#blueprint

402296 messages ยท Page 754 of 403

worthy carbon
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Do you need steam multiplayer to make a online multiplayer game like fortnite etc?

paper galleon
icy dragon
paper galleon
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Everytime I add and remove a widget from the screen, even if I don't explicitly destroy it, the EventConstruct will be called right?

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I mean called when added even if I don't destroy the widget?

worthy carbon
maiden wadi
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There are a bunch of tutorials online for using EOS and Steam for sessions.

odd ember
worthy carbon
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Okay thanks๐Ÿ’ฏ๐Ÿ‘๐Ÿป

paper galleon
odd ember
paper galleon
odd ember
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sure, I'm just talking from the standpoint of BP not allowing generics

dim robin
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can anyone suggest any resource to understand how to make a "racing game" minimap using materials (basically: fixed map with player icons moving)? all the guides/tuorials I see have the opposit result of what i'm trying to achieve (basically they all have the player icon fixed in the middle with map moving around).

odd ember
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ortograph 2d scene renderer to a rendertarget, center ortographic camera on map. for each player, create an icon that is only visible to the minimap camera

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rest should be the same as those tutorials

wary tinsel
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when I pause and then unpause the game my vehicle goes to the moon. The event tick while pause is disabled...what could be?

odd ember
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unless physics are disabled

wary tinsel
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yes but what if tick is disabled? mmm

odd ember
solar dawn
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hey guys, need some help here. My logic is supposed to create an overlap event: when actorA hits actorB, B get hurts n health decreased. However the code works opposite, when B is not hit the health decresed. When B is hit, no decreased

odd ember
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maybe there's something else overlapping it

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it's also worth pointing out that collision is a two way street

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so both overlapping actors receive the same event

solar dawn
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hmm, but im not sure how hitting other collision can cause this

odd ember
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if something shares a collision channel with your actor, they will trigger the same event for your actor

solar dawn
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by not touchin it, it decreases life; touch it then remain the same

odd ember
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it might be that hte issue is somewhere else then

unreal berry
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can someon help me, i am making a lightsaber but i cant get the lightsaber humming sound loop to work when it enables it doesnt shut it off after, do i need some sort of a branch or flipflop anyone got an idea?.

dim robin
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and i get stuck

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nevermind tho, I'll figure it out probably in 10 years ๐Ÿ˜„

earnest tangle
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@unreal berry play sound at location is for triggering kind of "one off" sounds. You don't really get control over the result. You can use "spawn sound at location" which will give you a reference to the created sound, which you can then turn off later. You could also add a sound component directly to your lightsaber actor, which can be easily controlled as well

unreal berry
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so how /where do i make that connection for it hums after the initiation sound and shuts after the disable sound.

earnest tangle
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give it sound component which has the hum

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then when you turn the saber on, you set the sound to play

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and when you turn it off, you can call the stop function to stop the sound

unreal berry
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Oi alright

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thanks

gentle urchin
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How would one check if the terrain under a building in an RTS is "plane/even enough" to build ? a bunch of line traces?

earnest tangle
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Traces from corners or such seems alright. I'm doing that for placeables in my game to check you're placing it on a surface and not like half outside of a wall or something weird :D

gentle urchin
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and for edge cases, just make sure the level design doesnt grant the oportunity of the to appear? ๐Ÿ˜›

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thats what i tried initially, but on large buildings they became.. costly ? ๐Ÿ˜„

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guess it shouldnt really be tho, big buildings are not that big really

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Ah, yeah that also makes sense

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do them across several frames

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being 2-3 frames behind on the visual is prob fine anyway

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Thanks ๐Ÿ™‚

toxic salmon
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Hey, I'm using Disable Input and Enable Input nodes, but there doesn't seem to be any boolean to check if input is already enabled/disabled. Am I missing something or is this not possible?

shy plover
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why this doesnt work

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?

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whats that

sand shore
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decrement int

shy plover
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thx

sand shore
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actually these are special, that's a getter that looks like an output pin

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but compiler semantics probably don't like this in any case

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because it is associated with the same node

shy plover
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should i use it like this ?

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i doesnt work my ammo is still 14

dawn gazelle
shy plover
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yes

dawn gazelle
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That's why... Local variables are reset with each execution of a function. Create it as a standard variable in the current class.

shy plover
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oh thanks

dim robin
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is there any way to determine world size?

spark steppe
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offset adds to the current location

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world location is absolute

late cave
spark steppe
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one may alter the relative location while the other alters the world location ๐Ÿคท

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hover over them, they should provide some detail in the tooltip

odd ember
dim robin
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good question. i would say absolute

atomic salmon
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World means in world coordinates (absolute), Relative means relative to the parent component or actor (if there is no parent it is like World), Local means in the local coordinate system of the actor/component

dim robin
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the icon should be on the track, and the direction should be that one of the drawn arrow. right now i'm trying to get the ball world location and move the icon (on widget), but apparently there is something wrong

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i can't figure out which mistake i'm doing

atomic salmon
dim robin
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thanks i take a look

odd ember
odd ember
dim robin
atomic salmon
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@odd emberthere is only one world, unless you are referring to world partitions or origin rebasing

rocky cliff
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Hey guys, been working on my player rotating and letting the head rotate the player's body and it's been working fine, however as shown in the video because the player is moving from 179 to -179 on the yaw, the rotation pretty much does a full 360, is there a way to have it smoothly rotate like a 360 degree turn would

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Thanks for the help, I will now commence my googling of what all of that means!

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Use shortest path is a paremeter?

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I'm not understanding then, parameters means things like the current, target, delta time and interp speed right? If so - where would I find "Use shortest path" or am I misunderstanding parameters?

inland coyote
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protip to self: dont make a recursive loop of an actor destroying itself

odd ember
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it's just another parent space

atomic salmon
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@odd embernot sure what you are asking. World is the fallback parent for the root component of an actor (and actually for the whole actor). The other components refer to the root or to other child components they are parented to. That is they relative transform, but you can also have them work direction in world space, independently from what they are parented to.

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That's the logic behind the selector for Location, Rotation, Scale (Relative or World).

inland coyote
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is there any obvious 'downside' to using world instead of relative?

atomic salmon
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@odd emberoh, I beg your pardon. ๐Ÿ˜‰

odd ember
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world space for 'world' != world space for 'level' necessarily

odd ember
inland coyote
atomic salmon
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@odd emberthat's related to how sub-levels are handled internally, but from a user perspective you don't need to necessarily know in which sub-level you are to make things work. Or do you have a precise use case in mind?

odd ember
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as well as for the end user, knowing what "world" is in abstract terms isn't the same as knowing what a level is

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so it's incorrect to say that world doesn't have relative coordinates. it depends on how levels are parented. even if only one "abstract" world exists

atomic salmon
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In Unreal terms a World is an instance of UWorld

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The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.

odd ember
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if you load another level, it is in a UWorld

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if you sublevel one of those levels to another, there is still only one UWorld, but level space becomes relative world

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e.g. you can move actors in the sublevel as in world, but you can also move actors with the sublevel

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that's another parent space

atomic salmon
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Sure, you are describing how sub-levels and level streaming work.

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But it is not something you need to specifically handle during gameplay unless you have a very specific use case. The engine does it for you.

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You don't need to write any specific logic checking in which sub-level your pawn is and branching to different ways of handling coordinates depending on that.

atomic salmon
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Fine. You already answered that. So we are good.

odd ember
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plus there could be usecases where moving levels around is valid. e.g. with world composition

sterile garnet
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hey, i'm working on a VR sword fighting game and trying to figure out the best way to determine the speed of the sword when it collides with an enemy to determine damage. aka the faster it is moving the more damage it does, and under a certain speed damage will be ignored. any advice on the best method to achieve this?

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i've been exploring using physics to get the speed of the sword, but it doesn't seem to be accurate, and i'm now looking at using overlap event timing on multiple hitboxes on each enemy to determine the speed, but that seems overly complicated

atomic salmon
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@sterile garnetdo you need the speed at the tip or where?

sterile garnet
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ideally speed at the collision point

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the tip definitely moves fastest, but there may be situations where the impact occurs closer to the hilt.

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i was trying to make something like an onion around each enemy so that they would notify when the overlap started occuring at each "layer" around them, letting me know how much time has passed between the sword overlapping each part (if that makes sense)

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either that, or use the larger collision capsule to trigger a more "in depth" / rapid detection system that might be too performance-intensive to have running at all times

atomic salmon
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well you don't know the collision point in advance but you can track a point on the tip and a point near the handle, calculate their speed in Event Tick and then interpolate depending on the hit location

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you can calculate the speed of a point on the sword as (world location at this frame - world location at previous frame) / Delta Time and then take the length of the resulting vector

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once you have the speed of the two points and knowing their distance, the speed at the hit point is a simple proportion

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@sterile garnetthin collision capsules attached to fast moving actors like a rotating sword may miss hits due to ghosting

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what you want to do is to sweep the shape (capsule trace) in the direction of motion to be more precise

sterile garnet
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Thatโ€™s so much smarter than what Iโ€™ve been doing haha. In terms of the capsule trace, Iโ€™m currently using a box collider attached to the sword (as it matched the shape of the blade a bit better) - would that work or do I need to change to a capsule for the trace?

atomic salmon
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@sterile garnet you can also use a box trace. A tad more expensive but closer to the shape of your original collider.

tight schooner
rocky cliff
wary tinsel
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sometimes in my game (due to high speed) I can't overlap the collision box of my checkpoint even if the size of the box it's large enough. Is there something I can make about it? having a collision box too big could be a problem to me

odd ember
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increase physics ticks at the cost of performance. again this is squarely a #legacy-physics question

heavy ibex
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My scenario was checking to see if a weapon swing hit another actor.

odd ember
wary tinsel
odd ember
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I don't think their case is applicable to your situation

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swinging a sword in a deterministic way is different than having a random physics collision happen

heavy ibex
odd ember
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random as in arbitrary

heavy ibex
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is this physics in multiplayer?

odd ember
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but judging by the content, for performance reasons, this sounds like something that needs to be done carefully in order to not destroy performance

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and may perhaps only be viable in cpp

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(if even then)

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if the checkpoint is a static entity you can expand the collision box

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and try that

wary tinsel
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all the tick components and stuff are made in cpp

odd ember
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see if you can get it to register

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you can also change the tick group per actor

wary tinsel
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I would like to avoid that solution because if the box it's too big you can sort of 'cheat' you know

odd ember
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and see if it works setting that to physics group

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but again, #legacy-physics would be a much better place to discuss this seeing as there are people there who deal with these things

tardy prawn
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Hey, i have a problem
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But in my case, my NPC stay in a Left position (not Forward), when Blendspace 1D is running

Mesh is in a forward position.

https://www.youtube.com/watch?v=uSTkxNbvxLE&list=LL&index=3&t=150s&ab_channel=Uisco

In this video I go over how to make a pet wolf which will follow the player and be commanded to sit down and not follow the player until instructed to.

Thanks for 1000 Subs :D

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rough cedar
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Anyone have a good idea of how to get my character to slowly come back into view if I turn the camera? Like they will always be at the center of the new camera position but not initially. Preferably variable controlled time.

odd ember
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I've done a bunch of camera work like that

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easiest way is to use the player forward vector and rotate towards using control location. you can do this via retriggerable delay

rough cedar
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Thanks Iโ€™ll give this a shot!

fallen glade
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Is it possible to re-run construction script from BP? I know that it runs each time the actor is moved so I've made this little event and nothing happens?

gentle urchin
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What is this supposed to do

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Last node will override first node

fallen glade
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that's the point

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but the construction script doesn't recompile

maiden wadi
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You don't rerun the construction script. Make a function, call it from the construct script, and then also call it where ever else.

gentle urchin
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^

odd ember
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that's too easy

gentle urchin
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Nothing shows us that ur calling 'refresh' in the construction script either

fallen glade
fallen glade
gentle urchin
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Refresh is a function of yours i'd bet

odd ember
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if you're not downloading and recompiling the engine source just to expose construction script to be callable on just this specific actor then what are you doing?!

fallen glade
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it is @gentle urchin

gentle urchin
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Atleast its not the construction script, unless something weird happened in between last time i opened ue4.27 and now...

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So... im a bit confused :p are you calling the refresh function anywhere ? ๐Ÿ˜‚

fallen glade
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it's moving the actor but it's not recompiling, not sure why

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sorry i mean here:

gentle urchin
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Got any compile errors?

fallen glade
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no

gentle urchin
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How do you know its not compiling

fallen glade
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everything is working fine I think i'll do what @maiden wadi suggested

tardy prawn
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Why mesh look at the left ? when animation play in blendspace 1D in the game

odd ember
fallen glade
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I've fixed my problem @odd ember @gentle urchin @maiden wadi One day, if you're lucky, you'll be as good as me ๐Ÿ˜„

golden echo
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I don't understand how you're supposed to be able to send events between blueprints, every time I make an even dispatcher, it's not visible to any other blueprint. How and where do you need to make a dispatcher so that you can bind to it in a different BP?

gentle urchin
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There should be a pin about blueprint communications

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A youtube link

odd ember
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yes

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but the general gist is

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they need to communicate

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which happens mostly by coming into contact with each other

golden echo
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coming into contact?

gentle urchin
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Colliding

golden echo
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that's just collision events

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I'm talking about sending events between blueprints

gentle urchin
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Hit us with an example

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What two bp's do you want to 'communicate'

golden echo
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I want to send an event from a behavior tree task and listen for it in the level blueprint

odd ember
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either a BP spawns another BP

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or they collide

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those are basically your options

gentle urchin
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Btt into level bp, not sure if thats possible

golden echo
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you're saying they have to have a reference to each other? isn't the whole point of events that you don't have to directly reference the other thing?

odd ember
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that's not how indirection works

maiden wadi
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Static getters like GetGameState, GetGameMode. Direct BP communication via exposed properties in the level. Casting to the correct class after a line trace, shape trace, overlap, collision. Retrieved via sphere overlaps getter functions. Mouse click, Mouse hover, etc.

golden echo
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so you can't just make an event broadcaster that all listeners will trigger from?

gentle urchin
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You can

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But one side must know about the other.

golden echo
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from that video

gentle urchin
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Event dispatchers are 'broadcasts' to everyone who cares to listen

odd ember
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someone has to subscribe

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to the broadcast

gentle urchin
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Yes, subscribe (bind)

golden echo
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well a subscriber is fine, the issue is... can I subscribe without having to actually have a reference to the object holding the dispatcher

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can I just say 'bind to the event called 'this''

odd ember
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you need to have a reference

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always

golden echo
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is there a good place I can make these that both BTT's and level BP's will have a reference to?

maiden wadi
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This is usually easily done by placing the delegate somewhere easy to get statically. GameState is usually a good choice.

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Then something can get and call it, or get and bind to it.

gentle urchin
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I'd question the use of a btt for a levelbp event tho. Whats the usecase..

maiden wadi
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Really depends on the context though.

golden echo
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ah the gamestate, that sounds useful. where does that live?

maiden wadi
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Widgets for instance are usually best done in HUD.

golden echo
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thank you for all the help btw!

maiden wadi
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What is the event for? What objects do you have that need to know something, and what needs to tell them that?

odd ember
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are we talking about behavior tree tasks?

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BTs have internal subscription structures

golden echo
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Yeah I need to send an event from a BTT to a level blueprint

distant rampart
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Does anyone know why the crouching is not working ?

odd ember
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what are you doing

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or what do you want to do

golden echo
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It's part of creating a scripting system for linear content

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async events are handled in the BT, and when they're done a script somewhere else is notified

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because BP's don't have a good way of creating async events

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but BT's handle that well

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gamestate sounds good

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how do you access that?

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oh amazing!

maiden wadi
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Might also be a good idea to drop a component on GameState and use that. Gamestate itself tends to get cluttered fast.

odd ember
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subsystems were a strong incentive for me to go cpp

golden echo
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sounds like something I need to read up on. subsystems

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is the gamestate something you can edit via BP's?

odd ember
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yes

golden echo
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where can I find that?

odd ember
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you may have to make your child subclass

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if you didn't start with a template of it

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it's also in the project settings

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under maps and modes I believe

golden echo
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ok great! I'll check that out

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thank you!

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man I wish these events just bound themselves together at compile time based on name like so many other engines!

odd ember
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would it make sense if I said it's so much more powerful because it doesn't? ๐Ÿ˜…

faint pasture
wary tinsel
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silly question but I never really thought about it. I have my widget which is used for two different game modes. Inside my widget I have two cast to the two game modes and I select it on the event construct with a switch. Is this saving my widget to load references from both game modes on they will be loaded despite if the execution node it's actually calling it? I hope it's clear! ๐Ÿ˜„ thanks

golden echo
odd ember
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less performance overhead

golden echo
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this is a compile time issue though

odd ember
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BP also is restricted from most things async

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(for good reason)

golden echo
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well maybe I'll see the light soon!!

maiden wadi
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You will. It's fake. But follow it anyhow, cause it'll lead to five hundred more things you need to know.

golden echo
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ugh... I will say that so far Unreal, powerful though it is, has a far less creative workflow than a lot of the big studio's own engines

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feels like everything has been made by engineers, for engineers

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ANYWAY. I very much appreciate the help

odd ember
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well... you're not wrong

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but sometimes engineers have good ideas too

golden echo
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oh of course

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I love engineers! it's just a lot of hoops to jump through sometimes

odd ember
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so it's not optimized towards one single workflow

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I know I'd love features from some proprietary engines if I could get them

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but I equally know that eventually there'll be accessible in unreal

maiden wadi
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I find that you can probably do all of the same things in Unreal. The thing is that those studios have software engineers to modify the engine to suit their artists needs. Studios that use UE4 are no different.

golden echo
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well they're not magic, they just allow you to bind them via string ID

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it's a very fast workflow, and if you have good search tools, it's not messy

odd ember
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even if they seem to be coming with nanite

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and generics in BP

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please

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for the love

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for all that is holy

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let us have generics

wispy solstice
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Hi I'm trying to create a hack and slash game. When the player attacks I want there to be assistance helping them get to their target if they are not close enough for the attack, is there any way to do something like this. When im talking about assistance I am referring to a quick dash towards the target.

golden echo
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good tip is to put a step in the anim so it hides the lerp a little

odd ember
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I thought it was a CSG suite

wispy solstice
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I'll try some stuff and let you know where I get with it. Thanks @golden echo

odd ember
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I was hoping for some blender lite extrude based workflow in

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not that I mind blender with the UE4 pipeline tool, but still

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better to have everything in editor

golden echo
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@wispy solstice you should watch the talk called Unsynced by Anthony Newman on the melee in Last of Us. it's a pretty basic system and he goes over all that stuff

odd ember
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extrude is all you need

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maybe bridge as well

wispy solstice
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I'll have a look. Thank you @golden echo

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is there a certain blueprint that should be used with the lerp to move the actor to the target? @golden echo

woeful pelican
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@earnest tangle Got it to 'work', though making the postprocess setting every tick seems wrong to me?

tawdry surge
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Is anyone familiar with .shp files and how to read them into the engine?

earnest tangle
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@woeful pelican you can try using "set members in postprocesssettings". This would allow you to modify an existing one

woeful pelican
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ooooh that sounds promising

dim robin
wispy solstice
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Right, I should be able to do this now. Thanks @dim robin

odd ember
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widgets do not exist in world

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so no

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or I mean, 3d widgets do but that's more of a like a wrapper for a widget

tawdry surge
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I think you want bindings but I can't really be sure based on the question

odd ember
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widgets arent actors

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so no

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sounds like a 3d widget perhaps

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you could expose a ref on an actor and drag a widget into that

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assuming all your widgets inherit from the same base class

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then have the actor spawn a widget (3d optional) with that ref

earnest tangle
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yeah, although if you are only changing the variable in the material instance you don't need to redo the blendables array

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since it's already set in there previously

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so basically if you're not modifying the post process settings or anything in it, you can just skip that altogether

woeful pelican
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Yeah I over-engineered it lol

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Ty

maiden wadi
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Hmm.. Shame that actor clicks don't consume mouse button bindings.

odd ember
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been there as well

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best I could do is deselection

maiden wadi
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Yeah.. Unfortunately I'm likely going to end up doing next frame logic on this one. Quickly starting to see why so many RTS games have that annoying like 1/10th of a second lag to selection. ๐Ÿ˜„

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There has to be a better way to handle this. :/ I don't really want to go to traces, or sphere overlaps, I'm perfectly happy with onclicked. But it runs first, then controller left click.

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Hmm.. dirty, but I wonder if I could move the left click binding to C++ and do a RetVal binding. Release it next frame or on left mouse up.

trim matrix
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Got my gun blueprint system working 100% today guys! thanks for all the help, I love this community!

maiden wadi
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Yeah. At the moment I'm creating a similar system in C++. Gonna try returning a retval false if something else has used the left click that frame. If false, don't do left click down binding stuff. Should work. ๐Ÿคทโ€โ™‚๏ธ

crimson depot
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I have an actor that has a variable that is a map of strings to floats. How can I change the value of one of floats after the actor has spawned?

odd ember
crimson depot
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@odd ember What's the actual bp function to do that though? Make Map?

odd ember
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I thought you had a map

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I think it's just replace

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or insert

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or add

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one of those should work

dawn gazelle
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Map keys are unique, so if you add the same key again, it'll replace the existing value.

crimson depot
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Okay, I'm seeing that. I've got a pretty ugly looking blueprint and everything hangs pretty bad when I start it. Is there anyway to benchmark it or see what's really slowing it down? Watching in the event graph is almost useless because it moves so slowly.

dim robin
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sorry a quick question:
Is there any smart way to do this loop and creating one "wbp player icon widget reference" for each index in the loop?
suppose i have 4 players, i would like 1 widget reference for each player - so total 4 widget with a specific references for each of them

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or should i just re-write the function the "dumb" way copy pasting the "create widget" and manually set a reference for each index number?

odd ember
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if this is for multiplayer

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why are you having 4 widgets for 4 players being made in one place?

dim robin
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coz i'm noob.. and this was the only way I managed to make it work as intended. If i set this on gamemode with the other multiplayer logics things get broken and i'm quite tired to try to understand why..

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also the main widget is shared between all the players - this specific player icon widget is just an icon

odd ember
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if you're new then trying to do multiplayer as your first project will be like playing dark souls on hard mode

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the most important thing you can do for your project is gathering information early on, so you don't end up making decisions that cost you time and energy, or worse, paint you into a corner

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there's a chart in the #multiplayer channel for how widgets are supposed to be setup on the player side

#

now if you have a widget is shared, what do you mean by that

dim robin
odd ember
#

the widgets should be created client side. the loop shouldn't exist

#

each player/client would be responsible for their own widget

#

I don't know what you mean by a single shared widget, which is why I asked

dim robin
#

it means i have 1 widget always on, which is updated with specific player things each time the turn ends and it's time for the next player to make his move. a client side widget would not work, or at least in 1 year and a half I couldn't make it work. so yes, i'm playing dark souls on hard mode.

#

this is couch multiplayer btw

odd ember
#

it's hard to understand your use case

#

you have 4 widgets and 1 shared

dim robin
#

i have 1 shared and that's it.

#

this 4 widgets are just an icon to append on the main widget

#

and i need 4 icons if i have 4 players, 1 icon if i have 1 player, 3 if i have 3

odd ember
#

why aren't you handling that internally inside the widget?

#

then you don't need 4 widgets

#

you just tell the widget how many players you have and it does the corresponding logic

dim robin
#

that's what i'm trying to do ๐Ÿ˜„

odd ember
#

you're creating 4 separate widgets

dim robin
#

nevermind

crimson depot
#

What's the best way to trackdown where my blueprint is severely bogging down the game?

gentle urchin
#

Creating the widget in the playercontroller would probably solve most of your issue, allowing each player to create and handle their own widget as CE suggested. Widgets dont exist on the server(atleast shouldnt, if even possible), so they should always be created by the local player(s)

gilded venture
#

alright I got a silly question

#

I'm making a pixel art based game in UE4 using paper2d and have my unreal units set so that 1 pixel is 1 unit

#

but my movement isn't locked to strict units

#

is there an easy way to do such a thing?

gentle urchin
#

By 4 widgets i assume you want it to be a single widget with icons belonging to each of the up to 4 players

#

Saving the references would be adding them to an array of references

dim robin
# gentle urchin The controller index is for local, not multiplayer

thanks to you and @odd ember for the answers.
unfortunately I'm not english native speaker so it's hard for me to clearly ask what are my needs, also i'm quite new to programming so for this reason and the reasone above i can't totally understand everytime what i'm reading on the documentation and on other tutorials. also i'm quite new to game programming so when i can't do something i find easy to solve it by "hard coding". I know this is not a good practice, but I also know that I should (and I'm ALWAYS trying to) make the things more scalable as I can.
I will definitely try again to handle all of this widget thing through the player controller, it's almost two days now I can't solve it the proper way, I always get some weird results I can't debug.

odd ember
# dim robin thanks to you and <@!224571781862653952> for the answers. unfortunately I'm not ...

if I can give you a rule of thumb: try to keep responsibility of classes inside of themselves. every time you need to spawn a new object, try asking yourself who owns that object, and how you can keep responsibility inside of that scope.
for instance, the player controller owns the widget because the widget pertains to a certain player client. the server doesn't need to know about this widget because it's purely cosmetic

#

it probably won't undo your massive headaches, but maybe it'll ease the way forward

crimson depot
#

Is string manipulation like split or replace just a bad idea in blueprints? I cut my entire blueprint down to just a few of those and the game still freezes for a split second every time it runs the loop.

tranquil rain
#

Can someone help me with refresh widgets?

#

All the functions work the left widget I don't don't how to refresh

static charm
#

kingT, yes string work in loops is very slow in blueprints

#

you can download a free async plugin to multhithread stuff, which will stop the freezing.

tranquil rain
#

I'm using event on construct

#

It's not freezing just not refreshing

#

I have no refresh widgets node

#

No idea how to add it

#

You aren't talking to me ๐Ÿคฃ

static charm
#

nope

#

but now i am

#

how did u manage to make all that but can't reset the widget

tranquil rain
#

Blind luck

static charm
#

nice! you can try asking in the UI umg chat below

tranquil rain
#

Ah okay thanks

gilded venture
#

so in this picture

#

what node is this PixelsPerUnit collection?

static charm
#

it's just a name, that someone wrote, but you can see below, It's a Collection Parameter , which is updated via a blueprint node, outside of the material.

#

I mean pixels per unit is a thing, just not a standard material function.

gilded venture
#

yeah, that's fine kitty

#

thank u

crimson depot
#

@static charm sounds good I'll look into it tomorrow. Thanks!

naive gyro
#

i need help for my advanced session, idk how to set-up the LAN, this doesn't work? thanks for answer

trim mist
#

I was trying to do dash and it works. But the problem is it's spamable and Im trying to add delay into it, but it still wont work. What do I need to fix?

static charm
#

you can add a Do Once right after the Dash Input

trim mist
#

alirhg

#

alright

#

thx

static charm
#

then from your Delay, you can connect back to the Reset of the Do Once

trim mist
#

Thanks

#

it works

sonic crescent
#

in my level, i'm scaling some assets to -1, the mesh is reverted correctly. But the shading is reversed too....
I have to use Two Side materials to fix that... But i'm sure somebody know a good way to flip my material?

static charm
#

you can ask Graphics chat, which covers materials. at first I thought you could add some math/nodes in a material to flip the faces of your mesh, but now im not sure. maybe with world position offset you can.

#

Which i feel like might end up being the same overall cost as two sided materials, once fiqure it out.

#

probably a better solution would be to have two meshes, one with already inverted faces so when you hit negative scaling, you can just switch to that mesh. (toggling Visibility between the two meshes)

stiff hatch
#

If I use "Set members is StructHere" with a reference to the variable do I need to set it afterwards to the return value of the set members node?

sonic crescent
static charm
#

oh yeah i guess lol

sonic crescent
#

But if i understand right. It's better to double all mesh than add a TwoSide material.

static charm
#

i mean if you just want to reverse textures in game/material thats easy.

#

i didn't understand what you wanted to do

#

I have no idea, but you made it sound like two sided material was a issue for you.

sonic crescent
#

i think that the graphic card have double polys to handle..

static charm
#

yes sort of but not exactly.

#

it's more expensive but not a direct 2x cost all the time. it's not always 2x cost.

sonic crescent
#

ok thank you for your time. I will duplicate all mesh and reverse them in hard.

static charm
#

well wait lol

#

if you have hundreds of meshes to reverse, that will take forever

sonic crescent
#

yep

static charm
#

what was the goal of inverting the mesh, maybe i misunderstood you, because there is easy way to flip textures in material.

#

and this would solve your issue in minutes.

sonic crescent
#

i'm popping Floating Island randomely.
I have modeled 10 of them.
If i scale them at -1, i have 10 inverted more Floating island to shuffle
But the material need to be TwoSided to prevent the inverted polygons problem.

#

Solution 1: mirror them in my modeling app, and save them as a news one.

#

Solution 2: yours ๐Ÿ˜„

static charm
#

unless you have hundreds of these in view all at once all the time and need it to be for mobile phones, then i would just use two sided.

sonic crescent
#

its for mobile

#

i do not a hundred of them but the polycount grow fast...

#

In fact it's VR mobile (QUEST)

#

so i need to optimize everywhere possible

#

and this twoside things is a bit ugly for the moment

static charm
#

wait now im confused, because i didn't understand and never used negative scale

#

so i just did now, and it doesn't invert my materials/faces?

sonic crescent
#

huh... ?

#

2 sec check

static charm
#

i put a rock mesh in my level, and put negative scale on the transform.

#

and it looks fine

#

it's one sided material

trim mist
#

Am I doing it correctly?

sonic crescent
sonic crescent
#

I will continue digging that tomorow. Because its already tomorrow and i forgot to sleep.

#

thank you for your time. I hope to find you there if some helps still needed.

trim mist
#

Im trying to make an aerial dash, by "Jump event + dash event" which the key is "space + shift" and I want to set gravity to low when i do "space + shift" Am I doing it correctly?

trim matrix
#

i made an AI controller, ai character blueprint, behaviortree with tasks. spawn bp, it works fine. it has its own stats like hp and such. but i dont know how to do it so i can make it use different versions of it. so i can spawn one with a model that looks for example like an irc , with certain stats, and then spawn another one that looks like a dragon with higher stats and different behaviour.

tight schooner
#

is there a Get Owner in reverse?

#

I'm both relieved and disappointed there isn't a node called Get Owned

tight schooner
#

I'm gonna assume the answer is no; I applied a workaround. The scenario was an actor component was spawning a new actor, and assigning the component's owner as the spawned actor's parent. So I made a dispatcher that sends the spawned actor ref so that the owner can know about the spawn.

earnest tangle
#

Yeah that seems reasonable

#

GetOwned() would probably be get component(s) by class :P

onyx violet
#

how could I make a profanity filter for multiplayer chat with blueprints?

earnest tangle
#

simplest way to do it is to just have a blacklist of words which you check each message for

#

but those are very easy to bypass by just replacing letters with numbers or such... but not much else you can really do because other methods are quite complicated

onyx violet
#

how would I "check" it as you said

#

contains node for strings i guess?

earnest tangle
#

yeah

#

you may want to also try and split the string by space and check the individual words

#

otherwise you end up with "classic" turning into "clbuttic" and such

#

:D

onyx violet
#

yes i was gonna ask about just replacing the bad words only. Ok i will try messing around with the split and contain node

#

thanks

somber quail
#

anyone know how to open more than one level at a time sorta im making a game sorta like undertale and i am trying to figure out how to make it so when you go to fight a enemy it would open that sorta fight ui and stuff like that

onyx violet
#

why are you trying to open more than one level at a time tho?

somber quail
#

thats sorta the way i thought to do it

#

just open another level with out closing the prev one

#

so that way when you reload it it doesnt screw up where you are

#

i cbf using weird save bs

onyx violet
#

you could save variables

#

whenever you go to a new one

#

so you do whatever event triggers opening the new level

#

have it save things like location or whatever else

#

then you load the new level

somber quail
#

yeah i didnt think of that but i wanted to see some cool level bs i could learn

hollow cape
#

you could use sub levels

somber quail
#

as saving seemed like a easy way out

somber quail
onyx violet
#

hmm yeah idk about those maybe it is what you're looking for

earnest tangle
#

Yeah you could use a sublevel, or even something as simple as having a separate area in your main level and you just teleport there

somber quail
#

tru tru

earnest tangle
#

fwiw you can store values in your GameInstance class and they will persist between level loads

onyx violet
#

i was also gonna say another way to do it is gameinstance as well

somber quail
#

wait so i dont have to make a save system bp thingy

#

and do like if save file exists stuff

onyx violet
#

no you wouldnt have to if u did it with game instance

somber quail
#

i can just save it in the gameinstance??

#

oh dam

#

the more you know

onyx violet
#

yeah gameinstance is persistant across levels

somber quail
#

thats so good

onyx violet
#

so you just set variables on that

#

then when you load in, cast to your game instance and get those variables

#

then do whatever you want with them

somber quail
#

yeah

#

that would be good ight

#

thx

#

ill wip up some test

onyx violet
#

๐Ÿ‘

somber quail
#

see how it goes

onyx violet
#

if u did want to save those variables when a player quits the game, you would have to use the save nodes

onyx violet
#

how could I take the length of a string, and then make a string of that length with specific characters?

#

i want to take a bad word and replace it with "***"

gentle urchin
onyx violet
#

that's not what I asked

#

I asked how to take the length of a string, and make a string of that length with different character

#

im wondering if there's anyway to do it without using a for loop

hollow cape
#

@onyx violet You could have a string with like 20 '*' characters (something longer than any potential vulgar words), and if you need to make a new string you could use substring, and use the length of the vulgar word there.

onyx violet
trim mist
#

How do I set spawn rate for actor?

gentle urchin
#

Spawn rate is how often you spawn it, not a setting on the spawn node

#

So SpawnRate could be the Time in a Timer which spawns this BP Ghost

trim mist
#

so its a time?

#

Timeline?

gentle urchin
trim mist
#

arigato

#

what kind of divided is it? @gentle urchin

gentle urchin
#

float / float?

trim mist
#

alright

#

noted

gentle urchin
#

the input is a float, so.. we need a float ๐Ÿ˜›

trim mist
#

haha sorry

#

its kinda weird because it spawn only one time

gentle urchin
#

did you check the looping box

trim mist
#

which one

#

DAMN SORRY

#

LOL

#

apparently this is what I did

#

and what I think

#

is that it spawn in one place

#

and it seem like its not multiply

#

because it only spawn one place

gentle urchin
#

I can see how my method wasnt a good fit for your use ๐Ÿ˜› It helps with more context

#

How are you getting the spawn transform for it

trim mist
#

so you mean program in program?

#

For each loop

gentle urchin
#

the issue is the spawn ghost, no?

trim mist
#

yes

gentle urchin
#

so how are you getting the transform

trim mist
#

each loop

gentle urchin
#

show, dont tell ๐Ÿ˜›

trim mist
#

didnt I cap yet

gentle urchin
#

no

trim mist
gentle urchin
#

this shows me nothing about the spawning of the ghost

trim mist
gentle urchin
#

still nothing about its spawn location issue

trim mist
#

bruh let me find

#

rq

#

idk

#

this is the last one

worthy frost
#

why are you increasing the speeds like that?

#

surely you would use LaunchCharacter on the forward vector?

trim mist
#

you telling me that

#

I should use the action

worthy frost
#

yes

trim mist
#

call launchCharacter?

worthy frost
#

you want to dash forward right?

trim mist
#

yes sir

#

wow

#

youtube

#

thank you youtube

worthy frost
#

3000 is the distance to dash

trim mist
#

you are my life saver

#

Does it fix the trail too?

worthy frost
#

no idea about your trail.

trim mist
#

right

#

thats cool

trim mist
#

hold on

#

like when I finish dashing

#

the person falling off for some reason

worthy frost
#

set the 0 to zero

#

Z*

trim mist
#

alrighthy

#

which Z

#

oh no

trim mist
#

yes sir

trim mist
#

Except for launch character

odd ember
#

it's a vector * float node

brazen pike
#

"split struct pin"

trim mist
#

I respect u

#

thank you

#

v

#

mine is like this

#

theres no Z

brazen pike
#

right click on the yellow pin, "Split struct pin"

#

but you have to disconnect it first

trim mist
#

right

hoary orchid
trim mist
#

the character still falling animation when its done

odd ember
gentle urchin
brazen pike
#

I doubt this is the best way of doing it, or even a good way of doing it. But this is a way of doing it

atomic salmon
#

@trim mist your problem is that Launch Character sets its state to falling as the description of the node tells you

#

as a consequence the animation blueprint thinks it is in the air and triggers the jump part of the state machine

trim mist
#

so how can I fix it Mr Marco

atomic salmon
#

@trim mistyou need to let the AnimBP know that you are not falling but dashing

atomic salmon
#

so add a bIsDashing boolean variable to your character, which you will set to true when it is dashing

#

at the end of the Dashing you need to set it back to false

trim mist
#

as a boolean right

#

hm hm

#

ye yes

atomic salmon
#

then from inside the Animation Blueprint, in the Event Graph, you will check its value and, if it is true, you will force IsInAir? to be false

#

in this way while you are dashing there cannot be any transition to the jumping animation

#

the other way would be to use AddImpulse instead of LaunchCharacter

trim mist
#

Mr Marco

#

how old are you

brazen pike
#

?

atomic salmon
#

Let's say that I am not a kid ๐Ÿ˜„

trim mist
#

nice

atomic salmon
#

Anyway my age hasn't much to do with blueprints, does it?

trim mist
#

because ur educational words

#

it confuse me

atomic salmon
#

English is not my first language

trim mist
#

no

#

so do i

#

my first language is Thai

atomic salmon
#

Sorry I can't speak any Thai

trim mist
#

like if "space + shift"

#

something like that Mr. marco

fiery glen
#

simplest way is to just have a boolean for each key

#

that gets changed on key pressed/unpressed

trim mist
#

so if I want to do it

#

i have to create boolean variable?

fiery glen
#

technically input set in the project settings can have a "shift" modifier

trim mist
#

yea I know

#

but I want to press space + with shift

#

and it will do something else

fiery glen
#

if the timing matters I think you might need to do something else

trim mist
#

while in mid air

#

you dash

#

something like that

fiery glen
#

I feel like with these kinds of questions you are better off taking a short course from unreal's learning site to be able to reason about this stuff on your own

atomic salmon
#

@trim mist

trim mist
#

thank god

atomic salmon
#

@trim mist yes, as educational input

#

but I agree with the recommendation to go to learn.unrealengine.com and start looking through some basic courses on blueprints

#

they are all free

trim mist
#

woah

#

thank

fiery glen
#

i'm impessed you included the anim bp as well lol

atomic salmon
#

with an added cast ๐Ÿ˜‰

#

it's not the best solution honestly, but it works and it is a good learning for our friend

dim robin
#

how do I prevent camera to enter the pawn mesh? I was thinking about a clamp somewhere, but I don't really know which parameter I should clamp.
(collision test is enabled and i tried increasing/decreasing probe size)

atomic salmon
trim mist
#

always the best

atomic salmon
#

these are spaghetti but thanks

trim mist
#

no i mean ur country's pizzas

atomic salmon
#

@dim robin the spring arm collision is set to check the Camera channel, so make sure your pawn mesh is set to block it

dim robin
#

the only workaround i found is just by offsetting the springarm socket Z (and camera location) a little bit. It does the work, but in a kind of way the "aim" for the shot will be a little bit offset too

atomic salmon
#

@dim robin how are you getting closer? by changing the length of the spring arm?

#

you can simply clamp it to a minimum

atomic salmon
#

yes, that is the input part, but the zoom in effect, is it by changing the length of the spring arm?

dim robin
#

no, it's pawn control rotation, it goes closer because the camera is colliding with the floor

#

if i remove the floor i can go below the ball

fiery glen
#

<@&213101288538374145> arrest this man!

atomic salmon
#

^^^^ phishing

#

@dim robinok let me check one thing

dim robin
#

yup thanks

torn kettleBOT
#

:no_entry_sign: OkSorry#8236 was banned.

atomic salmon
#

@dim robinI thought I had seen an option inside the spring arm to clamp its minimum length but I probably dreamed about it

#

So here is a potential solution without subclassing USpringArm and creating your own version with that capbility

#

Create a BP_Guard actor and make it a single sphere a bit larger than your pawn ball

#

set the guard sphere to block the Camera

#

but make sure it doesn't collide with the pawn

#

now inside BP_Guard, on Event Tick, retrieve the world location of your pawn and set the world location of the guard actor to it

#

this should create a guard volume around your pawn which stops the camera from going through it

dim robin
#

amazing! I'll try

#

thankyou!

crude birch
#

hey there. while working on AI, I noticed that there seems to be something wrong with the "RInterp To" node, which should smoothly rotate something from it's current rotation to a new one.
To make sure there is nothing else involved, i simply created a cube actor, and put this in it's event graph - i would expect it to finish the rotation, but it rather seems to start and stop right away
https://blueprintue.com/blueprint/vaog__1q/

gentle urchin
#

try with a static value instead of the random rotator

maiden wadi
#

Also don't stop it right after the first set.

surreal peak
#

And read up on BlueprintPure nodes (:

gentle urchin
#

Random would be a 'new' value each frame

sharp rapids
#

I feel dumb ๐Ÿ™„

atomic salmon
#

@sharp rapidsthere is LaunchCharacter, but that is thought more to launch it in the air

#

beside that you can always use AddImpulse to give it a "kick" in any direction

sharp rapids
#

I didn't know these functions existed

#

I've implemented Dashing using 'AddWorldOffset' on every tick

#

๐Ÿ˜…

atomic salmon
#

It doesn't sound like a very good idea. When dealing with character movements you should always do it through the Character Movement Component

#

Your technique may work in single player but may break in multiplayer

sharp rapids
#

One question though, If I'm using 'Launch Character'

#

Can I know when we stopped 'dashing'?

#

With the current setup, I have events for 'Begin Dash' and 'End Dash'

#

where I simply start an Anim Montage and stop it

atomic salmon
#

Given the fact that LaunchCharacter imparts a velocity to the character, you can always check its velocity and when it falls below a threshold you know it has finished dashing

crude birch
gentle urchin
rose elbow
#

i've got the exact same codee as this other project but for some reason its not working in mine ๐Ÿ˜ฆ

crude birch
# gentle urchin If you study it closely, there's a difference between your setup and his

Okay, I've set up the target rotation to be set every 2 seconds only, but still it only moves a tad bit for a fraction of a second. i thought that the return value of the "setActorRotation" would only give true once the full rotation change is done - which is when i want to set the DoRotate variable to false
https://blueprintue.com/blueprint/24e5w_7h/

gentle urchin
#

Reading the pin's tooltip could provide some insight

#

the SetActorRotation doesnt know that you're doing RInterp

#

It just knows that you tried to set rotation. Return Value reflects if it were set or failed for some reason

crude birch
untold girder
#

does anyone know how i can make only the staticmesh in my player blueprint keep turning around whenever i walk(like a toll)

crude birch
#

I still don't fully understand what's going on... still on my randomly rotating cube actor.
https://blueprintue.com/blueprint/24e5w_7h/

I'd say 75% of the time it works just fine, but sometimes it seems to get stuck and starts to shake like crazy. This happens with both, the "RInterp To" and the "RInterp to Constant" nodes and I can also cut off the execution line right after the "SetActorRotation" node and it's still happening. Video:

gentle urchin
#

== 5?

#

Nvm,

#

thats a nearly equal + tolerance, mb

#

Wouldnt it make sense to have this in a timeline with a lerp with alpha btw?

#

Feels more reliable ๐Ÿ˜›

crude birch
#

As mentioned earlier, it noticed this sometimes happening to my AI characters when they would use the built-in "RotateToBlackboardEntry", hence the whole thing with the cube

gentle urchin
faint pasture
#

You can also, on tick, RInterpTo TargetRotation from Current Rotation, and just update TargetRotation whenever. Depends on if this is something that should be happening continuously or just at certain times.

#

You need to remember that the interp nodes aren't timelines, they aren't like an animation player, they just output ONE value when evaluated, given the input values.

crude birch
#

sure, in that example i only update the target rotation every 2 seconds. but that does not explain the weird shaking. i wonder if this is a bug with the SetActorRotation Node

gentle urchin
#

I'd guess it was the Rinterp having an issue but idk

#

The timeline approach seemed to work fine during my extremely limted testing

crude birch
#

I agree, I don't get the issues with the timeline

faint pasture
neon stag
#

How to disable this unclickable window?

#

With some white lines

faint pasture
neon stag
#

How to disable this mode?

faint pasture
#

Just close the editor imo

#

I'm sure there's some way but I'm not in front of my computer right now, just close and restart the editor

earnest tangle
#

Sometimes it bugs out and that panel placement grid sticks

#

Usually what fixes it for me is try to drag one of the panels over where you see those, then drag it back to where it was

faint pasture
#

@crude birch does a spaz out if you get rid of the do rotate bool checks?

static marsh
#

why doesn't my spline tool work?
i made it exactly the same as in the video but it just won't work
just sits there and doesn't follow the spline
https://cdn.discordapp.com/attachments/632335249954701313/907609513270599751/unknown.png
https://www.youtube.com/watch?v=CLPTs2vGb08
https://cdn.discordapp.com/attachments/632335249954701313/907609662977875988/unknown.png

In this quick Unreal Engine 4 Tutorial I'll show you how to create a spline tool for ropes, chains, tubes or other meshes that you would like to edit or multiply using splines. We are going to create a very simple one meter rope mesh in 3Ds Max and after that create a blueprint spline tool in Unreal 4.

Check out the Lava Cave Scene:
https://you...

โ–ถ Play video
crude birch
faint pasture
crude birch
faint pasture
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Print the output of the rinterp and check what it's doing

faint pasture
static marsh
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other than that i don't really need bp's

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so im just following a tutorial for now how to make a spline tool

crude birch
static marsh
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and any of them i follow dont work

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i even followed some twice to make sure i didnt do something wrong

faint pasture
crude birch
faint pasture
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Is it always around pitch 90 or -90?

crude birch
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hmm let's see

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yes

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you're right

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when around +-90 (+-1)

faint pasture
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Maybe RInterpTo uses Euler angles, not sure. That would explain it being fucky

ripe rose
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is it not possible to collapse nodes that set variables inside of functions without creating a scope mismatch?

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i have a function that has to set a lot of variables at the start and it'd be nice to collapse the nodes, but once it's collapsed it has a diff scope for local variables. no way to access the function's local variables from within the collapsed node?

atomic salmon
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@faint pasture @crude birch RInterpTo and RInterpToConstant are based on adding and subtracting rotators. As you have guessed, these operations are implemented through the respective Euler's angles, hence the gimbal lock.

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QInterpTo, QInterpToConstant and Slerp should behave correctly

grim peak
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Hello all. I have a short question. If wanted to move a texture on a plane like a Billboard that moves up/down. How do you controle the verticial movement? I think you can use a panner node in the material editor to controle the movement. How could you trigger the motion of the texture easy way? like key pressed or some timer node thing. Any suggestions welcome. Thanks

spark steppe
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dynamic material instance and a boolean on the material to toggle the movement on/off

faint pasture
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Unless they are and rinterp just drops them into Euler for the math.

trim matrix
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Dudes, kinda noobish but, how do I handle all the various left click events in my game? Do I just nest all the different logic a left mouse click would have in the main controller, or what? As far as I understand, actors do not understand Left mouse button event. Do I use the "On Clicked" event on the different actors?

faint pasture
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Depends on if you want to be stuck with mouse input or not, etc. But it all ends up just calling an interface on the clicked actor.

trim matrix
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Oh, like an "Interact" interface, thanks

faint pasture
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Event Click
Figure out what was under the mouse
Call function

faint pasture
atomic salmon
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@faint pastureit's a mixed picture. Functions like CombineRotators convert internal to Quats and compose them, but RInterpTo & co seems to take the Euler's angle path, which obviously leads to issues.

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The other thing that drives me crazy is that an FRtator is defined through pitch, yaw, roll (in that order) while the general sequence is roll (X), pitch (Y), yaw (Z)

mortal dagger
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is there any quick way via either default engine assets or SuperGrid to fill in this type of shape?

odd ember
mortal dagger
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good idea, thanks

pure walrus
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November Hair 2 - Digital Ink on Canvas Panel (2021)

pure walrus
heavy ibex
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Anyone ever have this issue with Find in Blueprints? I seem to run into it extremely often and it only seems to work again (for a bit) if I restart the editor

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It just hands indefinitely indexing

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and never returns results

pure walrus
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u tried without the quotes ?

heavy ibex
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The quotes were added automatically. This was kicked off by using "find references" on a function then using the binoculars to search all blueprints

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confirmed removing quotes does nothing but right now it seems to be in an unrecoverable state

pure walrus
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ok

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sorry im using it everyday, on a quite big project and it works almost instentaneously if there few enough results

heavy ibex
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I've had this issue in ue4 and I'm seeing it in ue5 now. But it doesn't seem to be a widespread issue.. no idea what could be going on with my system to cause it

atomic salmon
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Unity doesn't have rotators afaik

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uses quats directly

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which Unreal is also able to do, but then they added the Rotators with some weird implementations around them like RInterpTo

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plus the fact that you can break them into Euler's angles, do some weird math, and then put them back together as a new rotator

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</rant>

tepid knoll
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I have these car speedo and tachometers, and the pointer doesn't move when I drive the car

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@atomic salmon sorry to disturb but since you have helped me in the past do you have an idea?

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It works with engine rotation speed

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the rpm calculations

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it might also have something to do with event tick

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it should play sound of engines too

dawn gazelle
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What's in your Speedometer UI that uses these values?

faint pasture
dawn gazelle
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And how is that pointer hooked up to the value?

tepid knoll
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it is part of the ui

spark steppe
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and the material uses 0-1 for the pointer rotation?

tepid knoll
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this is the update thing

atomic salmon
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@tepid knollsorry I am busy rn but i see you are getting help already

tepid knoll
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yes no problem

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i found the spinning problem

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but

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the engine sounds wont change yet with the rpm

atomic salmon
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@tepid knollyour set Float Parameter for the audio component has no parameter name

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check inside the Sound Cue

chrome fractal
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How can I record some of static meshes which are changing Material in sequencer and render it on runtime.

royal niche
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Version 4.27.1

this is the crash report

Assertion failed: NumBytes == Strings.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp] [Line: 3336]

I'm getting this error and all the projects of 4.27 are crashing, does anyone faced this before?

atomic salmon
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@royal nichedifficult to say but are you naming assets with unicode characters or the like?

worthy frost
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@chrome fractal please be patient. You are probably better off asking in #cinematics

chrome fractal
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Sorry I apologize

green eagle
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Hello!
I am using the "Get all Overlapping Actors" Setting it by a "class" > this creates for us an array of the instanced actors from what I understand > Now I am hoping to use that data to show in a widget the list of "Applicable" Actors.
As in I need to be able to read a Unique Identifier(Like Item ID or ItemName) .

I just seem to be a little lost on how/if that is possible with the current methods or if there is a method I need to be using/trying instead?
Thanks in advance!

wispy solstice
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Hi I am very new to unreal engine. Im trying to create a melee system where if the player inputs a melee attack within a certain distance of their target, they will be moved towards them. How would I go about doing something like this?

odd ember
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root motion animations

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also if you're very new to unreal, I would suggest to look for something easier to create for your first project

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at least to familiarize yourself with the engine

odd ember
burnt abyss
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is there a way to detect if the game is tabbed out in blueprints?

paper galleon
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@honest path . It should. Are you sure the camera is moving?

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And let me see your setup again.

honest path
wispy solstice
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@odd ember I think I can achieve what I'm going for with the teleport blueprint, I have a lock on feature so the player is always facing towards the target. Is there a way for me to teleport the player straight forward and stop just before they reach the target actor rather than teleporting into them?

honest path
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@paper galleon it does yes

odd ember
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forward vector * distance + currentLocation

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no parentheses, living dangerously

paper galleon
honest path
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Yeah, kinda strange it doesn't

paper galleon
honest path
paper galleon
honest path
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no no, that was yesterday

odd ember
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today, no errors

honest path
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I was trying to spawn the gun in the hands of my character

odd ember
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got it

honest path
paper galleon
honest path
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You mean delete this blueprint and try again?

paper galleon
honest path
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ok

paper galleon
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Also, did you do anything in C++ lately?

honest path
honest path
paper galleon
honest path
paper galleon
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Its fine. Go look in #cpp. I have a message coming for you there.

honest path
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ok

wispy solstice
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thank you @odd ember ill try this

green eagle
odd ember
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you can do it like that, and have a function for either the player controller or player character do that

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(character if it's functionality unique to the character, controller if it's unique to players)

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then pass that into a widget you spawn, that can then populate rows of a UI

green eagle
odd ember
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unique IDs aren't really a thing in ue4

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GUID does exist, but only at a cpp level. generally, the names of objects are preserved as GUIDs

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and you can't see the array because the array is empty

green eagle
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yeah

odd ember
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you have to physically test your array

green eagle
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So I really have to dive into the backside into to pull of the bitwise structs and UID type systems I have been killing myself seeing if BP has clean low load solutions to?

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Thank you for the feed back man!

odd ember
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soft object refs are low load solutions

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but in your case you'd need a full actor anyway since it's stuff that exists in world

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so there's nothing gained or lost

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unless you have two different items, one for what the character can hold/use, and one that exists in world

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which I wouldn't recommend anyway

high ocean
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If a widget contains wrap boxes - among others, but especially these - when it gets created you can actually see in the first frames how it calculates and lays out its children. I've put up a delay on render opacity to see how much this laying out lasts before it is no longer visible, and it's no less than 0.04. Any ideas on how to prevent this without shenanigans like the delay on visibility? Especially since 0.04 apparently feels like forever for a widget to pop up after clicking a button. Any ideas? ๐Ÿ˜•

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Same happens with text - it pops up some other place on the viewport, then snaps into place in a short while - enough to look funky and (especially for tooltip widgets which need to work fast) annoying.

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haven't found anything on this out there

odd ember
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probably better to ask in #umg

earnest tangle
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You can try to get it working using desired layout in the UMG editor

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But if your layout is very dynamic there's nothing you can do. It seems like a bug because as far as I can tell it's supposed to fully calculate the layout before rendering, but it doesn't

high ocean
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@earnest tanglei'll try that, thought those were merely for in-editor/designer viewing purposes

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@earnest tanglei'll make a quick vid 2-3 secs of it in action - that's what it looks to me, I may be wrong

earnest tangle
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I've seen it myself and tried to fix it, so if it's for me don't bother :D

high ocean
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@earnest tangleoh, ok ๐Ÿ˜„ so it's known... I can fix this with a fade-in animation (which is nasty since it has to be the whole wid, can't make a preset and roll with that since it needs children). But the meanest one is tooltip with text. I have no idea on how to start fixing that one ๐Ÿ˜

earnest tangle
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yeah

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in the desired layout mode if you can make it lay out nicely it might help

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it is design time, but if your desired layout is roughly same size as your actual layout in-game, then it should lay out similarly

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and hopefully avoid at least the worst jumps

devout dove
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How can I move my pawn with a HOTAS controller?

earnest tangle
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@devout dove same way as with other controllers

devout dove
odd ember
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if it's supported by XInput it's supported by default

earnest tangle
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^

odd ember
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otherwise you'll have to do custom implementations or find a framework that does it for you

high ocean
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@earnest tangleThanks, i'll try. Btw, @odd ember, didn't ask in #umg because there aren't so many there that act as quickly as u guys - I was a d*ck, I admit it ๐Ÿ˜›

odd ember
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I've said this before as well btw

odd ember
devout dove
odd ember
devout dove
odd ember
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if your joystick isn't supported by that, and you don't have the drivers, you need to find a framework or make your own implementation work

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it's built into the system

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into windows

earnest tangle
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yeah pretty sure my DD wheel works via XInput as well, even though it has certain features like wheel rumble and such which only work via the specific driver for it

odd ember
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exactly

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Xinput is the general driver for plug and play input devices

earnest tangle
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Basically if you can plug it into a Windows PC and it shows up in game controllers, it probably uses XInput :P

devout dove
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Yes it shows in windows, but I need the node and not some Xinput in windows

earnest tangle
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Have you tried just using unreal's input system?

odd ember
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if it shows up just use the regular input nodes

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you may have to figure out which stick it corresponds to

devout dove
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Tried all of them

odd ember
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either left stick, dpad, or right stick

devout dove
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If you talk about the inputs in the Project Settings then no

earnest tangle
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which HOTAS controller are we talking about?

odd ember
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if it shows up in windows, and the game usb window shows you the buttons

devout dove
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t16km

odd ember
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then it works on XInput

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and you should be able to use default controller input

devout dove
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game usb window?

odd ember
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type in game usb into the start menu search

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sorry

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usb game

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you'll get a window showing usb game controllers

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if it shows up there

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it's either using XInput or some conversion to XInput (like DC for PS3/4 gamepads)

devout dove
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it shows up

odd ember
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when you rotate the stick, which of the indicators is moving?

devout dove
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Which stick do you mean? the big or the tumb stick?

odd ember
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whichever you want to use

devout dove
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If i move the big, the square one moves

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when i move the tumb stick the round one moves

odd ember
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ok so that corresponds to left stick for the big one, and dpad for the small one

earnest tangle
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Yeah my xbox one controller's UI looks the same and the left stick is the box

odd ember
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so if you pick those settings in the input settings of the project you should be able to see movement

devout dove
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Tried and doesnt work

odd ember
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show me your settings

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and your input event

devout dove
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i threw all into one

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and im printing the axis values, its always on 0

worthy carbon
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Hi! Does somepne have a good idea for a ue4 game? because i want to make a singleplayer game but i donโ€™t know what type of game i should make

odd ember
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it may be showing up as 0 because of invalid settings

devout dove
earnest tangle
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You've mapped all your axes into one input

odd ember
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yep

devout dove
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Aha I did it one by one and all into one, still 0

odd ember
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it's still wrong

devout dove
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What is wrong?

odd ember
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your input settings

devout dove
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ONE BY ONE how is that WRONG

earnest tangle
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Remove all the others except gamepad left thumbstick X- from it and try if you get one

odd ember
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because you're not understanding how it owrks

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you need two inputs

devout dove
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Maybe you dont understand one by one

odd ember
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x+, x-

devout dove
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aaaa so u say X and Y

odd ember
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map x+ to 1, x- to -1

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forget about Y for now

devout dove
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there is no thing like x+

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It more so shows that you dont know that X+ doesnt exist lol