#blueprint

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odd ember
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well if you dont want my help

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feel free to figure it out on your own

devout dove
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It looks more like your just throwing random things

odd ember
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lol ok

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well good luck then

devout dove
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you saying map x+ and x- like what?

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Can you show me that x+ exists?

earnest tangle
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jeez at least he's trying :P

devout dove
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What a kid what ever

earnest tangle
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try just putting it on the gamepad left stick x-axis

odd ember
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maybe next time don't insult people trying to help

earnest tangle
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remove the others

devout dove
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Yes he is trying but if he doesnt know how it works then he shouldnt be a smartass

heady saffron
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Hey guys, I am really confused as of why my cast is always failing off of base_pokemon... any ideas?

devout dove
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I did that zomg

earnest tangle
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okay can you show me

devout dove
earnest tangle
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@devout dove okay, how is the input event set up in your pawn or such?

heady saffron
odd ember
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breakpoint the cast node and see what class the active pokemon is

earnest tangle
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@devout dove try just doing Input Axis Joystick and see what you get from that

earnest tangle
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can you show how you have it now

devout dove
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or do you mean the action node?

heady saffron
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@odd ember well active pokemon is a pawn and base pokemon is a character

odd ember
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that's your issue

earnest tangle
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I mean similar to this

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you should have an InputAxis Joystick

heady saffron
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@odd ember but it works in another blueprint lol

odd ember
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character derives from pawn

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but pawn does not derive from character

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if you have pokemons that are characters, they may cast succesfully

devout dove
odd ember
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but it won't cast successfully if they are just pawns and not characters

earnest tangle
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@devout dove does this pawn actually receive other input events correctly?

devout dove
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yes i can use my mouse to move it ๐Ÿ˜„

heady saffron
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@odd ember but why is it working in another blueprint, its basically the same event I want to happen but in different widgets

earnest tangle
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what about keyboard events?

odd ember
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it will work if the active pokemon is based on the character class

devout dove
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yep all works

odd ember
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it will not work if it is based on the pawn class

devout dove
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keyboard mouse all works

earnest tangle
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hm well that's very peculiar... pretty sure it should work like this ๐Ÿค” have you tried any of the buttons for actions? Eg. see which button lights up as 1 in the windows game controller menu and see if that triggers anything in UE

heady saffron
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@odd ember hmm this becomes an issue cause i need it to cast to a pawn, also I am calling the exact same function but it is working in another blueprint, the active pokemon is still a pawn and it works there.

heady saffron
odd ember
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put a breakpoint there

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and see if it's a pawn too

heady saffron
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it is, its also the variable type i set it as.

odd ember
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is this true for all your pokemons?

heady saffron
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Well all pokemon are characters, and base pokemon is the parent class of them

odd ember
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because a pawn should not be able to be cast to a character, unless it is a character

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so a character can be a pawn, but a pawn is not necessarily a character

heady saffron
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yeah...

odd ember
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and see what error you get

heady saffron
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@odd ember base pokemon is already a character

odd ember
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not base pokemon

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active pokemon

heady saffron
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Its not neccessarily an error that i am getting when i do that,

odd ember
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you should get an error because now the cast can't fail

heady saffron
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I cant plug that in, which i need

odd ember
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ok so pokemon in the world

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isn't a character

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that's your issue

heady saffron
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lol can we vc real quick?

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you will see what i mean

odd ember
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nah I dont do vc, but post your error

heady saffron
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Ok well if i change it, everything stops working cause im using nodes such as spawn ai from class which will now not be able to connect to pokemon in the world, also, when pokemon in the world was a pawn, it was working for the other widget

odd ember
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can you show me your spawn node and which class you are spawning?

odd ember
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but some pawns, that are not characters, will not

heady saffron
odd ember
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what class is your pawn class?

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just to be certain

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because I see the issue already

heady saffron
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well i just changed it to character

odd ember
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the purple class

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the purple wire going down from the node

heady saffron
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its set to a break info

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which is pokemon class

odd ember
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and pokemon class has which parent class?

heady saffron
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base pokemon

odd ember
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ah

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I see

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ok

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in that screenshot

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swap the cast node and the pokemon in the world node

heady saffron
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still failing

odd ember
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show me

heady saffron
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well the error was fixed, but the original issue is still failing

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im able to plug in pokemon in world to active pokemon now

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but the cast to base pokemon is still failing

odd ember
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it might be the spawn AI node cannot spawn characters then

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and instead spawns a default pawn or something

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which then doesn't convert properly

heady saffron
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well its not that one that isnt working

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that one, in the original bp that i showed u

devout dove
earnest tangle
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Oh nice, I guess it wasn't an XInput device then

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Good to know that exists in case I ever run into this :)

devout dove
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And CE wont even see it hahaha feelsBatman

earnest tangle
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his loss I guess lol

devout dove
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I have all axis now the mini stick on top and the big one including the Z rotation

odd ember
earnest tangle
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sweeneymons

odd ember
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C&Ds aside, I'm pretty sure the root problem comes down to how SpawnAIFromClass handles pawn spawning

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it doesn't seem to be the same as spawn actor from class

earnest tangle
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I noticed you actually can call that function in some contexts where you can't call the regular spawn actor node which is a bit peculiar :D

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it looks like SpawnAIFromClass just spawns the actor fairly normally so not sure if there'd be a difference because of that

odd ember
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I have no visibility on the full project, but I'm pretty sure it's some issue with a pawn somewhere not being able to be a character

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I don't know if SpawnAI can spawn characters

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or how it works with that

indigo bough
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I've got a function which gets the nearest component of another actor to my player. I'd like to find the 4 nearest, rather than just the nearest. Is there a way to do this? The components in question are in a grid configuration. Eventually the plan is to compare distances to get a weighted average of a float value from each of these 4 grid cells, based on how near the centre of the 4 nearest cells the player happens to be.

earnest tangle
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it requires the class to be a pawn, that's all

odd ember
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so then the cast shouldn't fail

earnest tangle
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I didn't follow the full conversation but I guess it's possible it return null from the spawn because of a collision or something

odd ember
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perhaps

icy dragon
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This
||He did mention about getting the pokemon asset from an asset rip hub, so that's one more C&D factor, but I digress||

indigo bough
odd ember
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if they exist in the array already, they have been accounted for

indigo bough
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Ahh okay, good idea. Thanks!

plain berry
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does anyone know why this code doesn't work in construction script?

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But in an editor callable function it works fine?

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trying to get the spline point to start at the billboard position

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Contstruction script keeps it here

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but BP callable function puts it in the correct place on the billboard

odd ember
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construction script is called every time you update the actor in any way

plain berry
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I'm aware, that's not the problem

odd ember
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are you sure?

plain berry
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As another example

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So when it's caching the data of a separate world BP, the spotlight will rotate to 'look' at the actor

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but with a component, it will not 'look' at it when the BP is moved

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Because moving the actor with the code counts as 'updating' the construction script

indigo bough
plain berry
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It's just something I've already ruled out

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Unless I'm deeply misunderstanding the way construction scripts are called to update

odd ember
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in your second example, you can double check if the root component is actually valid first

plain berry
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Which is always a possibility!

odd ember
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there might not be an actor in world

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of that type

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or even better, create at the bare minimum a hard reference for an object that you then check against

plain berry
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Sorry for confusion: the BP Focus Light actor in the world is the one that works

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It's the local component on the actor to be updated that doesn't work

odd ember
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sure, I'm just saying that it will still be error prone if you don't check for validity

plain berry
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I know, it's just easier to show simpler examples online without checks

odd ember
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is it exactly the same logic you have in the update function?

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can you show me the update function?

plain berry
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Yep, exactly the same

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literally copypasted

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I wonder if it's an order of operations thing

odd ember
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try calling update from construction script

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instead of copy pasting the logic

plain berry
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Where the location of the local component is just not being cached when construction script runs

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excellent idea trying that now

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nada

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No change

odd ember
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so possibly your logic just doesn't work with how construction script updates

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which perhaps is correct

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do you change your spline and then press update?

plain berry
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Well this is interesting. It seems like the construction script just doesn't cache the value of the component at all

odd ember
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okay am I understand you correctly in that you're using the billboard to create new spline points?

plain berry
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In the context of the problem, the only thing that really matters is getting the construction script to respond to the location of its own component during construction

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But essentially yes

odd ember
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not sure if it's relevant but you might be able to work with it somehow: if you select spline points, you can alt extrude new spline points using the pivot

plain berry
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In this case, the spline is totally deleted and remade

odd ember
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and I think that's the issue

plain berry
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Nah, it's a caching issue.

odd ember
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my other suggestion would be to make a separate actor hard ref that you then use to model your spline after

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however how you would put down points when its continuous is beyond me

plain berry
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Nah, I'm building an environment spline that responds to gravity during construction and will later be baked down into a static mesh

odd ember
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isn't this what the cable component already does

plain berry
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There it is

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Relative location DOES NOT get cached during construction script

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world location does

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Cable component is an option, but it's also very self-contained and I'm too lazy to go into C++ and mess around with the plugin for what I need to do later

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@odd ember Thanks for helping me out! I've been banging my head against the wall all morning!

odd ember
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I did nothing though

plain berry
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Nah, you pointed out debugging stuff I should have thought about but didn't

odd ember
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well alright, glad it worked out

onyx violet
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anyone have experience with the localization dashboard? I can't seem to get it working

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i've selected different languages, gathered the text, and compiled translations, but when I use the node to set current culture, nothing happens

odd ember
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I haven't, but perhaps MathewW would know given he's made at least one video on that subject

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I think he's only hovering around the #ue4-general channel though

onyx violet
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ok i will check it out thank you

plain berry
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Update: NOPE. This was just caching the actor location. Component location is always 0 locally until after construction script

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dangit

odd ember
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welp

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I mean you could assign or spawn another actor that carries the same logic

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for the spline

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singleton the actor on construction script

plain berry
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True. Just feels kinda gross from a user-end.

odd ember
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idk, seems like a decent built in solution

plain berry
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Oh like spawn an actor during construction script, then delete?

odd ember
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yep

plain berry
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dirty af

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I love it ๐Ÿ˜„

odd ember
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nah editor only actor

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chugs along

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deletes at the end of construction script or persists through singleton (but destroys during begin play or such like)

plain berry
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I love editor-only stuff because I almost never have to justify performance.

odd ember
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yeah I've done a few really nice extensions

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the biggest issue I'm facing is no interface for adding editor only hotkeys

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which is limiting when you have functions that require viewport focus

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not to mention they are a workflow impediment

plain berry
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At my last studio we coded editor hotkeys with C++, but the editor customization side of UE4 in engine is pretty limited. Like how you can't inherit editor utility widgets from C++ or it loses all unique functionality.

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The downside of doing niche stuff I guess

plain berry
odd ember
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I'd love to say it's not niche

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but perhaps I am wrong

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well if you do have the scoop

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hit me up

plain berry
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Are you assigning the hotkeys in project settings or editor preferences?

odd ember
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I'm not assigning the hotkeys

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I can't bind them to a custom event

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or even an editor widget button

plain berry
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Are you doing it with BP or C++?

odd ember
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this is purely BP but if there's a cpp solution then I'm happy to hear of it

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I've extended UDevSettings with great success

plain berry
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one moment lemme check

odd ember
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by the same token, if there's some cpp function way of offering a TArray<FName> as a drop down for functions that you might know of, I'm all ears

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those two things are my outstanding gripes with editor UI

plain berry
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Wdym by drop down? Like passing an array of FNames into a function?

odd ember
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something like this spiffy creature

plain berry
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Oh like an enum?

odd ember
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yeah except it's an FName

plain berry
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hmmm lemme think

odd ember
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I did check that node in the editor code, but it's messy. I've since heard from an epic programmer that it is possible for FName var on classes (e.g. so they show up in the details panel of a BP class), but not as function parameters

plain berry
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Yeah. I'd think the best way to do that would be the input be an enum, then use Enum to Name in the function itself

odd ember
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the issue is that it doesn't allow for dynamic input then

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which is the crucial part of using FNames

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if it was static then yeah Enums all the way

plain berry
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Wouldn't a dropdown require static input anyway?

odd ember
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but the fact that you can do it for vars on classes dynamically got me hyped

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nope

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in fact that drop down I showed you updates dynamically based on a data table

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dynamic during editor time to be clear

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once at runtime none of this matters

plain berry
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Ahhh I see. I could think of a few solutions, but they would all contradict the idea of it being an ease of use issue in the first place.

odd ember
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fair enough

plain berry
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Sorry to say I can't find any notes on how we did the editor hotkey, but I can check tonight after work. Mind if I DM you if I find it?

odd ember
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sure

burnt abyss
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is there a way to detect if the player does not have the game window focused?

hardy fable
# odd ember but the fact that you can do it for vars on classes dynamically got me hyped

Class variable drop downs are generated by providing an Options functions, eg:

UPROPERTY(EditAnywhere, meta = (Options = "MyOptionsFunc") 
Fname MyName;

UFUNCTION() 
TArray<FName> MyOptionsFunc();

AFAIK, the only way to get function drop downs is via pin customization classes and editor shinaniganery, which I have done a bit of to know how tedious it is. Lots of boilerplate involved and copying what the engine does since there are no docs on the topic.

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"most direct" way is to make a struct that pretends its a fname pin, by recolorering itself to the fname color, and overriding it to accept fname connections. And then making a details customization and a pin customization that generate drop downs. The code for how game play tags act is an example of pin customized dropdowns

odd ember
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ah I see

hardy fable
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Yes that would have to be done with a customized blueprintable struct

odd ember
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perhaps I can just hijack gameplay tags for this purpose if the ability for them is already setup

hardy fable
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Possible. Gameplay tags are very very usefull

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They are basically fancy fnames already

odd ember
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in my case they'd just be stand ins for names of structs at editor time so I would be able to pick between them

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but, good to know

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I will definitely explore this

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thanks

hardy fable
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All that customization requires pretty good slate knowledge so if you aren't good with slate your pretty f'ed anyway

tight schooner
tight schooner
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can't comment on the rest of that plugin cuz I kinda lifted that one function and put it in my own C++ function library (which is basically the beginning and end of my C++ abilities, lol)

burnt abyss
mystic mist
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What is the best way to set up a blueprint for triggering all lights in the room? or I guess blueprint classes
Ive got a bunch of blueprints I want to trigger all at once, for the most part the same.
I know you can build a level and then save that as a blueprint and use it on another map, But I dont want to have to lay them all out at once and then make a blueprint from there, I'd like to be able to move them around.

burnt abyss
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in this i set the speed but you could do the same with visibility/intensity and it should still work the same

mystic mist
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hmm hmm I see I see. I will try and update. Thank you!

sonic crescent
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hi! I am spawing mesh in my level. A mesh is not display correctly.
Doing a "Set Actor Hide in Game" On and "Set Actor Hide in Game" OFF seems to fix it.
So it a refresh problem.
Any way to do a better refresh than my "Set Actor Hide in Game" hack?

burnt abyss
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like is the lighting messed up?

sonic crescent
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I'm doing a scale -1 of somes meshs. Most of them display correctly but sometimes Meshs are displayed with all normals inverted (polygons flipped)

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I'm doing my scale into a function. So i can't put a delay to let them display properly.

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Btw, i have fixed my problem but saving the actor in Hide in Game. And Set it to "Hide in Game" diabled at the end of its display routine.

mystic mist
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@burnt abyss should I remove the toggle visibility from the lights Blueprint and move that to the Level blueprint For each Loop node?

burnt abyss
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the get all actors of class bit should be in the level blueprint, along with the for each loop

mystic mist
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ok so here where I guess I am unsure. Does this set up from my lights:

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need to go here:

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?

tight schooner
# mystic mist What is the best way to set up a blueprint for triggering all lights in the room...

I haven't played with level streaming so I don't know the ins & outs of that. But generally speaking if you're trying to associate a light switch with a bunch of individual lights, I suppose there are a few ways to go about it.

One is to have a public (or "exposed" or "instanced editable") array variable on the light switch and fill the array with the spawned lights; unfortunately this would only work for things that are already spawned into the level, so idk if it'd work with level streaming.

Another approach is to tag the lights (with actor tags), and have a Name variable on your light switch which it uses to Get All Actors with Tag to find the lights it's associated with.

To do it in reverse, your lights can find the light switch via an actor tag (if not a direct actor reference variable), and then the lights bind to an Event Dispatcher on the light switch. In this scenario, the lights communicate with the switch instead of vice versa.

burnt abyss
tight schooner
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In structuring the actual communication, I would think it'd be best if the switch, which is sort-of acting as the manager BP, knew the least about the lights. So it'd just call a function/event/dispatcher that tells the light whether the power is flipping on or off (i.e. one boolean variable), and then the light BP has its own script for how to turn off exactly

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If all the lights and other electrical devices share a common parent class, then you can have a variety of devices that respond differently to being activated/deactivated by a switch

mystic mist
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Ok Ive got it figured out.

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I lied I can get it to turn on working on getting it to turn off haha

burnt abyss
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lol

mystic mist
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it worked before with the flip flop so it should work this time

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ok... weird. now some are turning on while others turn off.

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and vice versa

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I know Im doing something wrong but I dont know what

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do I need to swap the For each loop and the flip flop?

mystic mist
mystic mist
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ok so its something to do with the fact that its calling them separately, so the materials are constantly flipping

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so I need to combine the two targets into one node

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how would I go about that?

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wait a second

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omg

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I need a static mesh

spark steppe
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you go over all lamps, and flip on the 2nd

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no

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you need to fix your "logic"

mystic mist
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ok but I dont know what to fix

spark steppe
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you want them to flicker all at the same time?

mystic mist
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turn on when clicked, then turn off when clicked again

spark steppe
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then put the flip flop before the for loop

mystic mist
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here it is cleaned up

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inbetween for and get all actor?

spark steppe
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yes

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and use a branch and the output of the flipflop on the loop body to switch between the two modes

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both execution outputs of the flipflop go to the same for loop

mystic mist
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Like this? It works haha

spark steppe
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kinda

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not what i meant, but that works, too

mystic mist
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oh wait hang on I got you

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oh no wait that wont work

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because I can only connect the loop body to one material at a time

spark steppe
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thats why you put a branch between

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which uses the bool output from the flipflop to decide which way to go

mystic mist
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oh ok like this?

spark steppe
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yes, just connect the flipflop's "is A" to the branch condition input

mystic mist
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oh swap for and branch?

spark steppe
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no

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just connect the two red circles xD

mystic mist
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GOT IT

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sorry Im new to Visual Scripting

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Honestly if this was straight code this would have been figured out hours ago

spark steppe
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(x) doubt xD

mystic mist
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the logic works when I see it (thus the visual). But its getting it visualized. thats hard.

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well thank you for the help

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and everyone else

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its been a pleasure

trim mist
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not sure if its correct

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aerial dash thing

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and

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when character on air

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its did not dash straight

sonic crescent
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I'd like to have somes random rocks and plants onto a Static Mesh spawed in my game in runtime.
Do i have to traceline onto my Static meshes and spawn Instances on it?
Or there is a better way to populate the static mesh ground?

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Is that a good way to process?

mystic mist
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Just showing this off, I got it all working the way I want, thanks again. This is my first real blueprint assembly without being in a classroom. So thanks guys.

trim mist
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I having a question

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for ThirdPerson_IdleRun

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I want to know how to regain it

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This is mine rn

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accidentally delete it

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X, Y, and Z axis

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h o w

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copy wont even work when I open a new project

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me after being dumb

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thank you

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where did you open that?

sudden lynx
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Media player for wmf video file source is messing up and not playing properly after I set Rate to anything higher than 2 and then try to go back to 1.0

This is with mp4 files

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I haven't tried precaching the entire video yet to see if that fixes it but some videos are over 1 GB so I want to avoid that. Maybe I will just seek ahead a few seconds on a timer instead of changing the play rate. Any idea why it acts broken or how to fix that with the play rate? It only goes back to normal if i reopen the source.

I am just trying to create an in-game remote control for an in game dvd player.

trim mist
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got it

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u are a life saver

chrome fractal
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How can I use this node anyone knows.

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Please help.

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Or share a documentation. Please help

burnt orbit
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Really tried to do this, but I dont believe I quite understand how to get rid of the widget after pressing the respawn button.

icy dragon
chrome fractal
icy dragon
chrome fractal
burnt orbit
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I have no clue. Here is the code where the widget is being pulled from. Its in my character EventGraph. perhaps im doing something wrong

chrome fractal
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I just want to know how can I use this

burnt orbit
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I am able to respawn from clicking the button tho

icy dragon
dawn gazelle
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It also looks like the Documentation node is driven by external files stored in /Engine/Documentation/Source/Shared/GraphNodes/Blueprint if you're using the default "link" value.

icy dragon
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Actually scratch that UDN exclusivity part, forgive my ignorance lol

chrome fractal
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Please Guide

dawn gazelle
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Sorry, I'm not entirely sure. You'd probably have to create a file at the defined path - if you look at the example .udn files you can see how they work.

chrome fractal
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ok sure

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thanks for the reply you both

icy dragon
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It seems like this UDN isn't stand for Unreal Development Network, which is, let's say the VIP of the Unreal Engine licencees.

gray needle
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Hi! not sure if this is the right place to ask but does anyone know where to get the set this up in 4.27. I know the set level viewport camera info node was moved to the unreal subsystem but no idea how to access it. I am a noob๐Ÿ˜… this is for a widget to cycle cameras

grave relic
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Anyone here that can help me find the right node. I have an ai that is just suppose to stand still, so i have disabled movement. But later i want them to walk around, but there is no node that is enable movment

gentle urchin
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Isnt there some kill brain function for it, if you're running BT ?

grave relic
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Yeah, tried it by setting it to walking or navmesh walking but couldnt get it to work

gentle urchin
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^sounds like a better solution

paper galleon
trim matrix
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anyone know how i could get an audio to text input?

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also it has to be offline

earnest tangle
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you mean text to speech?

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erm

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speech to text

trim matrix
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yep speech to text

#

that probably sounds Ludacris

earnest tangle
#

It's possible but not sure how easily

earnest tangle
#

Well there you go :)

paper galleon
#

Google search

trim matrix
#

i saw that but i watched the youtube demonstration and it didnt seem that acccurate

paper galleon
#

It's paid tho. I don't think there's a free solution unless making one yourself

gentle urchin
#

Pretty sure i had a free one a while ago, but had some accuracy issues aswell

earnest tangle
#

accuracy is always going to be a problem, even stuff like siri don't always get it right

gentle urchin
#

would take quite alot of work to make it accurate

earnest tangle
#

yeah, offline systems are going to be less accurate usually

paper galleon
earnest tangle
#

you can often improve the accuracy if you have a limited dictionary of words you need it to detect

paper galleon
#

$5 less

icy dragon
#

I remember how painful it was to use Windows Vista's speech recognition thingie, even as a kid.

earnest tangle
#

I had the Cortana function in Win10 enabled just for fun but I never used it

#

Then I randomly clicked it by accident a couple weeks ago... and it just told me cortana is not available in my region

#

so uhh... I guess they did a 180 on that feature then?

#

:D

#

There's some speech apis in windows tho but not sure if it's offline, or speech to text

spark steppe
#

i remember the first speech2text softwares...

#

probably one of the reasons i can type pretty quick now ๐Ÿ˜„

#

you had to train them and they still where awkward slow and pretty CPU intense

warm sparrow
#

Really new user here, would anyone know a simple way to make my Third Person Character face somewhere he impacts? So for example he hits a wall (Which is the breakhit in my screenshot) and then make him face that wall? Any help is appreciated :)

paper galleon
#

The impact point as the target and character location as the location. Use only the yaw value of the rotation obtained

warm sparrow
paper galleon
warm sparrow
gentle urchin
#

Not sure if this is a question for another channel but; In an RTS without terrain modification options, isn't it sensible to keep the NAV dynamic for modifiers only (not fully dynamic) ?

faint pasture
gentle urchin
#

^true. thanks

dim robin
#

sorry i don't know how and where to post this: is there any way to know if a function is more "expensive" than others?

paper galleon
paper galleon
dim robin
#

I might need it now because for the first time I have a severe bug (pawn disappearing) and it might be because of performance.

paper galleon
brittle plinth
#

Hey guys, Is there a possibility to step on a trigger box and activate another one which is invisible or doesn't work until you step on the first one ?

gentle urchin
#

They can be set up however you like

#

So yes, it is possible for one trigger box to "activate" another triggerbox

brittle plinth
#

how would that work ?

odd ember
#

by activating one when you're colliding with the other?

brittle plinth
#

yeah

#

I've made it

#

like this

#

but it does not activate the first one

#

I want it to be active once I step up on it

odd ember
#

you've just set it to visible

#

for a root component even

#

that doesn't do anything

#

you probably want to use SetCollision or whtever it's called

brittle plinth
#

ok, then how could I activate it otherwise ?

odd ember
#

visibility is not the same as functionality

#

just because something is visible does not mean it's functional. and likewise, just because something is invisible does not mean it's not functional

#

set collision, or whatever it is called should have a few different options

brittle plinth
#

yeah you are right about the visibility

odd ember
#

you're probably looking at overlaps judging from the screenshot, so query only collision

brittle plinth
#

yeah so let me explain in detail

#

I have a room with 2 triggerboxes , One is set when you enter the room and I want that one to be disabled and the other one in the center of the room. When you step on the one in the middle you activate the one at the door, so when you overlap the one on the door ,it activates the events programmed in the master blueprint

#

does that make sense?

odd ember
#

IMO instead of explaining what you want your implementation to be, a better way would be to give the concrete case of your design problem or the experience you want to design for

#

I can read and understand what you're saying, but it doesn't make sense in the greater scope of things.

brittle plinth
#

So, basically , the short version,

#

You overlap the 1st triggerbox and it does not do nothing , unless you go to triggerbox 2 and then back to 1

odd ember
#

if your problem is just getting the other plate to activate, I've given you the solution for that

brittle plinth
#

yeap

trim matrix
#

I've followed a persons tutorial for opening something, I've followed it 1 to 1 and I don't understand it and I haven't found a fix, is anyone able to help me?

#

I am pulling my hair out

odd ember
#

I don't think anyone can look through a video of a tutorial that works and tell you why your implementation doesn't work without you showing your code

trim matrix
#

Well that's why Im asking for help, if they would want to, I would show it

odd ember
#

don't ask to ask

#

just post your problem

#

if someone can answer, they probably will

#

sometimes immediately, sometimes delayed

trim matrix
brittle plinth
#

it does not with SetCollision

#

:/

#

i think i need to find generate overlap events to be set ON

#

maybe like this ?

#

But I don't know what to connect on the target

odd ember
odd ember
trim matrix
#

Okay so in the tutorial, when he holds down "E" the "E" widget bar will fill up, like in most games
However mine does not and I can't find the issue

odd ember
#

by E you mean your interact input?

wary tinsel
#

Hey guys I need to get a random int between 0-5 BUT only one time. This means that if I get int = 2 the next time I call the function he should never consider int 2 and go random on the remaining numbers. Is it possible to do this without doing 3000 branches? thanks

trim matrix
#

Yes

odd ember
earnest tangle
#

If you want the valid numbers to only be selected once, put them in an array

#

eg. validNumbers = [0,1,2,3,4,5], then on each time you pick one at random from array, and remove it from the array

wary tinsel
#

I did an array

#

but if I remove the index 3 the next time the index 3 will be following number

#

it's kind of tricky ๐Ÿ˜ฆ

earnest tangle
#

Why?

#

just use the random from array node

odd ember
# trim matrix Yes

I don't have much time right now, but I would suggest using breakpoints on the interact event to figure out what exactly happens when you go through it

#

it may be that your arent overlapping any actors for instance

trim matrix
#

I've tried using breapoints and they dont exactly help me

dim robin
#

hard to ask question (I'll try to make it more schematic as I can to make it easier to understand):

  • I have a pawn. this pawn is made by a sphere (physics simulated), springarm, camera (and a sphere collision slightly bigger than the sphere itself).
  • as soon as the game start, of course the sphere will fall on the floor because of gravity.
  • I have an input which adds an impulse to the sphere (basically it shoots it) so the sphere might be on air at some point, ready to fall down again.
    i need to be able to tell if the sphere is in the air or if it's touching anything: how would you achieve this?
spark steppe
#

line traces

#

or maybe by checking the z velocity

atomic salmon
#

@wary tinselwhen you remove an item from an array while looping through it, you should do it in reverse order

#

if this is how you are doing it.

dim robin
#

OMG!!!!

atomic salmon
#

make sure the actors you want to detect are set to generate overlap events

mild jacinth
#

hi, how can i make it so that the checkpoint sound plays once, but does not play when you get to the same checkpoint again?

#

its most likely something really easy but im having a brain fart if you can call it that

#

i dont really want to make separate checkpoint blueprints for each checkpoint

odd ember
odd ember
trim matrix
#

Hello, pliz help me im close to crying, so im making a 1 person shooter and i have a fire input on LMB. The game is already on steam and some of the players expirence a strange bug that not all of their presses are registered by the game, for example press 20 times and 17 of them fires and 3 does nothing, the OnPressEvent does not even exec
This is the function, nothing special here
Any ideas ?

spark steppe
#

can't read anything on that screenshot

brazen pike
#

you can upload blueprints to blueprintue dot com

#

much easier to read

gentle urchin
#

plus this doesn't show anything inside the start shooting event

#

whatever magic might be going on there...

ripe rose
#

questionmark

odd ember
sonic crescent
trim matrix
#

I breakpoint here

spark steppe
trim matrix
#

But it gives me no information

ripe rose
odd ember
#

yeah because that's not where I said to breakpoint lol

#

remove that breakpoint, put it on your InputAction Interact event

ripe rose
#

lol

spark steppe
#

you probably checked "blueprint read only" in the other variables details

ripe rose
#

i definitely didn't

#

i literally just made it like 2 minutes ago

#

rofl

spark steppe
#

doublecheck!?

ripe rose
#

where even is that

spark steppe
#

if you click the variable, theres a checkbox in the details

ripe rose
spark steppe
#

might have to open the advanced tab

trim matrix
#

Im having a really hard time trying to find that inputaction interact

odd ember
#

I can't help you find your code if you can't find it yourself

trim matrix
#

Ah I see

#

I was looking in different blueprints

#

Okay now what

odd ember
#

play the game

#

try to interact

trim matrix
#

I did that, it stopped there but it gives me no information

spark steppe
#

@carmine bay did you promote the array to a local variable from the function output?

odd ember
#

use the button up top that says "step over"

spark steppe
#

then it may have inherited settings of the function return value, which may be read only

odd ember
#

or "step into"

spark steppe
#

but idk, just guessing. and you solved it by now

trim matrix
#

It brings me to the branch

ripe rose
#

well i instigated the problem by copying code from somewhere else cus i'm refactoring my code, so yeah i hit the "create local variable" button. but i don't know why it made it blueprint readonly or whatever. i'm not using it any differently from how i was using the variable originally

odd ember
#

if you hover over each pin, you can see what the value of that pin is currently

#

as it is being executed

ripe rose
#

in the future i'll just create each variable fresh

#

i guess

odd ember
#

that should help you find out why it is happening

trim matrix
#

Before I do anything, what is a "pin"

ripe rose
#

risky move i guess

odd ember
#

a pin is the end point of wires

#

though if you're this new, I'd suggest looking up some tutorials to familiarize yourself with the UI and terminology

#

this is double work for me trying to explain what everything is

trim matrix
#

I appreciate all the help

trim matrix
gentle urchin
#

Are you sure that the issue is externally, and not an internal issue?

#

The logic you've showed doesn't seem horribly setup, or somehow blocking it from firing

odd ember
#

it does seem a bit suspect that there is a "stop shooting"

#

one would have thought that the shooting would stop automatically

gentle urchin
#

Could be internal auto fire

#

dont really know without more info

trim matrix
#

I've been using breakpoints and I've fixed the errors that have been occuring but it still doesn't fill

valid bolt
#

Anyone know how to add the textures to the 3d model?

brazen pike
odd ember
trim matrix
#

I figured it out, I named something wrong when it was trying to call a certain thing, so it wasn't being called at all
But the breakpoints didn't tell me the issue which was annoying, but I got it to work

#

Thanks for the help! It means a lot

odd ember
#

breakpoints aren't magic, but they will tell you why something doesn't work at runtime

#

usually

trim matrix
#

I have run into a new issue
Whenever the widget is in radius, it starts up automatically without pressing the "E" key

odd ember
#

I don't know what that means

#

can you show me?

trim matrix
#

One sec

odd ember
#

if it's not happening when you press a button, it's not related to the input event

#

it may be related to the overlap of the actor

#

which would make sense

trim matrix
#

So what exactly would I do

violet flax
#

@trim matrix
Can you show us your blueprint part using this
https://blueprintue.com/

Mark your Nodes in your blueprint and press ctrl+C and past them in the grey box.
And share the linkl
Can't read the one you uploaded here.

odd ember
violet flax
#

I have a question.
I'm using PlayerState to spawn some things for each player based on if they are the "host" or "joined" and make a array with the information of the actors created.
Inside my "PlayerController" i access both Arrays but it says one is empty. Inside PlayerState both are filled. Anyone knows why?

odd ember
violet flax
#

yes

odd ember
#

so... that's where I would ask that question

trim matrix
#

Now my widget wont show up at all

odd ember
#

where is the actor that propagates the widget?

trim matrix
#

It would be the event tick right?

odd ember
#

actor

#

you have to find the right actor

#

it's not all in the same BP

trim matrix
#

I forgot what an actor was

odd ember
#

I'd recommend keeping a reference sheet for these things then

#

it's much harder to help when every time I have to re explain elementary concepts. an actor is the entity that exists in world, that has a BP on it

trim matrix
#

So the circle then right?

odd ember
#

an actor is the entire thing

#

again, look up some basic reference please

#

and you're looking for the actor in particular, that has that widget attached to it

trim matrix
#

Oh, the desk is what the widget is attached to because that's where it shows up

odd ember
#

cool, so look inside the desk's BP

trim matrix
#

I dont see a problem inside it, all I did was reimport my mesh and now it wont show up

odd ember
#

just because you don't see it doesn't mean it isn't there

#

if the widget is inside the desk actor, then the problem is either inside the desk actor itself, or the widget itself

#

so first we'll want to check the desk

#

then we'll check the widget

trim matrix
#

This is my setup of the visibility of the widget, I added breakpoints and tested it and it seemed to work fine

odd ember
#

I don't know what happens inside of that macro

#

but where you need to look is where you spawn the widget, or on the desk's tick function

trim matrix
odd ember
#

ok

#

check where you spawn the widget inside the desk. if it's not spawned, and is part of a component

#

then we'll have to look inside the widget

trim matrix
#

The widget location was the problem
Since I reimported my mesh, the mesh moved but not the widget so I have to relocate it

#

and now my widget wont work at all, time to figure out some stuff

tawdry surge
#

Anyone know what could cause this?
I'm trying to move the player along a spline and it offsets hard

gentle urchin
trim matrix
#

E key still doesn't do anything
I fixed it earlier a different way, my fix is currently in play and that means something else is wrong

odd ember
trim matrix
#

The red lines mean it's working right?

odd ember
#

what red lines

trim matrix
odd ember
#

that's how far it manages to execute, yes

trim matrix
#

Alright well after that last node it goes back to the beginner, so I assume that this BP is fine?

odd ember
#

but it is moot when using breakpoints as they only stop if they are being executed through

trim matrix
#

Oh

trim matrix
#

So the error can still occur even if being exocuted

odd ember
#

yep

trim matrix
#

I see

odd ember
#

the error can be reading of values

#

or not reading of correct values

#

it can be any number of things

#

in this case, your array seems suspicious

#

so I would take a look at that

#

and if that works, then look at the OnInteractionBegin function/event

trim matrix
#

On Interaction Begin is just an interface and the message has nothing in it

#

And this is my array

odd ember
#

breakpoint on the for loop node

#

or foreach node

#

or whatever it is

trim matrix
#

Alright so the array works

odd ember
#

then the only thing left is that interaction function

#

so you'll have to take a look the actor you are interacting with again

#

and see what's inside that function

tight schooner
tawdry surge
#

That's what I was thinking. Im probably getting local spline coords and setting them in world

gentle urchin
#

If it is, it would worsen the further from 0,0,0 world you got i think

trim matrix
#

Tested this and it works pretty normally, it looks like it's looping back around to the widget

tawdry surge
#

I'm waiting for someone to vacate my chair so I can check

thorn ermine
tawdry surge
#

No it's an oblivious person jabbing on there phone instead of finishing the email they're supposed to be sending

trim matrix
#

Comes to here inside the widget

tawdry surge
#

Yeah I had my get transform at distance along spline node set to local space.
World space and all good now

wet palm
#

ue does not support structure setting in bp

#

sad

gentle urchin
#

Huh

#

What struct is this

icy dragon
#

inb4 "any struct"

icy dragon
wet palm
#

tool data strecture

#

an image type and string

icy dragon
wet palm
#

ill send screenshot

#

https://cdn.discordapp.com/attachments/127723854171734016/907772942555947059/Record_2021_11_10_02_24_17_345.mp4
it souppsed to show the question mark, but it does not?
it even fire the event to SET the icon to the question mark
it does not show the icon being set -
when i check the array while debugging
https://cdn.discordapp.com/attachments/127723854171734016/907773280197419068/Record_2021_11_10_02_26_11_497.mp4

as u can read in the values, it is all my weapons images name, not the question mark name
what could cause this issue?
i did this code, lets see what it print in real time

the minigun image name or the question mark name
Oh?? it print the minigun image name
how came this be possibe?

#

@icy dragon

gentle urchin
#

Ur editing a copy

#

Get by ref

#

And it will work

odd ember
#

BP structs at it again

gentle urchin
#

Almost every day :p

wet palm
wet palm
#

u mean ppl have issues with this?

gentle urchin
#

Its a common issue, yes

wet palm
#

so how i solve it

#

let me read the soultion above wait

gentle urchin
#

Change the get node

wet palm
#

ok

#

get node?

#

i change it to what

gentle urchin
#

Get (by ref)

#

Instead of get(by copy)

wet palm
#

ok!

#

shit lol

#

it is there

#

now it should work

#

how can i miss such thing!

gentle urchin
#

I mean, i dont know the rest of the logic , but that part should work yes^^

#

Its easy to miss

wet palm
#

amazing!

#

yea easy to miss

gentle urchin
#

Circle pin vs diamond pin

#

Diamond requires a reference

wet palm
#

yeah!

#

i noticed that also i swear

#

but i thought if the wires

gentle urchin
#

So.. diamond for diamond ๐Ÿ˜€

wet palm
#

connected

#

then that is ok

#

yeah man i noticed that also

#

but i thought "well the pin connected to each other, so the thing is fine now"

gentle urchin
#

Loops are also annoying with this

#

They return copies aswell

wet palm
#

i love issues

#

๐Ÿคฃ

#

i feel when i face a lot of issues

#

i learn fast

#

since im making a game with many diff settings and logic and stuff etc etc, i face all kind of diff issues

#

with this ONLY one game i made

odd ember
#

this issue only really comes up with structs in BP

wet palm
#

i learnt alot!

odd ember
#

because structs are always copies

#

whereas everything else is a pointer

#

remember to use set (by ref) too

gentle urchin
#

Soo is this a fault of how structs are setup behind the scene?

wet palm
#

it worked now, u guys are AMAZING HUMANS BEING

#

๐Ÿ˜

#

tnx

spark steppe
#

AMAZING HUMAN BEINGS

#

thanks

wet palm
#

no pronblem!

odd ember
south merlin
#

I have a behavior tree, and when the ai can see the player, and the player is in range, it will use Rotate to face BB entry and then fire on the player. If I run away, and get out of firing range, the TargetLocation for the rotate to face BB entry says it's invalid (only if I mouse over the node. In the keys, TargetLocation has a valid vector). What the heck is rotate expecting? I have a decorator for PlayerIsInRange, and it's set to Notify Observer on Value Change and aborts Both. It's Key Query is set to Is Set and the key is the PlayerIsInRange, but it never aborts as it gets stuck on the rotate.

#

I'm absolutely stumped.

odd ember
#

in cpp you do take the struct addresses though

#

which is the same as get or set by ref

odd ember
south merlin
#

Roger that, thanks.

odd ember
#

what is your issue

trim matrix
#

I've told you

odd ember
#

well feel free to repeat it as I can't remember and I don't want to spend time scrolling through a lot of extra pages just to find it

#

it's your problem, if you want it solved, at least present it in a way where we can help you

trim matrix
#

The bar wont fill up when I press the E key

odd ember
#

okay

#

try setting this to true

#

same here

ebon totem
trim matrix
#

Nothing

odd ember
#

swap these?

#

it seems like you're never calling the functions you need to be calling

trim matrix
#

Nothing either

odd ember
#

that should work

#

I would put a breakpoint on OnInteractBegin and go from there

trim matrix
#

It went straight through and went back to the Array in the Character BP

odd ember
#

did you put it on the red event node?

trim matrix
#

Yeah

odd ember
#

you can step into, instead of stepping over

#

try stepping into begin progress

trim matrix
#

Went here

gentle urchin
odd ember
odd ember
#

that should work

trim matrix
#

This one?

odd ember
#

after

#

the next node after

trim matrix
#

And see where it leads?

odd ember
#

see if it triggers

ebon totem
#

its not a BP problem because if it was it should print 20/20 and every player would have the same problem but the problem happends to 2-5% of the players

trim matrix
#

It's triggered

odd ember
ebon totem
#

yes ๐Ÿ˜ฆ

trim matrix
#

It's 0

odd ember
gentle urchin
trim matrix
#

Is it the progress float?

#

Because the required hold time is set to 1

odd ember
#

yeah well if the progress float isn't added any value

#

nothing will happen

ebon totem
trim matrix
#

I set it to 1, I tried it again, it didn't fill up, it just flashed
Which makes sense

odd ember
#

also make sure that it is hooked into your dynamic material parameters. I don't see it anywhere in your graph

odd ember
#

so we've isolated the problem to be the math

gentle urchin
trim matrix
#

Dynamic material parameter?

odd ember
#

it's the progress float value that doesn't update properly

trim matrix
#

Yes but what do you mean by hooking it into the dmp

#

Oh the dynamic material instance I see

odd ember
#

yeah but since it works you dont have to worry about it

#

is what I am saying

#

the math is the issue

trim matrix
#

Oh okay

odd ember
#

I would just do progress = progress + deltatime

#

and see if that works

trim matrix
#

And what about the required hold time?

odd ember
#

test if it works witihout first

#

you are trying to isolate a problem

#

not fixing it yet

trim matrix
#

I see

#

That actually works but it's incredibly fast

odd ember
#

so you now know the that the required hold time is the issue

trim matrix
#

And the progress values are set to .5 each so I'd just do .2 + .2 or something

odd ember
#

congrats ๐Ÿฅณ

trim matrix
#

Nevermind that didn't slow it down at all

odd ember
#

you can still use the hold time

#

just make sure that it isn't 0

#

which is probably what happened

dawn gazelle
#

This is also a problem... Progress == 1 is unlikely to happen. Progress >= 1 is.

odd ember
dawn gazelle
#

Ah ok

odd ember
#

there were a few kinks in the road leading up to this

trim matrix
#

I just dont understand because I followed a tutorial 1 to 1 and it worked for them

#

But oh well, it works now

#

Thanks a lot for the help, this is due in a day and you're a life saver

odd ember
#

now go forth and use those debugging skills I've taught you

trim matrix
#

I'll make sure to put them to good use

faint pasture
faint pasture
trim matrix
#

Combining watching and following and then doing something by yourself is the best way to learn

#

I have been doing just that

wispy solstice
#

Hi, I have a few melee attack animations in my game where the character moves across the screen. Is there a way for me to make the animation only move the player a certain distance depending on where the target is?

odd ember
#

root motion

wet palm
#

Error: CDO Constructor

#

Error: CDO Constructor (texampleGameMode): Failed to find /Game/FirstPersonCPP/Blueprints/FirstPersonCharacter.FirstPersonCharacter_C

odd ember
#

does your class exist

wet palm
#

no

#

how i get rid of this issue

odd ember
#

well then

wet palm
#

what i do now

#

@odd ember

#

pls help, would apprecaite ur help so much

faint pasture
#

Change the default Pawn class on the game mode

wet palm
#

from where

#

from project settings, which tab?

#

@faint pastureno such options in the project settings

#

@odd ember it refuse to get away

trim matrix
wet palm
#

@odd ember ok

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@odd ember why are u sad? ๐Ÿ˜”

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how can i help to make u unsad

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๐Ÿ˜Ÿ

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what do u mena

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Help

sterile garnet
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i'm having trouble getting "launch character" to work on an AI controlled enemy in my game. anyone had any issues with that or solves?

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sorry for my messy blueprints but this is part of the setup i have. basically gets a vector between the player who caused the damage and the enemy, lifts the enemy off the ground slightly to avoid friction, then the vector multiplies by the damage amount, then a multiplier is applied to increase the effect (currently like 5000000 as i was trying to get anything to work)

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i was able to get the launch to work straight up, but can't apply it horizontally

odd ember
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I think it only works without friction perhaps?

sterile garnet
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the enemy is lifted off the ground before the launch is applied

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i have a very similar setup for when the player is damaged that DOES work for some reason, so I think it has something to do with the AI controller overriding the movement

odd ember
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copy your setup over verbatim to a player class and see if it's supported?

sterile garnet
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yeah, i did. this is the same setup in my player character (which works)

heady marlin
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Hello how i can get the "phisyc copy" of the image obtained from steam?

hybrid ether
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like this way

odd ember
faint pasture
odd ember
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I think his question is pointing towards the center of the world sphere... which is probably x/y rotations if it works without quats

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find look at rotation

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z rotation can be either plane or planet

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or actually, it might be x/z for planet and y for plane

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either way something one can figure out by process of elimination

fierce birch
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how do you increase texture pool size limit

odd ember
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you pray to the graphics card gods

quartz mauve
odd ember
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welp

maiden jay
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Hey all, I've got a BP with a "Play Montage" node, however during runtime it can't seem to get past the node (and the animation doesn't play). it doesn't complete, it doesn't report any interrupts, nothing. Any suggestions?

odd ember
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probably better to ask in #animation. I honestly have no idea how the internal logic of anim montages are

vast crow
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Long ago, I created keyboard key event somewhere in some blueprint. Now I can't find it because searching for one letter gives thousands of results

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Nevermind, I can look into stack when it crashes to find another nodes to search for

stuck flicker
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I'm trying to disable decals from affecting a dynamically created material.

How do I set the decal response parameter via blueprints for a dynamic material instance?

I think it's a scalar parameter enum, but it doesn't show up with the other associations in Get Parameter Info. Plz help

odd ember
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if it's not showing up, it might not be exposed to BP?

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otherwise if you do find it, you can input integer values in lieu of enums, if you cannot use enums

fierce birch
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@quartz mauve what is it

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btw

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and how much is to much

trim mist
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Is set ground friction still a thing in ue4?

trim matrix
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im gonna need some more help

I tried to make a counter since the character collects objects in the game, but the counter doesn't go up when the actor is destroyed

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This is the HUD BP

trim matrix
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Anyone know a way to make the number go up one?

burnt abyss
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then every time that runs the variable will increase by one

trim matrix
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What BP would I do that in?

burnt abyss
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completely depends on what context you're using the number in

trim matrix
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Collecting items

burnt abyss
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probably either a gameinstance BP or the player

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then every time an item is collected cast to the BP and run the event that adds to the variable

trim matrix
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How would I do that

burnt abyss
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do you have a BP for the item

trim matrix
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Yes

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It's this

burnt abyss
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so right before the destroy actor, add a cast to before the destroy actor that points at the gameinstance

burnt abyss
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run the event from the item BP and it should work

unreal wing
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So im having a little trouble with a coin counter UI. Im trying to make it where whenever the player picks up a coin the coin counter UI play a small animation. Ive made the small aniamtion but cannot figure out how to animate it whenever the player picks up a coin. Any ideas?

mint acorn
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Hey Guys/Gals anyone around who can tell me why my animation montage continues to fire the weapon when it should only fire single/once?? - My rifle animation works fine, I have duplicated this and called it shotgun but this now fires continuosly ????

vapid talon
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Hi guys, I want to set allow CPUAccess on Skeletal mesh via BP, but can't find the proper node, there is one for static mesh not for skeletal mesh

haughty axle
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Wise people of internet.. have a question... Is there any way I can add instanced static meshes in data table? And pull them out in BP and add to array? Now i have few BP's who holds bunch of them for random generation. But thinking to move to "data base" for easy managing and entering. But for few hours couldn't manage to pull it off. I can do that with static meshes and pull them out from data table or strings and etc .. but can't manage hot to do that with instanced static meshes

gentle urchin
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If you really really wanna use the binding, you must cache the current coin count in the widget. Then whenever cached value != incoming value -> do the animation then set cached value == incoming value

unreal wing
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so im not sure what to do from here

gray chasm
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This seems like something obvious which I'm missing; if I have an actor with say, 4 boxes on it, and I want to have a different behaviour depending on which box the player is in, how do you do that? the overlap event only seems to specify the two actors, and the on-hit event doesn't let you determine if you're currently overlapping or not.

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ah, nevermind. Get Overlapping Components

amber dragon
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Good morning, does anyone know how to fix this bug?: "failed to load (asset) can't find any" That message is appearing every time that I try to package my game, which causes to me not being able to it

dawn gazelle
haughty axle
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@dawn gazelle the mesh it uses, but i think i will go without data base for these things

trim matrix
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I understand now

timber knoll
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Why would you do that in game instance?

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If your character collects the other actor = character

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In which case you can just have it store the counter and HUD attached as well to update the display every time you pick up something

trim matrix
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Im gonna need you to dumb it down for me, I dont understand shit man

timber knoll
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Do you have the counter in your player character/pawn?

trim matrix
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I have this in it

timber knoll
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Make sure it has one, and create an event or function

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Ok good

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Then once you collect item

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You check if the other actor is the player by casting

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Which you do alright

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So just add the event before destroying it

trim matrix
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So call this logic before destroying it?

timber knoll
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Yes from player object > collected teru > destroy self

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Inside your teru beginoverlap

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So your player will know it has collected the teru

trim matrix
timber knoll
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And can handle the logic from there

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The blue pin on the right side of the cast

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Should be connected to the collect event

trim matrix
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Ah I see

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Oh my god you're a life saver, thankyou so much

timber knoll
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So now that should increase your counter

trim matrix
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I can add variables or functions to particles and use those to change the particles right?

timber knoll
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Yes just like with materials

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You can change the parameters

trim matrix
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I want the rain I created to get less heavier with each teru collected

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and on the final one it'll be normal weather

timber knoll
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Then you would have to decrease the spawn rate

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Iโ€™m not 100% sure how to do it but shouldnโ€™t be too difficult

twilit heath
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you'd probably want a parameter on material parameter collection for that

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as you'd need more then 1 material to drive the weather

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we have over 20

timber knoll
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Heโ€™s talking only rain particles ๐Ÿ˜›

twilit heath
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and it would be a pain in the arse to set a parameter on each of those individually

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things tend to grow

trim matrix
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I cant figure out how to add variables to the particles

timber knoll
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In niagara you can add parameters

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And then you should be able to just change the value in blueprint

trim matrix
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I'll give this a shot

spark steppe
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and afaik you can use the same parameter for different subsystems

gentle urchin
trim matrix
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I got this setup in the particle blueprint
I want it so when a Teru is collected/destroyed, the values on the particles will decrease

spark steppe
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is that a question?