaps the closest to a "professional" solution would be something like an actual navmesh that takes light values off the ground and allows AI to sample them
which would likely require some degree of baking (e.g. limited dynamic light support)
People just generally lower their expectations when it comes to lowpoly games and its feature implementations. Unless the game style is hyper realistic, they'd expect the AI to be more generous and not cheesing them with realism.
Every time AI spots the player, run a check for if isHidden is true or not, and if true - simply abort the whatever it must do when it spots the player.
again you can avoid that by just having the right collision channel
Skyrim does it exactly as I suggest.
https://gaming.stackexchange.com/questions/37662/does-light-affect-sneaking
Stop being a Debbie downer.
It's just given that low poly = less realism all around
that's not at all what you suggested. they use complex calculation of light values that do not seem linear whatsoever. it's also not just a line trace to anywhere, it's specific spot, which probably allows for some degree of GL magic to happen. probably why they can pull that much vis information
As far as the logic sight goes, typically games see the player as either a huge box or cylinder/capsules.
(MGS2 seem to be the exception by detecting per limb collision with artificial delays)
You don't need trace. Just simple dot product between direction to you and the direction the light faces with check if it's less than the angle of light's cone.
But then again, yeah, true stealth is very hard, since I don't know if it's even possible to solve cases when for instance you're in the shadow but there's a bright lit wall behind you, so you CANNOT be hidden.
no accounting of the indirect light value associated with said light, only works for linear illumination, does not take into account complex (e.g. IES texture) type information
points I've already made further up
You don't really need to anyway? Approximation is more than enough unless your character is an ant and it's really detrimental if they're between the rims of IES texture or no.
approximation is more than enough, which is why even most stealth games don't bother with a light check and instead either implement through other means (e.g. markup) or not at all
I suspect that it's not that they don't bother, it's that their versions are more optimized than linetracing to every light in the vicinity.
I'd say 40 line traces covering up a cone is pretty generous, and you could even skip outer walls that players can't hide with at all.
Dangit, I think you can even reduce the trace count if player character's overall hitbox is not on sight at all.
Only increase the trace count if player hitbox is on sight, then check for the limbs hitboxes.
just adding to this point, there is a difference between perceived safety and actual safety, and it's much easier to play on that difference than it is to make AI work well with lights
If you want to go further, don't line trace at all if distance to player is further than max linetrace distance.
I wouldn't do a single trace until more conditions have been fulfilled, personally
Yeah, UE's unaccessibility to light levels bite me when I wanted to make AI that avoid lights.
within maxrange/within dot half angle/trace
Just stopping it from going closer than needed to a light was simple enough, but then I wanted it to pathfind while sticking to the shadows...
it's not UE's fault per se, it's that modern graphics libraries aren't necessarily able to all use the same functionality due to the hardware involved. thief's software renderer worked because it didn't require any specific extra hardware
I even pondered some ridiculous hacks like "render a small 2x2px camera view right down the NPC's center, and try to sample brightness of that texture"
I mean, the NPC's visibility doesn't really matter
it's the player's location that matters
Not if NPC's behavior is affected by how much lit it is. The idea was of an NPC that's cowardly in light but attacks in darkness.
I see
If lighting informs ai as well just bake it to a tilemap and use that, or EQS
Same thing tho, not really sampling GPU light but a function of nearby light and their properties.
Sorry to disturb.... i can't remember.. I need to shoot a Big bullet every 10 Bullets... What was the node to do that? I think it was something to do with N ...
.
Modulo %
thanks it be that
You guys know how to add all this options to a custom event?
I'm trying to update a health bar after fall damage
nvm i found the way
when my player picks up a weapon and the appropriate static mesh and other visual components are added to their actor, i need other player clients to also do that. do i need to do a repnotify for adding the components? can i just make the components replicate? or what's the easiest way to do this?
How do you get blueprint pins to show their values when setting a breakpoint?
I've tried hovering, clicking, setting watch points on this Start/End FVectors and no luck.
shouldn't a child automatically call a parent's event? i can't for the life of me call the "interact" event that's implemented in the parent.
tried this too
if i set a breakpoint in the child bp it gets hit, but never hit if i set it in the parent bp
the whole point of inheritance is to inherit functionality from parents so i'm not sure what's going on
is it because it's an interface event?
Yeah I think so, not 100% sure but I think interfaces need to be implemented where you want them regardless. Even it's a copy and paste deal.
Only other solution u can think is to have a function in the parent/child called from the interface that carries down from parent to child.
I have checkboxes on list items how could I stop allowing them to be checked after a certain number?
Keep count after each one is manipulated. If >= amount - disable all unchecked. If < amount - enable all.
I tried this but can only seem to lock all or none
I think I'm trying to halt the whole thing
Where would be better
okay I am losing my mind trying to figure this out so I'll ask here. is there an easy way to do a snap 40-50 degree turn with a character blueprint? I'm trying to set up a basic VR character but every tutorial for a snap turn is with the player being a Pawn and not a Character, so the methods simply do not work, either not doing any rotating at all or for some reason actually changing the location instead of rotation
I can set up a smooth turn super easy, but the snap turn is just not working
I'm trying to make it where when a button is held my character will slowly descend instead of descending normally, how would I go about doing that?
maybe show some stuff you are trying that is not working, or you just want to know how to do this in general?
just in general, but with regard to vr. the iterations i've tried that didnt work are basically just versions of the current template VR snap turn code
i have tried pretty much every single rotate node for everything. it seems like rotators just do not like it when you have an HMD active
just off the top of my head, are you following a tutorial? or just kind of winging it?
there are a few out there, and I see one recently has been updated to handle 4.27 new VR template. maybe start there, unless someone here might know right off the bat.
https://www.youtube.com/watch?v=1rQvPnKvlfk
I've tried both tutorial and winging it
yeah I already checked that one out. I followed it to a T, but instead of rotating the character, it would just kinda move it slightly forward and to the right
guys i been stuck on this for 4 hours
the problem being that he is using a Pawn blueprint type and I'm using a character, so for some reason it can't work the same
at least I think that's the issue
any ideas? I am literally just trying to make a car movable / drivable - I have everything setup but for some reason no results still, yes everything is rigged, yes the model is being instantiated through the blueprint into the world
following this dudes tut: https://www.youtube.com/watch?v=T6vvnLRzjvY
In this tutorial you will learn how to rig a vehicle/car in blender and then setup the car blueprint and chaos vehicle physics in unreal engine 5.
This is a step by step tutorial on how to make cars in unreal engine 5.
Get this project βΊ https://pinkpockettv.gumroad.com/l/cargame
Patreon βΊ https://www.patreon.com/pinkpockettv
Instagram βΊ http...
forgot a semi colon? XD
earlier I attempted to use the add yaw input with a do once, but it was just moving smooth
so I deleted it, but I figured I would redo it to show "i tried this but it was only smooth turning" and I go to test and it is snapping
very nice!
so I guess i'm happy its working but why didnt it work earlier
I feel dumb too right now, spent 4 hours to get a damn car to move and still having issues
using chaos Physics
chaos vehicle plugin
etc
man, I wish I could help you but I know nothing about vehicles in unreal
also it seems like the issue was before I had it in a function? If I put the same code into a function it breaks, but outside it works
now we could be getting somewhere. doonce is dependant on context, if its in a function, the context is within that function, so if you call doonce outside of a function, the "once" is dependent on the life cycle of that function ( it could be an event, or tick for example )
OH that makes a lot of sense then
but glad you got it working
because that function would just be constantly repeating due to it being executed from an axis event right?
Have you actually possessed the car actor?
what do you mean by possessed? I have the blue print with everything in it
Possessing an actor is what allows you to control it.
You placed the actor in your scene yea?
Click on the actor in the world and look at the possess options
You want to change Auto Poessess Player to Player 0.
im in ue5
Should be something similar I imagine. I'm not at all familiar with Ue5 yet.
Yeah change Auto Possess to Player 0
I mean the amount of times and even the speed at which it gets called has kind of no impact on the state of the function itself, the documentation on this is also not very clear, so trial and error suggests blueprint functions reset their state upon entry ( we know it does this for doonce ) whereas the tick function itself does not reset this state each time it gets called ( otherwise doonce would never work as expected )
https://forums.unrealengine.com/t/do-once-not-doing-once/1794
This is going to cause problems for more people for sure, but it is also a good idea to make small test cases that you can quickly assert behavior independently of your game, if you are unsure of exactly how or why something works, specially if you are making it a prime mechanic in your game π
Try checking your input axis values by putting a print string after them and feeding in your axis value, specifically Throttle.
yup i had done that for an hour lol
its insane - like, they print out values when they aren't even being pressed
yeah they would since they're axis - they always fire.
it seems for some reason, i think my issue is with the input settings
right axis true
fair
gah
and you are getting values out? like between -1 and 1?
Check your input binds.
S is also -1
err 1`
it should be -1?
oh wait nevermind
its bound to different axis
@neon heath does the value increase when you press the key?
or is it always 0?
do you have anything else that could be overriding that
and consuming the input (tho it should not even execute)
nothing else really in here thats saying 'w' or 'W' as input
no i mean another event in another blueprint
up here there is tho
bound to the same input
but that shouldnt be valid to reference because that would be in access of a diff bp like, firstpersoncharacter etc
let me see
its likely the key got consumed
yeah it was being consumed elsewhere
so i got the car moving now
thanks btw @worthy frost @dawn gazelle
but its super slow lmfao
well
you need to provide a multiplier to your input
right yea
Axis * value * DeltaSeconds
where value is your speed multi
so Axis * (500 * DeltaSeconds) (to ensure car has same speed if frame rate changes)
maybe i dunno its 6 am
lets see if this is yummy
and not slept
been working all day, crunching last minute fixes for DLC release
Red Solstice 2 on Steam
Hi, I would like my character to stay crouch if button is down, I'm thinking of looping the animation, how do I do that?
prob use a boolean value, say if(bool==true) then basically animation.looping = true
etc
then if(bool==false) animation.looping = false
The problem is, I don't know how to do the animation looping since the event is fired only once when pressed
So the animation will be played only until the end of animation
you can use flip flop
how do I add objects in pawn to an array?
And thinking about it a little more it seems more likely that those type of methods ( doonce, doN, etc. ) maintain their state via the Event Graph
so for events, tick, anything that you do inside the main event graph, will respect that state, whereas functions get their own "new" mini event graph upon entry, and it gets "destroyed" upon exit. π
ok, done with this now, lets do some work
@sage pecan i would not use a montage for crouching
this would be done via the animation bp
then again looks like your doing something crazy cause deactivating the movement component, why?
also crouch will set the capsule size to crouched size (in the CMC)
so not sure why you are manually setting it there also
all you need is your animation bp to query the player and see if its crouching
but 100% i would not use a montage for crouch
I will try using that
I deactivate the movement because when I input the movement when crouching, it will overwrite the crouch animation and play the movement animation
I also thought that too, but when play mode, I noticed that the capsule component doesn't change, not sure why so I do it manually
Can I know when I should use montage and AnimBP instead?
(click the Character Movement Component in your character BP)
Montage are for things like sword swing attacks, etc
things which fire off dynamically
the following is part of a repnotify that triggers when a player fires their weapon. it works perfectly under normal circumstances, but if the player is holding the fire key when they enter relevancy range, it doesn't work. it actually runs the code, but that print statement i put there displays the name as blank. meaning it goes through the node to create a particle system, but it's null after it tries to save it
https://i.imgur.com/Hb7Eyqf.png
movement, crouching, etc should be AnimBP
Ohhh ok ok
This right?
bo
no*
CrouchedHalfHeight
and yes you need CanCrouch ticked also
its misleading cause its under Nav Movement
but the movement component checks that bool, to allow crouching, even for non nav agents
its weird but it is what it is
I think my iq has dropped about 50% or so due to sleep deprivation, would someone be kind enough to tell me again - how do i just get the distance between 2 objects, yes a float - a float / vector - vector but more in depth
FORCEINLINE bool CanEverCrouch() const { return NavAgentProps.bCanCrouch; }
/** Returns true if component can jump */
FORCEINLINE bool CanEverJump() const { return NavAgentProps.bCanJump; }``` as seen here
(Location - Location).Length
So the capsule component will follow this height?
Will it shows in the play mode if I disable 'Hidden in Game'?
or use that node π
I feel dumb because Im not sure what to use for the actual vector
im trying to do FirstPersonController and an in game object
but I need to convert to vector
?
alright now I've got another issue. the camera height is either way too high with my guardian floor floating above my ground in game, or its too low and the guardian floor is beneath the ground. I'm using a quest 2 with the link cable. I cant test on my index if its a persistent issue or just oculus
you want to get what?
player and a car
if(dist of 2 objects <= 1) ill debug a message
Car->GetActorLocation Player->GetActorLocation
get player pawn, get actor location
Distance < 1
kaos do you have any inkling why this isn't working? it was actually working when i had it all in my player BP but i moved it over to a component and now it's not working. replication for the component is on
beautifulll
@ripe rose i am not sure, if the particle fails to spawn
then the component its meant to attach to was null
try printing the attach component
o
i got it. needed to make a parent scene component for the camera and controllers
i thought i checked that already but you're right
now i just have to figure out why that is null which i also don't understand rip
shoulda been created on beginplay of the component for all clients
i mean it is
it just goes null after leaving relevancy range
not sure what that component is
where is it created?
you do know relevancy destroys the actor right?
then recreates it when they enter relevancy
the player BP adds this weapon component on its beginplay, and then the weapon component adds a static mesh to the player and saves it as a reference
i vaguely understand relevancy
i probably have a gap in knowledge somewhere
yeah sounds likely
we just made our players always relevant
but for a 8 player co-op it made no sense to hide them
yeah
we do use that for the AI tho
cause we can have up to 200 ai in the world
and that would be nuts π
wellt he good news is the static mesh is being re-added when re-entering relevancy, it's just the reference that gets wiped
when something re-enters relevancy, does is just recreate all of the components it had without running their beginplays?
it should run the beginplays
weird
goodnight guys - thanks for your help, I much appreciate it!
nite
it's trying to run the repnotify function before the beginplay functions, so it hasn't yet set the reference that it tries to use in the repnotify
idgi
This is how it is supposed to work. You can handle your logic in BeginPlay and be assured that the variable has been replicated by then.
maybe i'm doing something backwards
yeah i think i may more or less fully understand what's going on now
was simply an order of operations problem
wasn't a problem when i had this all on the player bp because the components weren't being added at beginplay
i just learn u cant check a checkbox and add it to a widget in the same frame UNLESS u check it before u add it (still same frame)
happily losing 30mn on this to start the day in shape
actually nvm it doesnt work
i had to delay to next frame
one time i had a variable that would set in editor correctly but in standalone wouldn't. i had to put basically a "if(true)" to make it work
ue4 can be special sometimes
Wut? You should be able to set checked state after adding the checkbox to something else i the same frame?
@pure walrus How are you creating that checkbox?
would you suggest any workaround to fix a physics simulated sphere to prevent it from rolling "forever" on a non-flat plane?
give it a nonzero angular inertia or whatever the setting was called
Hii peeps, question I am trying to add a "Fire Rifle" animation to my character, If I dont have looping enabled it only does it once and with looping on it doesnt stop after releasing the mouse button. Is there a way to break the loop or maybe a more common use to add a animation like this?
hey guys
Do you know how to add cinematic black bars ingame?
Easiest way would probably be to just add a widget which has bars on top and bottom
You could probably make your own loop. Just a custom event that fires the animation and, after waiting the same amount of time the animation takes, calls itself or loops back on itself. Then you add a branch somewhere in there with a bool variable that is set to true when the character starts firing and set to false when they stop.
That way the animation only loops when the character is firing
btw you might want to turn the animation into a montage rather than just a straight animation. Tbh, I don't know why it is better but when I used straight animations in my own project it would mess up other animations and using a montage fixed that problem. Could just be my own issue though, I haven't taken the time to fully understand it all
Thanks so much for your response and help, I tried adding a Montage but with no success (the anim didnt play at all) I will try to do the montage again since everyone on google suggests using montages and the play anim breaks my other animations as well.
Oh I see you were asking about that now. Yeah I would definitely suggest using a montage.
Alright I give it a try thanks again bro π
Great, How do I add that
?
the whole widget
Trough out the game
done
π
quick savegame node question (nothing found about this here https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/SaveGame/)
Where does the editor store my "Save Game Slot"? i just want to wipe it for bugfix and i do not want to create a new "slot"
Look on your AppData folders.
i mean from within the editor, its persisting the "stop play" ofc
oh
wait you mean appdata on win? π
Yes. That's where save slot files usually go, including those created from PIE
do you know the path?
nevermind, found it π
save game slot file is under in the project files \Unreal Projects\MyProject\Saved\SaveGames
I have a -180 to 180 variable that indicates a direction in 3D space. I need to convert that information to an x,y plot of 0-1 and 0-1.
Example value? What would -180 be in x.y space?
-180 to 0 would be 0 to 1 on the x space for example.
And 0 to 180 would be 0 to 1 in y space?
Let's see...I think 90 would probably be x=0, y=0.5
180 would be x 0 and y 1?
Yeah, that's the idea. I think x would be 0.5 though.
- 180 would be x 1 , y 0?
Map range clamped x2should solve it
Guess you gotta know the values you want
But the node that can solve this would be map ranged clamped
One of them handles -180 to 0 in x
The other handles 0 to 180 in y
However scaled you want/need
Ah, I think that's what I'm looking for.
So I just feed the same info into that node two different times, one for my x and the other for y?
Anyone know what I'm doing wrong here? The teleporting works fine when the vehicle topples over, but only once. Once it "teleports" the whole thing of rolling over and teleporting doesnt work anymore. The 2nd time around it does print string "toppled", so it does go through it. I'm still a noobie, so if you're willing to help (thanks a lot btw π ) please take it easy on the terminology
its the teleport node that doesnt want to work twice for some reason
@opaque patio What's with the GetActorOfClass?
How can I change a value float smoothly from 1 to 0 over a given number of seconds, using a set timer by event?
only way I could get the actor reference, idk, tried another route but didnt work
@sacred current You can't. Not unless something else is updating whatever you're using the number in. You need some sort of Tick,Timeline, etc. And by then you may as well just update your own float there.
When using child actors, this happens after a while:
@opaque patio But this is the blueprint of the car you're flipping isn't it? You should be able to just call this on self if that's the case?
For some reason ue keeps the created child actor isntances on the map after playing
Thnx, ill try that. Thought of that as well, but didnt work. Maybe it does now
resulting in my character having 20 hands instead of 2
That was it, thanks a lot!
@formal wrenIs that via ChildActorComponent?
Well Oh boy i hate behavior trees anyone has any ideas why it isnt working? the GetBool casts to the controlled ai gets the boolean which works but then the blackboard based condition like breaks everything o,o
is the idea that all those nodes will run in sequence?
so first it finds a location, then it gets a bool, then it moves?
yep the find loaction and move to works but i wanted to add a boolean to the move to
location*
Yeah so the problem is you're using a selector and not a sequence
i tried using a sequence as well but let me try
selector runs the nodes that you have in it until one of them succeeds
sequence runs nodes in it until one of them fails
so in this instance, the selector would probably never get to the last node if get bool is always successful
the weird thing is if blackboard is well not true then it stops since it doesnt suceed but if i use the other one then it stops when it suceeds
i meant if the boolean not blackboard mb
Well yeah it would stop in the false-case because your blackboard decorator fails so it won't run the node in that case
Hello. If I am doing this manipulation it adds extra item , which wasn't in array
i used the sequencer now after the blackboard is true it no longer checks if the boolean changes and even if i use a simple parallel and i see the value change the blackboard doesnt care and execute the code anyway even though it isnt longer valid and it should stop
so you want it to abort the move if the boolean value changes?
basically I want it only move to only if the boolean is true if its false dont move if its true again move there again
in short i have an enemy and it always follows the player but i want it to stand still when it shoots but after it shoots it needs to follow the player again
Maybe try setting the blackboard decorator so it aborts self if the value changes
It should have an option for that
in on value change i have no options there
like in the observer aborts
i just have none
That's odd, it should definitely have "self" π€
well there were no options so i had to cheese it a bit now it works thanks π
it didnt have self
but i added it to a simple parallel and now it has self so it works
thank you
well that's good :)
I'm wondering if anyone knows how to take a screen position that's fed to UE and trigger UI under that screen location? Regular mouse clicks won't work with my project set up
Has anyone tried to make an Arcade machine with playable mini games? I would be interested hear if anyone has.
I have a problem in my UI blueprint that fills an element with slots. It should be a simple task, but forloop for some reason refuses to behave! What might be the problem?
are you modifying active slots in your loop
if so, the problem is most likely that the last index pin gets re-evaluated every iteration, so the last index keeps becoming smaller and you get less items than you wanted
π
It is a very good habit in Blueprint to drop anything you're looping over into a function with the loop parameters. Less chances of reeval issues, and loops also tend to behave better that way. Also for the same reason and for a lot less execution, it's a good habit to mark your const BlueprintCallable C++ getters that return arrays with BlueprintPure=false
Oh, so the last index is evaluated every iteration?
I thought it is evaluated only the first time when loop begins - which would be, you know, logical thing to do...
Not necessarily. C++ does the same thing.
I mean you can make it not evaluate it again by introducing a variable, and dont change it during the loop π
technically it still re-evaluates it, the value just is constant
If you follow C++, this for instance, would only print one time. Since I is being reevaluated every iteration.
{
i += 50;
UKismetSystemLibrary::PrintString(this, FString::FromInt(i));
}```
It's the same for blueprint loops, whether ForLoop or ForEachLoop.
I mean. If you wanted to, you could create your own BlueprintMacro that takes in the end value, or the array, stores it locally, and iterates off of that. StableForLoop, StableForEachLoop
Works well. π May actually keep that.
I'm trying to change a vector parameter in cascade trough blueprints but I'm getting no results, anyone that could point to where I have made a mistake?
Use that a User level Parameter?
I'm not sure what you mean
In Niagara. What is Acceleration marked as? User, System, Particle, etc
This is in cascade not Niagara, and I have just right-clicked and selected acceleration as emitter module
Oh. Brain went straight to Niagara. π
Yeah I should be able to do this simple effect in cascade so I just figured I would try
Changing the constant for Z axis in acceleration does exactly as expected in the particle preview
What is the difference between Report Damage Event and Apply Damage?
I didn't even know there was a Report Damage Event until today. I always used Apply Damage
report is for AI perception damage sense
apply damage works with the builtin damage system on actors
so it wont' apply damage, just let the AI know it got damage?
like shoot a monster to agro it?
that's up to how you want to implement it, apply damage does nothing by default as well
ok, before I was using the apply damage to change the state of an enemy when you shoot it. Going to look into this damage report. It might clean up some code.
(I"m moving everything over to Behavior Trees for my AI)
thanks
Why does this not print to the play mode? Am I going about this the wrong way entirely?
Your print node is not connected to the exec pins
Nodes with exec pins do nothing unless you connect them
Hi I have a problem regarding to my blueprints on hit event... I am using the event to set vector parameters on my material.. so when it hits the other actor it sets the normal value to -1 on the hitted location.. it works fine but the only problem is when it doesn't hit the other actor anymore it doesn't set it back to 0... I tried to use isvalid on the hit result.. I also tried to use the on component end overlap event.. but non of those works.. I wonder could I use some kind of custom event or how could I get an event to tell the bp when it should set it back to 0 ???
@pine hatch is this a damage effect that wears off over time? Or do you mean once the overlap ends it should go back to 0?
once the overlap end it should go back to 0 but i have to use the on component hit event it doesnt work with on component being overlap event
is there a way to move individual components in editor? Like an Actor with 2 cubes. Move one that isn't root and move the other (also not root)
I am not talking about move component node. Just drag and drop
If you select the component when you have the actor selected you can move it
Works for me unless I misunderstand
God i love structures. best thing in the world.
is there like an is event active function?
I have a love-hate relationship with them, they are really useful however they can sometimes break messing quite a few things up
can to many structures be game breaking?
Might there be a way to go for high values such as like in a idle game? I am hoping to try for high values but things start to break at about 2billion mark. Tho numbers can show about 9 quintillion functionality breaks. I guess you could think of it a endless rpg is what I am working on. But atm 2 billion is the limit which is abit of a bummer then again I am trying to work with crazy ideas.
usually they only break if you change fields in BP structs, C++ structs work pretty reliably :P
I have about 20 structures as of right now lol
So much easier to store you information int here than copy and pasting everything voer and over agian
No, the issues mostly releates to editing the strcuts-structer after you used them. Sometimes things will go just fine; sometimes you get compile errors because you now have different struct "versions"; sometimes it compiles with different struct versions breaking things in runtime.
really? well I guess I'll be only using cpp structs from now on
This is why there is a system to fixing a structure.
Yeah I haven't had any issues with modifying structs declared in C++
Its a simple fix really. Save EVERYTHING, close editor, reopen editor, edit structure, Save structure, exit editor and DONT SAVE, close it. This does not break it.
Is there a way to automate adding new components in editor on construction?
I have an array of cubes. I want to add a new cube by clicking the instance editable array and just add a new one in the world.
So click add on the array, adds a new actor component of type static mesh comp defaulting to cube.
construction script can do stuff in editor, maybe try that
My try was always reloading the blueprint, fixed the issues 70% of the time
I tried that, but it just breaks blueprints with ease. I lost so many damn projects due to this lol
i know that, I just am not sure how adding a component to an array would make it work. Thinking...
If the array is instance editable, and you change the array, it'll run the construction script usually.
Im trying out a new method other than doing this, Which system would be better? like this or anim notify??
Hola, with bitmasking enums, is there a way to cast a bitmasked enum to the enum itself?
Eg. I want a function that has an input of a bitmasked enum, but it's not psosible to mark a function input as bitmasked it seems?
Similarly what if i wanted to have a map array of static meshes, with the key being a bitmasked enum?
Doesn't seem possible using blueprints to me?
Bitmask integer is not compatible with enum
why aren't you handling animations inside animation graph?
Int to byte then byte to enum, is that the path?:
I don't know that BP is fully setup to deal with bitmask enums if they're not defined explicitly in cpp
(and exposed that way)
What if the parameter is a byte
Hello all ! I'm trying to get the sprint working , while simulating it never reaches the underlined false condition , while it's being pressed , is there a simple solution for this?
the ui seems to work fine
and that part is the issue i guess
I think that makes issues when going back the other way for comparisons
I think i can make do with bitmask int > byte > enum
@trim elbow You are telling it to Move the stamina bar to search for the same value IF it is true or false?
Branch the condition to say stamina on?
add another branch on false, add the > to true?
also if your game runs at even 100 fps, the stamina recovers in 0.3 seconds from 0 to >10
the ui display the stamina level properly
Thats because its only finding that value.
in the underlined part right?
Drag stamina On to the branch condition
add another branch to false
connect the condition to that
that SHOULD work i think.
False to True then stop
not false flase
Hey guys, in today's video, I'm going to be showing you how to create a sprinting (running) mechanic for your player, with a stamina system alongside this. The stamina will decrease and regenerate.
#Ue4 #UnrealEngine4 #Ue4Tutorial
00:00 - Intro
00:33 - Sprinting
05:28 -...
follow that
trying to sort my struct array. it is not even close to what im expecting it to happen. where did my brain turn 180Β°
sorry to ask such a simple question but nothing is filtering out when I search, is this a bug or did I click something?
Another hopefully simple question, if I don't want to store my array long term, simply create it before a foreach loop, populate it, pass it to another node then forget about it, is that possible?
I've tried the make array node but it seems like it's not intended to be used this way, only for creating an array in 1 step with specified items
oki ty! will follow
hey guys
does anyone know any really good UE5 assets?
and more specifically - UE5 population assets for random characters / npcs?
my population system isnt supported in ue5 yet
This video shows how to recompile a plugin (in this sample case, the UE4Duino plugin for Arduino communications: https://github.com/RVillani/UE4Duino ) for Unreal Engine to avoid "built with different engine version" errors.
There is a "In About a Minute" version of this process here: https://youtu.be/sC0gnfYzFzU
You might want to do something like, On Hit, start a timer that repeats and checks a bool IsOverlaping? That is true on Hit and goes false on End Overlap Event. Then invalidates the timer. And use that timer to check if you are still overlapping.
Unfortunately its not a plugin, its a whole system
if anyone wants to sort a struct: i added a remove index for my temp array too, and now it works:
Are you sure you can't use a bitmask enum as a parameter? Why do you need to cast it?
isn't supported for ue5
You can convert it.
Just like
Strider is not UE5 supported
BUT converting it, it is now.
Sorting in BP's is kinda annoying, it's much simpler in C++ :P
not to mention slow
Sorting is the type of thing that is very good to have in a function library.
And yes, math in BP is very slow. I changed an algorithm from 8 milliseconds per frame to 0.05 milliseconds per frame just by moving some math to C++
sorting almost anything in C++: Algo::Sort(AlmostAnything); lol
As a function parameter with blueprints I can't seem to make the enum itself multiselectable
If I choose integer I should be able to set it to bitmasked but I don't get that option when setting up a function in a blueprint function library
Just going to keep the function working with a single enum selected input, I'll just have to call it multiple times
For now anyway till I have more time to figure this out
Definitely everything. π
MyArray.Sort([](const MyStruct& A, const MyStruct& B){ return A.StructProperty < B.StructProperty; });
Algo::SortBy(MyArray, &MyStruct::StructProperty) :P
Fair enough. Side note.. Don't stay only BP if you're going to do UI. It's just not worth it. Sorting is just one example.
Like.. Here, sort this list.. You need to sort it by seven different categories. That's like, what, 30 lines of code for both ascending and decending for all seven? That'd be a nightmare in blueprint.
But I thought I did pretty good sorting 4 categories both asc and desc... D:
(only used for a relatively small list too....)
I keep UI to menus π
other than hud elements, I try to keep all other UI work diegetic
Is there no way to change the values of these select pins? I want to have -1 be an option
don't think so

