#blueprint
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You don't "need" steam. But it is useful to have and the subsystem has a lot of things already handled for you.
No. You'd need online subsystem, and it can be Epic Online Services
Everytime I add and remove a widget from the screen, even if I don't explicitly destroy it, the EventConstruct will be called right?
I mean called when added even if I don't destroy the widget?
Do i have to setup the epic online services? And how
There are a bunch of tutorials online for using EOS and Steam for sessions.
I think your widget will be GC'd
perhaps you'll be able to get your answers in #multiplayer
Okay thanks๐ฏ๐๐ป
Hmm I suspected as much. I was going to use an IsValid node and recreate if it's no longer valid
I store them as hidden currently, but it's one of those things where it really helps to have a cpp widget manager
I think that's what the hud class is for?
sure, I'm just talking from the standpoint of BP not allowing generics
Right
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).
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
rest should be the same as those tutorials
when I pause and then unpause the game my vehicle goes to the moon. The event tick while pause is disabled...what could be?
yes but what if tick is disabled? mmm
trying asking in #legacy-physics
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
maybe there's something else overlapping it
it's also worth pointing out that collision is a two way street
so both overlapping actors receive the same event
hmm, but im not sure how hitting other collision can cause this
if something shares a collision channel with your actor, they will trigger the same event for your actor
by not touchin it, it decreases life; touch it then remain the same
it might be that hte issue is somewhere else then
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?.
yes, this is what i've done, up to the "create an icon visible only to the minimap camera.."
and i get stuck
nevermind tho, I'll figure it out probably in 10 years ๐
https://answers.unrealengine.com/questions/1006065/view.html <- basically what i would like to achieve is this. but i don't really understand the third part of the answer.
@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
it is just for the humming sound so for both the already existing sounds it works fine, no problem but where do i put the loop? at the saber turned on? but if i put it after the saber initiate it will play forever even after it is closed.
so how /where do i make that connection for it hums after the initiation sound and shuts after the disable sound.
give it sound component which has the hum
then when you turn the saber on, you set the sound to play
and when you turn it off, you can call the stop function to stop the sound
How would one check if the terrain under a building in an RTS is "plane/even enough" to build ? a bunch of line traces?
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
and for edge cases, just make sure the level design doesnt grant the oportunity of the to appear? ๐
thats what i tried initially, but on large buildings they became.. costly ? ๐
guess it shouldnt really be tho, big buildings are not that big really
Ah, yeah that also makes sense
do them across several frames
being 2-3 frames behind on the visual is prob fine anyway
Thanks ๐
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?
decrement int
thx
actually these are special, that's a getter that looks like an output pin
but compiler semantics probably don't like this in any case
because it is associated with the same node
Is Gun Ammo defined as a local variable?
yes
That's why... Local variables are reset with each execution of a function. Create it as a standard variable in the current class.
oh thanks
is there any way to determine world size?
I compare the bound extremes of all actors in a level... but perhaps there are better ways...
one may alter the relative location while the other alters the world location ๐คท
hover over them, they should provide some detail in the tooltip
absolute or relative?
good question. i would say absolute
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
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
I can't make it work...
i can't figure out which mistake i'm doing
@dim robinif you are working within a widget you need to understand a bit more about the widget coordinate system. Here a good reference: https://baemincheon.github.io/2020/02/09/unreal-widget-coordinate-system/
thanks i take a look
you can have relative world if e.g. you have multiple levels loaded in
is your camera orthographic?
the one on the minimap yes
@odd emberthere is only one world, unless you are referring to world partitions or origin rebasing
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
Thanks for the help, I will now commence my googling of what all of that means!
Use shortest path is a paremeter?
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?
protip to self: dont make a recursive loop of an actor destroying itself
hence why there are relative and absolute world coordinates too
it's just another parent space
@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.
That's the logic behind the selector for Location, Rotation, Scale (Relative or World).
is there any obvious 'downside' to using world instead of relative?
I'm not asking, I'm telling
@odd emberoh, I beg your pardon. ๐
world space for 'world' != world space for 'level' necessarily
outside of float imprecision, no
yeh that was really the only thing i had in mind here as downside myself
@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?
you do, actually. every level can be considered a sublevel of another level
as well as for the end user, knowing what "world" is in abstract terms isn't the same as knowing what a level is
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
In Unreal terms a World is an instance of UWorld
The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.
if you load a level, it is in a UWorld
if you load another level, it is in a UWorld
if you sublevel one of those levels to another, there is still only one UWorld, but level space becomes relative world
e.g. you can move actors in the sublevel as in world, but you can also move actors with the sublevel
that's another parent space
Sure, you are describing how sub-levels and level streaming work.
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.
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.
Anyway, no longer a conversation for #blueprint
that was never the question
Fine. You already answered that. So we are good.
plus there could be usecases where moving levels around is valid. e.g. with world composition
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?
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
@sterile garnetdo you need the speed at the tip or where?
ideally speed at the collision point
the tip definitely moves fastest, but there may be situations where the impact occurs closer to the hilt.
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)
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
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
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
once you have the speed of the two points and knowing their distance, the speed at the hit point is a simple proportion
@sterile garnetthin collision capsules attached to fast moving actors like a rotating sword may miss hits due to ghosting
what you want to do is to sweep the shape (capsule trace) in the direction of motion to be more precise
Thatโs so much smarter than what Iโve been doing haha. In terms of the capsule trace, Iโm 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?
@sterile garnet you can also use a box trace. A tad more expensive but closer to the shape of your original collider.
Apparently it's part of the vanilla lerp rot node. You can make it behave kinda like an InterpTo by plugging World Delta Seconds ร [some speed multiplier] into the Alpha pin.
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Math/Rotator/Lerp_Rotator/
Lerp (Rotator)
Thanks for the clarification, makes more sense now! I also now know I should 100% be using quats for a proper rotating system, however after tweaking my BPs a bit and using Lerp it now looks like this, which still has a bit of a hard snap when turning to look behind, but it's way better than doing a 360.
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
increase physics ticks at the cost of performance. again this is squarely a #legacy-physics question
It checks collision at regular intervals, I believe. But if your object moves too fast, it will can check on either side of the point. I've gotten around this in the past by saving the current position every X ms, then doing a line trace from the current position to the previous position and checking for the collision box. It's not foolproof but it solved my issue
My scenario was checking to see if a weapon swing hit another actor.
you could do a sphere or capsule trace for the duration in this case
can this be expensive? I don't want to overcomplicate this but yes I understand you
I don't think their case is applicable to your situation
swinging a sword in a deterministic way is different than having a random physics collision happen
Oh .. in my head I was imagining vehicles on a race track
random as in arbitrary
is this physics in multiplayer?
again, the better place to discuss this is #legacy-physics
but judging by the content, for performance reasons, this sounds like something that needs to be done carefully in order to not destroy performance
and may perhaps only be viable in cpp
(if even then)
if the checkpoint is a static entity you can expand the collision box
and try that
all the tick components and stuff are made in cpp
I would like to avoid that solution because if the box it's too big you can sort of 'cheat' you know
and see if it works setting that to physics group
but again, #legacy-physics would be a much better place to discuss this seeing as there are people there who deal with these things
Hey, i have a problem
I watch this tut, and dog look forward to a player, when Blendspace 1D animation is runing
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
Pet the dog video : https://youtu.be/PRLrlP0h1wA
Check Out My Website For a FREE 3D Model and more of my content: https://www.uisco.dev/
Join My Discord Server (100+ g...
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.
I've done a bunch of camera work like that
easiest way is to use the player forward vector and rotate towards using control location. you can do this via retriggerable delay
Thanks Iโll give this a shot!
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?
literally nothing xD
that's the point
but the construction script doesn't recompile
You don't rerun the construction script. Make a function, call it from the construct script, and then also call it where ever else.
^
that's too easy
Nothing shows us that ur calling 'refresh' in the construction script either
is there a command to do so?
so shove everything from my construction script into a function? makes sense I guess
Refresh is a function of yours i'd bet
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?!
it is @gentle urchin
Atleast its not the construction script, unless something weird happened in between last time i opened ue4.27 and now...
So... im a bit confused :p are you calling the refresh function anywhere ? ๐
from here:
it's moving the actor but it's not recompiling, not sure why
sorry i mean here:
Got any compile errors?
no
How do you know its not compiling
because this array updates correctly only when I move the object myself
everything is working fine I think i'll do what @maiden wadi suggested
Why mesh look at the left ? when animation play in blendspace 1D in the game
have you tried asking in #animation ?
I've fixed my problem @odd ember @gentle urchin @maiden wadi One day, if you're lucky, you'll be as good as me ๐
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?
yes
but the general gist is
they need to communicate
which happens mostly by coming into contact with each other
coming into contact?
Colliding
I want to send an event from a behavior tree task and listen for it in the level blueprint
well... yes. they have to know each other first, in some way
either a BP spawns another BP
or they collide
those are basically your options
Btt into level bp, not sure if thats possible
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?
that's not how indirection works
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.
so you can't just make an event broadcaster that all listeners will trigger from?
Event dispatchers are 'broadcasts' to everyone who cares to listen
Yes, subscribe (bind)
well a subscriber is fine, the issue is... can I subscribe without having to actually have a reference to the object holding the dispatcher
can I just say 'bind to the event called 'this''
is there a good place I can make these that both BTT's and level BP's will have a reference to?
This is usually easily done by placing the delegate somewhere easy to get statically. GameState is usually a good choice.
Then something can get and call it, or get and bind to it.
I'd question the use of a btt for a levelbp event tho. Whats the usecase..
Really depends on the context though.
ah the gamestate, that sounds useful. where does that live?
Widgets for instance are usually best done in HUD.
thank you for all the help btw!
What is the event for? What objects do you have that need to know something, and what needs to tell them that?
Yeah I need to send an event from a BTT to a level blueprint
that smells very bad
what are you doing
or what do you want to do
It's part of creating a scripting system for linear content
async events are handled in the BT, and when they're done a script somewhere else is notified
because BP's don't have a good way of creating async events
but BT's handle that well
gamestate sounds good
how do you access that?
oh amazing!
Might also be a good idea to drop a component on GameState and use that. Gamestate itself tends to get cluttered fast.
subsystems were a strong incentive for me to go cpp
sounds like something I need to read up on. subsystems
is the gamestate something you can edit via BP's?
yes
where can I find that?
you may have to make your child subclass
if you didn't start with a template of it
it's also in the project settings
under maps and modes I believe
ok great! I'll check that out
thank you!
man I wish these events just bound themselves together at compile time based on name like so many other engines!
would it make sense if I said it's so much more powerful because it doesn't? ๐
Get GameState
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! ๐ thanks
haha, well I don't have an understanding of it enough yet... so, no! but tbh I can't imagine how that would make it more powerful. this seems very restrictive
less performance overhead
this is a compile time issue though
well maybe I'll see the light soon!!
You will. It's fake. But follow it anyhow, cause it'll lead to five hundred more things you need to know.
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
feels like everything has been made by engineers, for engineers
ANYWAY. I very much appreciate the help
true, but the engine has to be accessible to more than most other big studio engines
so it's not optimized towards one single workflow
I know I'd love features from some proprietary engines if I could get them
but I equally know that eventually there'll be accessible in unreal
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.
well they're not magic, they just allow you to bind them via string ID
it's a very fast workflow, and if you have good search tools, it's not messy
biggest missing piece for me is proper CSG tools
even if they seem to be coming with nanite
and generics in BP
please
for the love
for all that is holy
let us have generics
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.
sounds like you want to lerp the root of the character to the target as the animation plays
good tip is to put a step in the anim so it hides the lerp a little
I thought it was a CSG suite
I'll try some stuff and let you know where I get with it. Thanks @golden echo
I was hoping for some blender lite extrude based workflow in
not that I mind blender with the UE4 pipeline tool, but still
better to have everything in editor
@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
I'll have a look. Thank you @golden echo
is there a certain blueprint that should be used with the lerp to move the actor to the target? @golden echo
set world transform maybe?
@earnest tangle Got it to 'work', though making the postprocess setting every tick seems wrong to me?
Is anyone familiar with .shp files and how to read them into the engine?
@woeful pelican you can try using "set members in postprocesssettings". This would allow you to modify an existing one
ooooh that sounds promising
for example on my project I have this action when I need to put my actor back in the track if he goes out of bounds. the alpha is connected to a timeline. but of course I have a transform lerp, you need to know which kind of interpolation are you going to need.
Right, I should be able to do this now. Thanks @dim robin
widgets do not exist in world
so no
or I mean, 3d widgets do but that's more of a like a wrapper for a widget
I think you want bindings but I can't really be sure based on the question
widgets arent actors
so no
sounds like a 3d widget perhaps
you could expose a ref on an actor and drag a widget into that
assuming all your widgets inherit from the same base class
then have the actor spawn a widget (3d optional) with that ref
So like this?
yeah, although if you are only changing the variable in the material instance you don't need to redo the blendables array
since it's already set in there previously
so basically if you're not modifying the post process settings or anything in it, you can just skip that altogether
Hmm.. Shame that actor clicks don't consume mouse button bindings.
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. ๐
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.
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.
Got my gun blueprint system working 100% today guys! thanks for all the help, I love this community!
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. ๐คทโโ๏ธ
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?
use the string and a new float value to replace the float that already exists
@odd ember What's the actual bp function to do that though? Make Map?
I thought you had a map
I think it's just replace
or insert
or add
one of those should work
Map keys are unique, so if you add the same key again, it'll replace the existing value.
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.
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
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?
if this is for multiplayer
why are you having 4 widgets for 4 players being made in one place?
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..
also the main widget is shared between all the players - this specific player icon widget is just an icon
if you're new then trying to do multiplayer as your first project will be like playing dark souls on hard mode
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
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
man I don't want to sound rude, but this is not a " how widgets are supposed to be setup", this is a question on how to create 4 different references on a single loop
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
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
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
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
that's what i'm trying to do ๐
you're creating 4 separate widgets
nevermind
What's the best way to trackdown where my blueprint is severely bogging down the game?
The controller index is for local, not multiplayer
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)
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?
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
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.
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
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.
Can someone help me with refresh widgets?
All the functions work the left widget I don't don't how to refresh
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.
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 ๐คฃ
nice! you can try asking in the UI umg chat below
Ah okay thanks
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.
@static charm sounds good I'll look into it tomorrow. Thanks!
i need help for my advanced session, idk how to set-up the LAN, this doesn't work? thanks for answer
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?
you can add a Do Once right after the Dash Input
then from your Delay, you can connect back to the Reset of the Do Once
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?
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)
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?
Thank you.
Hmm, if i have the reversed mesh. I do not need to scale -1 anymore :))
oh yeah i guess lol
But if i understand right. It's better to double all mesh than add a TwoSide material.
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.
i think that the graphic card have double polys to handle..
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.
ok thank you for your time. I will duplicate all mesh and reverse them in hard.
yep
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.
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 ๐
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.
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
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?
i put a rock mesh in my level, and put negative scale on the transform.
and it looks fine
it's one sided material
Am I doing it correctly?
weird. Me too.
Ok i need to dig that a bit more.
Something is flipping my polygons in runtime. I need to find where and what.
if i do a F8, and a Pause.
I can select the reversed Mesh.
If i refresh it by clicking "Actor Hidden in Game" 2 time... the shader appear correctly !!
It seems to be a Refresh problem...
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.
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?
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.
is there a Get Owner in reverse?
I'm both relieved and disappointed there isn't a node called Get Owned
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.
Yeah that seems reasonable
GetOwned() would probably be get component(s) by class :P
how could I make a profanity filter for multiplayer chat with blueprints?
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
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
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
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
why are you trying to open more than one level at a time tho?
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
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
yeah i didnt think of that but i wanted to see some cool level bs i could learn
you could use sub levels
as saving seemed like a easy way out
i saw something like that and something streaming level
hmm yeah idk about those maybe it is what you're looking for
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
tru tru
fwiw you can store values in your GameInstance class and they will persist between level loads
i was also gonna say another way to do it is gameinstance as well
wait so i dont have to make a save system bp thingy
and do like if save file exists stuff
no you wouldnt have to if u did it with game instance
yeah gameinstance is persistant across levels
thats so good
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
๐
see how it goes
if u did want to save those variables when a player quits the game, you would have to use the save nodes
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 "***"
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
@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.
hey very nice i think this will work. thanks
How do I set spawn rate for actor?
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
float / float?
the input is a float, so.. we need a float ๐
did you check the looping box
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
I can see how my method wasnt a good fit for your use ๐ It helps with more context
How are you getting the spawn transform for it
yes
so how are you getting the transform
each loop
show, dont tell ๐
didnt I cap yet
no
this shows me nothing about the spawning of the ghost
still nothing about its spawn location issue
why are you increasing the speeds like that?
surely you would use LaunchCharacter on the forward vector?
yes
call launchCharacter?
you want to dash forward right?
no idea about your trail.
oh yea I have some question
hold on
like when I finish dashing
the person falling off for some reason
yes sir
I dk what are those action
Except for launch character
it's a vector * float node
"split struct pin"
right click on the yellow pin, "Split struct pin"
but you have to disconnect it first
right
Can anyone help me with small solution.
https://www.youtube.com/watch?v=LjRY86YT8UM
how to make camera movement based on mouse click and dragging?
my Z is alr zero
the character still falling animation when its done
look if there's a tutorial on creating camera panning movement
Something along the lines of during mouse click down, add the mouse XY input to the pawn or camera location
as a super simple way of generally achieving the effect
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
@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
i see
so how can I fix it Mr Marco
@trim mistyou need to let the AnimBP know that you are not falling but dashing
hm hmm
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
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
?
Let's say that I am not a kid ๐
nice
Anyway my age hasn't much to do with blueprints, does it?
yes sir
English is not my first language
Sorry I can't speak any Thai
anyway Mr. Marco do you know how to set keybinding in blueprint?
like if "space + shift"
something like that Mr. marco
simplest way is to just have a boolean for each key
that gets changed on key pressed/unpressed
if the timing matters I think you might need to do something else
no just press space
while in mid air
you dash
something like that
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
thank you
@trim mist
@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
i'm impessed you included the anim bp as well lol
with an added cast ๐
it's not the best solution honestly, but it works and it is a good learning for our friend
are you italian like me? ๐ (sorry for channel offtopic)
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)
yep! ๐
these are spaghetti but thanks
no i mean ur country's pizzas
@dim robin the spring arm collision is set to check the Camera channel, so make sure your pawn mesh is set to block it
the static mesh is set to PhysicsActor, so it should block the camera..
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
@dim robin how are you getting closer? by changing the length of the spring arm?
you can simply clamp it to a minimum
input axis.. moving the mouse
yes, that is the input part, but the zoom in effect, is it by changing the length of the spring arm?
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
<@&213101288538374145> arrest this man!
yup thanks
:no_entry_sign: OkSorry#8236 was banned.
@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
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/
try with a static value instead of the random rotator
Also don't stop it right after the first set.
And read up on BlueprintPure nodes (:
Random would be a 'new' value each frame
@atomic salmon Wait, There's a ready made function to Launch your character for Dashing?
I feel dumb ๐
@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
I didn't know these functions existed
I've implemented Dashing using 'AddWorldOffset' on every tick
๐
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
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
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
I've been following this:
https://youtu.be/yoKJMhgSxmU?t=92
where it's built just like that, or did i miss something
What is the RInterp (Rotation) Node in Unreal Engine 4 .
Source Files: https://github.com/MWadstein/wtf-hdi-files
Ah, I see
If you study it closely, there's a difference between your setup and his
i've got the exact same codee as this other project but for some reason its not working in mine ๐ฆ
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/
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
oh now i got it - thanks a lot!
does anyone know how i can make only the staticmesh in my player blueprint keep turning around whenever i walk(like a toll)
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:
== 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 ๐
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
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.
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
I'd guess it was the Rinterp having an issue but idk
The timeline approach seemed to work fine during my extremely limted testing
I agree, I don't get the issues with the timeline
Show your setup. Just screen cap it, that bp site isn't working for me.
That looks like you're trying to move panels around.
How to disable this mode?
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
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
@crude birch does a spaz out if you get rid of the do rotate bool checks?
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...
yes. i can cut off the execution line after the set actor rotation - same effect. i can use "RInterp to" or "RInterp Constant", still happening. I also tried "set relative rotation" instead of "set actor rotation", same problem. And I got rid of the initial bool check and plugged the tick in directly and it's also happening.
Is anything else setting the actor rotation? Any movement components? Single player or multiplayer?
no, it's just a cube actor. single player in a fresh project
Print the output of the rinterp and check what it's doing
Nobody can just look at what you posted and guess what's going wrong. Go through your code step by step and make sure you understand what all of it is doing and check that things are as expected at each step.
I don't understand what any of it is doing xD I just want a spline tool that works :/
other than that i don't really need bp's
so im just following a tutorial for now how to make a spline tool
it seems to jump back and forward between two rotation values when it's shaking
and any of them i follow dont work
i even followed some twice to make sure i didnt do something wrong
Gimble lock maybe. Turn off roll when generating the random rot
also happens when roll is unchecked
Is it always around pitch 90 or -90?
Maybe RInterpTo uses Euler angles, not sure. That would explain it being fucky
is it not possible to collapse nodes that set variables inside of functions without creating a scope mismatch?
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?
@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.
QInterpTo, QInterpToConstant and Slerp should behave correctly
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
dynamic material instance and a boolean on the material to toggle the movement on/off
I thought rotators were Quats behind the scenes but maybe they're not.
Unless they are and rinterp just drops them into Euler for the math.
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?
Depends. On click is handy. You can also just handle the click in the PlayerController or Pawn and call an interface on the hit actor.
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.
Oh, like an "Interact" interface, thanks
Event Click
Figure out what was under the mouse
Call function
Yes. We do it with a key press in a general interaction style but same thing.
@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.
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)
is there any quick way via either default engine assets or SuperGrid to fill in this type of shape?
probably a question for #level-design
good idea, thanks
November Hair 2 - Digital Ink on Canvas Panel (2021)
yea xD
also the xyz axis not being orthonormalised (with right hand side)
what is epic smoking ? want the same
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
It just hands indefinitely indexing
and never returns results
u tried without the quotes ?
The quotes were added automatically. This was kicked off by using "find references" on a function then using the binoculars to search all blueprints
confirmed removing quotes does nothing but right now it seems to be in an unrecoverable state
ok
sorry im using it everyday, on a quite big project and it works almost instentaneously if there few enough results
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
Unity doesn't have rotators afaik
uses quats directly
which Unreal is also able to do, but then they added the Rotators with some weird implementations around them like RInterpTo
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
</rant>
I have these car speedo and tachometers, and the pointer doesn't move when I drive the car
@atomic salmon sorry to disturb but since you have helped me in the past do you have an idea?
It works with engine rotation speed
the rpm calculations
it might also have something to do with event tick
it should play sound of engines too
What's in your Speedometer UI that uses these values?
You need to dig into and understand the code that gets from The source rotation value on your engine all the way to the data in that widget for your tachometer. Just follow the logic from source and you'll find where the disconnect is
A pointer
And how is that pointer hooked up to the value?
it is part of the ui
and the material uses 0-1 for the pointer rotation?
it is a seperate texture slapped onto it in a material
this is the update thing
@tepid knollsorry I am busy rn but i see you are getting help already
yes no problem
i found the spinning problem
but
the engine sounds wont change yet with the rpm
@tepid knollyour set Float Parameter for the audio component has no parameter name
check inside the Sound Cue
How can I record some of static meshes which are changing Material in sequencer and render it on runtime.
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?
@royal nichedifficult to say but are you naming assets with unicode characters or the like?
@chrome fractal please be patient. You are probably better off asking in #cinematics
Sorry I apologize
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!
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?
root motion animations
also if you're very new to unreal, I would suggest to look for something easier to create for your first project
at least to familiarize yourself with the engine
so going by what you have here, it looks like you're trying to "loot" several objects, is this correct?
is there a way to detect if the game is tabbed out in blueprints?
@honest path . It should. Are you sure the camera is moving?
And let me see your setup again.
let me test
@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?
@paper galleon it does yes
Hmm, that should work. I did something similar today
Yeah, kinda strange it doesn't
Rider deems them redundant anyways๐
Unfortunately I am always getting so confusing bugs or errors ๐
You're getting errors? you should have shown them
no no, that was yesterday
today, no errors
I was trying to spawn the gun in the hands of my character
got it
luckily
Create a new blueprint and test
You mean delete this blueprint and try again?
No need to delete just test with a new one
ok
Also, did you do anything in C++ lately?
for the new one it works
Uh, like I only spawn the gun in the socket in the mesh of the arms
Good
ok
thank you @odd ember ill try this
yeah. For the most part. A function for "get all in range of.." Mobile storage or appplicable objects thrown about. Then it gives you the options to run a short animation and it loads or transfers the desired objs and amounts . rather than the player running around. A QOL feature with still a tad of immersion if ya feel me.
you can do it like that, and have a function for either the player controller or player character do that
(character if it's functionality unique to the character, controller if it's unique to players)
then pass that into a widget you spawn, that can then populate rows of a UI
And Ill be able to use a unique ID with in various instances of the same class? or will i need to make different item classes. Hate not being able to see all of what the array looks like in dev mode
unique IDs aren't really a thing in ue4
GUID does exist, but only at a cpp level. generally, the names of objects are preserved as GUIDs
and you can't see the array because the array is empty
yeah
you have to physically test your array
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?
Thank you for the feed back man!
soft object refs are low load solutions
but in your case you'd need a full actor anyway since it's stuff that exists in world
so there's nothing gained or lost
unless you have two different items, one for what the character can hold/use, and one that exists in world
which I wouldn't recommend anyway
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? ๐
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.
haven't found anything on this out there
You can try to get it working using desired layout in the UMG editor
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
@earnest tanglei'll try that, thought those were merely for in-editor/designer viewing purposes
@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
I've seen it myself and tried to fix it, so if it's for me don't bother :D
@earnest tangleoh, ok ๐ 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 ๐
yeah
in the desired layout mode if you can make it lay out nicely it might help
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
and hopefully avoid at least the worst jumps
How can I move my pawn with a HOTAS controller?
@devout dove same way as with other controllers
You assume or you know?
if it's supported by XInput it's supported by default
^
otherwise you'll have to do custom implementations or find a framework that does it for you
@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 ๐
I've said this before as well btw
when you disrespect the rules you kind of disrespect the people trying to help
But that's confusing, I thought controllers use a system API or something to be used. So what is that Joystic using then that it doesn't work?
at least use #ue4-general
they do, that's what XInput is
Where is X input?
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
it's built into the system
into windows
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
Basically if you can plug it into a Windows PC and it shows up in game controllers, it probably uses XInput :P
Yes it shows in windows, but I need the node and not some Xinput in windows
Have you tried just using unreal's input system?
if it shows up just use the regular input nodes
you may have to figure out which stick it corresponds to
Tried all of them
either left stick, dpad, or right stick
If you talk about the inputs in the Project Settings then no
which HOTAS controller are we talking about?
if it shows up in windows, and the game usb window shows you the buttons
t16km
game usb window?
type in game usb into the start menu search
sorry
usb game
you'll get a window showing usb game controllers
if it shows up there
it's either using XInput or some conversion to XInput (like DC for PS3/4 gamepads)
it shows up
when you rotate the stick, which of the indicators is moving?
Which stick do you mean? the big or the tumb stick?
whichever you want to use
If i move the big, the square one moves
when i move the tumb stick the round one moves
ok so that corresponds to left stick for the big one, and dpad for the small one
Yeah my xbox one controller's UI looks the same and the left stick is the box
so if you pick those settings in the input settings of the project you should be able to see movement
Tried and doesnt work
Hi! Does somepne have a good idea for a ue4 game? because i want to make a singleplayer game but i donโt know what type of game i should make
that's not correctly setup
it may be showing up as 0 because of invalid settings
Tell me whats wrong then
You've mapped all your axes into one input
yep
Aha I did it one by one and all into one, still 0
it's still wrong
What is wrong?
your input settings
ONE BY ONE how is that WRONG
Remove all the others except gamepad left thumbstick X- from it and try if you get one
Maybe you dont understand one by one
x+, x-
aaaa so u say X and Y

