#blueprint
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It looks more like your just throwing random things
jeez at least he's trying :P
What a kid what ever
try just putting it on the gamepad left stick x-axis
maybe next time don't insult people trying to help
remove the others
Yes he is trying but if he doesnt know how it works then he shouldnt be a smartass
Hey guys, I am really confused as of why my cast is always failing off of base_pokemon... any ideas?
I did that zomg
okay can you show me
have you used breakpoints before?
@devout dove okay, how is the input event set up in your pawn or such?
yes...
simple print out of the axis
breakpoint the cast node and see what class the active pokemon is
@devout dove try just doing Input Axis Joystick and see what you get from that
joystick doesnt output anything
can you show how you have it now
or do you mean the action node?
@odd ember well active pokemon is a pawn and base pokemon is a character
that's your issue
@odd ember but it works in another blueprint lol
character derives from pawn
but pawn does not derive from character
if you have pokemons that are characters, they may cast succesfully
Doesnt work
but it won't cast successfully if they are just pawns and not characters
@devout dove does this pawn actually receive other input events correctly?
yes i can use my mouse to move it ๐
@odd ember but why is it working in another blueprint, its basically the same event I want to happen but in different widgets
what about keyboard events?
I just told you
it will work if the active pokemon is based on the character class
it will not work if it is based on the pawn class
keyboard mouse all works
hm well that's very peculiar... pretty sure it should work like this ๐ค 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
@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.
show me the code where it works
it is, its also the variable type i set it as.
is this true for all your pokemons?
Well all pokemon are characters, and base pokemon is the parent class of them
because a pawn should not be able to be cast to a character, unless it is a character
so a character can be a pawn, but a pawn is not necessarily a character
yeah...
then try making the active pokemon class a character instead
and see what error you get
@odd ember base pokemon is already a character
Its not neccessarily an error that i am getting when i do that,
you should get an error because now the cast can't fail
nah I dont do vc, but post your error
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
can you show me your spawn node and which class you are spawning?
again, you do understand that some pawns, that are also characters, WILL pass the cast node
but some pawns, that are not characters, will not
well i just changed it to character
and pokemon class has which parent class?
base pokemon
ah
I see
ok
in that screenshot
swap the cast node and the pokemon in the world node
still failing
show me
well the error was fixed, but the original issue is still failing
im able to plug in pokemon in world to active pokemon now
but the cast to base pokemon is still failing
it might be the spawn AI node cannot spawn characters then
and instead spawns a default pawn or something
which then doesn't convert properly
well its not that one that isnt working
that one, in the original bp that i showed u
FOUND THE SOLUTION!
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Input/RawInput/
Oh nice, I guess it wasn't an XInput device then
Good to know that exists in case I ever run into this :)
And CE wont even see it hahaha feelsBatman
his loss I guess lol
I have all axis now the mini stick on top and the big one including the Z rotation
try to make the active pokemon of the base pokemon class
C&Ds aside, I'm pretty sure the root problem comes down to how SpawnAIFromClass handles pawn spawning
it doesn't seem to be the same as spawn actor from class
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
it looks like SpawnAIFromClass just spawns the actor fairly normally so not sure if there'd be a difference because of that
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
I don't know if SpawnAI can spawn characters
or how it works with that
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.
it requires the class to be a pawn, that's all
so then the cast shouldn't fail
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
perhaps
you'll have to iterate over them
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||
Would I have to iterate 4 times? How would I ensure I'm not getting the nearest the next times, remove it from the original array before iterating again?
you could place the ones already found into a new array that you'll have to return anyway
if they exist in the array already, they have been accounted for
Ahh okay, good idea. Thanks!
does anyone know why this code doesn't work in construction script?
But in an editor callable function it works fine?
trying to get the spline point to start at the billboard position
Contstruction script keeps it here
but BP callable function puts it in the correct place on the billboard
construction script is called every time you update the actor in any way
I'm aware, that's not the problem
are you sure?
As another example
So when it's caching the data of a separate world BP, the spotlight will rotate to 'look' at the actor
but with a component, it will not 'look' at it when the BP is moved
Because moving the actor with the code counts as 'updating' the construction script
I just realised, if I just limit which components I add to the original array to ones with a distance equal or less than the grid square size, it'll only grab the nearest 3-4 options anyway. ๐
Also, sorry, response was pretty blunt. Thank you for offering a possible solution!
It's just something I've already ruled out
Unless I'm deeply misunderstanding the way construction scripts are called to update
in your second example, you can double check if the root component is actually valid first
Which is always a possibility!
there might not be an actor in world
of that type
or even better, create at the bare minimum a hard reference for an object that you then check against
Sorry for confusion: the BP Focus Light actor in the world is the one that works
It's the local component on the actor to be updated that doesn't work
sure, I'm just saying that it will still be error prone if you don't check for validity
I know, it's just easier to show simpler examples online without checks
is it exactly the same logic you have in the update function?
can you show me the update function?
Yep, exactly the same
literally copypasted
I wonder if it's an order of operations thing
Where the location of the local component is just not being cached when construction script runs
excellent idea trying that now
nada
No change
so possibly your logic just doesn't work with how construction script updates
which perhaps is correct
do you change your spline and then press update?
Well this is interesting. It seems like the construction script just doesn't cache the value of the component at all
okay am I understand you correctly in that you're using the billboard to create new spline points?
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
But essentially yes
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
In this case, the spline is totally deleted and remade
and I think that's the issue
Nah, it's a caching issue.
my other suggestion would be to make a separate actor hard ref that you then use to model your spline after
however how you would put down points when its continuous is beyond me
Nah, I'm building an environment spline that responds to gravity during construction and will later be baked down into a static mesh
isn't this what the cable component already does
There it is
Relative location DOES NOT get cached during construction script
world location does
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
@odd ember Thanks for helping me out! I've been banging my head against the wall all morning!
I did nothing though
Nah, you pointed out debugging stuff I should have thought about but didn't
well alright, glad it worked out
anyone have experience with the localization dashboard? I can't seem to get it working
i've selected different languages, gathered the text, and compiled translations, but when I use the node to set current culture, nothing happens
I haven't, but perhaps MathewW would know given he's made at least one video on that subject
I think he's only hovering around the #ue4-general channel though
ok i will check it out thank you
Update: NOPE. This was just caching the actor location. Component location is always 0 locally until after construction script
dangit
welp
I mean you could assign or spawn another actor that carries the same logic
for the spline
singleton the actor on construction script
True. Just feels kinda gross from a user-end.
idk, seems like a decent built in solution
Oh like spawn an actor during construction script, then delete?
yep
nah editor only actor
chugs along
deletes at the end of construction script or persists through singleton (but destroys during begin play or such like)
I love editor-only stuff because I almost never have to justify performance.
yeah I've done a few really nice extensions
the biggest issue I'm facing is no interface for adding editor only hotkeys
which is limiting when you have functions that require viewport focus
not to mention they are a workflow impediment
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.
The downside of doing niche stuff I guess
Hang on. I'm 100% certain this is possible. Because it's been done before.
I'd love to say it's not niche
but perhaps I am wrong
well if you do have the scoop
hit me up
Are you assigning the hotkeys in project settings or editor preferences?
I'm not assigning the hotkeys
I can't bind them to a custom event
or even an editor widget button
Are you doing it with BP or C++?
this is purely BP but if there's a cpp solution then I'm happy to hear of it
I've extended UDevSettings with great success
one moment lemme check
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
those two things are my outstanding gripes with editor UI
Wdym by drop down? Like passing an array of FNames into a function?
something like this spiffy creature
Oh like an enum?
yeah except it's an FName
hmmm lemme think
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
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
the issue is that it doesn't allow for dynamic input then
which is the crucial part of using FNames
if it was static then yeah Enums all the way
Wouldn't a dropdown require static input anyway?
but the fact that you can do it for vars on classes dynamically got me hyped
nope
in fact that drop down I showed you updates dynamically based on a data table
dynamic during editor time to be clear
once at runtime none of this matters
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.
fair enough
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?
sure
is there a way to detect if the player does not have the game window focused?
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.
"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
yeah, this is what I know as well. but I cannot get the same functionality for a function parameter on a BP node
ah I see
Yes that would have to be done with a customized blueprintable struct
perhaps I can just hijack gameplay tags for this purpose if the ability for them is already setup
Possible. Gameplay tags are very very usefull
They are basically fancy fnames already
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
but, good to know
I will definitely explore this
thanks
All that customization requires pretty good slate knowledge so if you aren't good with slate your pretty f'ed anyway
I looked into this myself before and found a solution in "Rama's Victory Blueprint Library" which has a pure function called Client Window Is Foreground.
You can run that pure function on e.g. Player Controller tick to detect when the window is unfocused
Thanks, I'll check this out now
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)
Worked, thanks for the help lol
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.
you could make all of the lights their own BP, then in your level blueprint (or wherever you want to trigger from) you can get all actors of class and then get a for each loop, which will then run the code on every specific actor in that level
in this i set the speed but you could do the same with visibility/intensity and it should still work the same
hmm hmm I see I see. I will try and update. Thank you!
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?
when you say the mesh isn't displayed correctly, what do you mean by this?
like is the lighting messed up?
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)
I'm doing my scale into a function. So i can't put a delay to let them display properly.
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.
@burnt abyss should I remove the toggle visibility from the lights Blueprint and move that to the Level blueprint For each Loop node?
the get all actors of class bit should be in the level blueprint, along with the for each loop
ok so here where I guess I am unsure. Does this set up from my lights:
need to go here:
?
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.
you could make an event in the light BP, and then run it through the for each loop so it runs for all of the lights
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
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
Ok Ive got it figured out.
I lied I can get it to turn on working on getting it to turn off haha
lol
it worked before with the flip flop so it should work this time
ok... weird. now some are turning on while others turn off.
and vice versa
I know Im doing something wrong but I dont know what
do I need to swap the For each loop and the flip flop?
ok so its something to do with the fact that its calling them separately, so the materials are constantly flipping
so I need to combine the two targets into one node
how would I go about that?
wait a second
omg
I need a static mesh
ok but I dont know what to fix
you want them to flicker all at the same time?
turn on when clicked, then turn off when clicked again
then put the flip flop before the for loop
yes
and use a branch and the output of the flipflop on the loop body to switch between the two modes
both execution outputs of the flipflop go to the same for loop
oh wait hang on I got you
oh no wait that wont work
because I can only connect the loop body to one material at a time
thats why you put a branch between
which uses the bool output from the flipflop to decide which way to go
yes, just connect the flipflop's "is A" to the branch condition input
oh swap for and branch?
GOT IT
sorry Im new to Visual Scripting
Honestly if this was straight code this would have been figured out hours ago
(x) doubt xD
the logic works when I see it (thus the visual). But its getting it visualized. thats hard.
well thank you for the help
and everyone else
its been a pleasure
not sure if its correct
aerial dash thing
and
when character on air
its did not dash straight
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?
Is that a good way to process?
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.
I having a question
for ThirdPerson_IdleRun
I want to know how to regain it
This is mine rn
accidentally delete it
X, Y, and Z axis
h o w
copy wont even work when I open a new project
me after being dumb
thank you
where did you open that?
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
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.
How can I use this node anyone knows.
Please help.
Or share a documentation. Please help
Really tried to do this, but I dont believe I quite understand how to get rid of the widget after pressing the respawn button.
WTF even is this? Why it's so important to you?
I want to do a documentation because I have to handover my project to another dev
Why not adding a comment?
Hold C and click anywhere in the graph, and you're off.
Actually its for connecting documentations through links.
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
I just want to know how can I use this
I am able to respawn from clicking the button tho
I suppose that is UDN exclusive? I know there are some minor things UDN usergroup (AAA licencees) get that more public users don't.
Though I don't see how this is not a viable solution
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.
Actually scratch that UDN exclusivity part, forgive my ignorance lol
How can I add my documentation in that excerpt?
Please Guide
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.
It seems like this UDN isn't stand for Unreal Development Network, which is, let's say the VIP of the Unreal Engine licencees.
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 noob๐ this is for a widget to cycle cameras
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
Yeah, tried it by setting it to walking or navmesh walking but couldnt get it to work
^sounds like a better solution
I'm not sure how you're moving the AI but you probably need to restart the move to task. But Lorash's approach seems better
It's possible but not sure how easily
Well there you go :)
Google search
i saw that but i watched the youtube demonstration and it didnt seem that acccurate
It's paid tho. I don't think there's a free solution unless making one yourself
Pretty sure i had a free one a while ago, but had some accuracy issues aswell
accuracy is always going to be a problem, even stuff like siri don't always get it right
would take quite alot of work to make it accurate
yeah, offline systems are going to be less accurate usually
you can often improve the accuracy if you have a limited dictionary of words you need it to detect
$5 less
that wouldnt be an issue
I remember how painful it was to use Windows Vista's speech recognition thingie, even as a kid.
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
i remember the first speech2text softwares...
probably one of the reasons i can type pretty quick now ๐
you had to train them and they still where awkward slow and pretty CPU intense
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 :)
Find look at rotation node.
The impact point as the target and character location as the location. Use only the yaw value of the rotation obtained
Thank you so much :)
You should be using the set actor rotation node for the solution I gave. I think? Test the two nodes and see which works
Yeah, I realised as I was implementing your solution that I was using add rotation, guess I used it for one of my attempts and forgot to replace it for any others, which could be why they failed, but your one works fine :)
great
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) ?
^
If it works it works. Worry about it if performance is bad, but that should be fine
^true. thanks
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?
In terms of performance? you can use the performance profiler. Check the documentation on how to use it.
But I suspect you don't need this information. It might be premature optimization
I might need it now because for the first time I have a severe bug (pawn disappearing) and it might be because of performance.
I highly doubt that. Do you have a specific function in mind? It would help to show the code
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 ?
They can be set up however you like
So yes, it is possible for one trigger box to "activate" another triggerbox
how would that work ?
by activating one when you're colliding with the other?
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
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
ok, then how could I activate it otherwise ?
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
yeah you are right about the visibility
you're probably looking at overlaps judging from the screenshot, so query only collision
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?
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.
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
if your problem is just getting the other plate to activate, I've given you the solution for that
yeap
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?
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I am pulling my hair out
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
Well that's why Im asking for help, if they would want to, I would show it
don't ask to ask
just post your problem
if someone can answer, they probably will
sometimes immediately, sometimes delayed
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
you have to setup your collision channels to be correct as well
I still don't know what your concrete problem is
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
by E you mean your interact input?
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
Yes
I don't understand your case but there is a node called GetRandomIntInRange
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
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 ๐ฆ
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
I've tried using breapoints and they dont exactly help me
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?
@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 robinlucky you your pawn is a sphere ๐ https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Collision/SphereOverlapActors/
SphereOverlapActors
OMG!!!!
make sure the actors you want to detect are set to generate overlap events
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
are you sure? they will tell you if there are overlapping actors if you hover over the array
Ideally before you activate the checkpoint, you make a check (hehe) on whether it's already the current checkpoint. if it is, do nothing
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 ?
plus this doesn't show anything inside the start shooting event
whatever magic might be going on there...
Idk where to find that
if you breakpoint and step forward you'll get to that point every time you press the interact button?
.... First, if i unrestand right, it seems that i must do that in a Construction Script, that's the base, right? (and not in the Begin Event like it is)
I breakpoint here
where is that array defined?
But it gives me no information
it's a local variable in this function
yeah because that's not where I said to breakpoint lol
remove that breakpoint, put it on your InputAction Interact event
ok i just created a new local variable that is also an array of transforms and replaced the old one and it works now
lol
you probably checked "blueprint read only" in the other variables details
doublecheck!?
where even is that
if you click the variable, theres a checkbox in the details
might have to open the advanced tab
Im having a really hard time trying to find that inputaction interact
it was on your first screenshot?!
I can't help you find your code if you can't find it yourself
I did that, it stopped there but it gives me no information
@carmine bay did you promote the array to a local variable from the function output?
use the button up top that says "step over"
then it may have inherited settings of the function return value, which may be read only
or "step into"
but idk, just guessing. and you solved it by now
It brings me to the branch
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
if you hover over each pin, you can see what the value of that pin is currently
as it is being executed
that should help you find out why it is happening
Before I do anything, what is a "pin"
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
I appreciate all the help
but the Fire event does not "Fire XD" thats the problem
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
it does seem a bit suspect that there is a "stop shooting"
one would have thought that the shooting would stop automatically
I've been using breakpoints and I've fixed the errors that have been occuring but it still doesn't fill
Anyone know how to add the textures to the 3d model?
If you have the texture, select it in the top right of that page, where it says "Material". Also probably a better question for #graphics
you should be able to see what is going and why it doesn't work inside of that event
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
breakpoints aren't magic, but they will tell you why something doesn't work at runtime
usually
I have run into a new issue
Whenever the widget is in radius, it starts up automatically without pressing the "E" key
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
So what exactly would I do
@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.
look at the place where you have created the overlaps for the actors you want to interact with
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?
probably related to #multiplayer
yes
so... that's where I would ask that question
Now my widget wont show up at all
where is the actor that propagates the widget?
It would be the event tick right?
I forgot what an actor was
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
So the circle then right?
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
Oh, the desk is what the widget is attached to because that's where it shows up
cool, so look inside the desk's BP
I dont see a problem inside it, all I did was reimport my mesh and now it wont show up
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
This is my setup of the visibility of the widget, I added breakpoints and tested it and it seemed to work fine
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
macro
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
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
Anyone know what could cause this?
I'm trying to move the player along a spline and it offsets hard
The same effect is achieved with a "not" node for the boolean
Gotta show some code
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
breakpoint your inputAction interact event
The red lines mean it's working right?
what red lines
that's how far it manages to execute, yes
Alright well after that last node it goes back to the beginner, so I assume that this BP is fine?
but it is moot when using breakpoints as they only stop if they are being executed through
Oh
never assume
So the error can still occur even if being exocuted
yep
I see
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
On Interaction Begin is just an interface and the message has nothing in it
And this is my array
that's just the for loop. not your array. and the interface function may have everything to do with it, since it controls what happens when you interact with that item
breakpoint on the for loop node
or foreach node
or whatever it is
Alright so the array works
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
Hard to say without seeing the BP but it could be a local/world thing. Check that parameter on your Get Transform Along Spline node.
That's what I was thinking. Im probably getting local spline coords and setting them in world
If it is, it would worsen the further from 0,0,0 world you got i think
Tested this and it works pretty normally, it looks like it's looping back around to the widget
I'm waiting for someone to vacate my chair so I can check
Is it a cat? ๐
No it's an oblivious person jabbing on there phone instead of finishing the email they're supposed to be sending
Comes to here inside the widget
Yeah I had my get transform at distance along spline node set to local space.
World space and all good now
inb4 "any struct"
What kind of structure are you talking about?
You mean Data Tables? Or are you referring something completely different?
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
BP structs at it again
Almost every day :p
wdym
Its a common issue, yes
Change the get node
I mean, i dont know the rest of the logic , but that part should work yes^^
Its easy to miss
So.. diamond for diamond ๐
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"
i love issues
๐คฃ
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
this issue only really comes up with structs in BP
i learnt alot!
because structs are always copies
whereas everything else is a pointer
remember to use set (by ref) too
Soo is this a fault of how structs are setup behind the scene?
there is only set by ref
it worked now, u guys are AMAZING HUMANS BEING
๐
tnx
no pronblem!
probably to do with engine limitations in conversions between BP and CPP
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.
A) if you have a problem, you should always post your code, B) as much as they look alike, BTs aren't BP technically. #gameplay-ai is where you want to post instead
Roger that, thanks.
https://blueprintue.com/blueprint/ad_bymxf/
https://blueprintue.com/blueprint/19s994vx/
https://blueprintue.com/blueprint/50fxn9jf/
I am still heavily stuck on this widget bp
what is your issue
I've told you
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
The bar wont fill up when I press the E key
no if i print string directly after Event Pressed it does print it so no event is fired
Thats my priv acount btw
Nothing
Nothing either
It went straight through and went back to the Array in the Character BP
did you put it on the red event node?
Yeah
Went here
It prints 20 of 20 times, but itndoesnt fire 20 of 20 times? Whats the gun shooting logic
cool, so now put a breakpoint after the branch where you use that node on tick
that should work
noooo it prints 17/20 times
This one?
And see where it leads?
see if it triggers
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
It's triggered
what's the value added when you hover over the green float pin?
So its an input problem?
yes ๐ฆ
It's 0
that'll be why then
If so, isnt it out of your control?
i hope not because its a game brake for players, i found out that some players of other UE games like DBD and UEturnament have the same problem
I set it to 1, I tried it again, it didn't fill up, it just flashed
Which makes sense
also make sure that it is hooked into your dynamic material parameters. I don't see it anywhere in your graph
ok that's good news
so we've isolated the problem to be the math
Sounds like the input equipment and drivers should be investigated
Dynamic material parameter?
nope, since it filled up when you set it to 1, that means it's not the dynamic material parameter
it's the progress float value that doesn't update properly
Yes but what do you mean by hooking it into the dmp
Oh the dynamic material instance I see
yeah but since it works you dont have to worry about it
is what I am saying
the math is the issue
Oh okay
And what about the required hold time?
test if it works witihout first
you are trying to isolate a problem
not fixing it yet
so you now know the that the required hold time is the issue
And the progress values are set to .5 each so I'd just do .2 + .2 or something
congrats ๐ฅณ
Nevermind that didn't slow it down at all
you can still use the hold time
just make sure that it isn't 0
which is probably what happened
This is also a problem... Progress == 1 is unlikely to happen. Progress >= 1 is.
we've fixed it already cross that you're right
Ah ok
there were a few kinks in the road leading up to this
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
now go forth and use those debugging skills I've taught you
I'll make sure to put them to good use
might be
HeldTime = HeldTime + Delta seconds
Progress = HeldTime/RequiredHoldDuration
Do tutorials just enough to figure out what an actor and component are and then just dive in and do something by yourself. You won't really learn by watching and following.
Combining watching and following and then doing something by yourself is the best way to learn
I have been doing just that
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?
root motion
Error: CDO Constructor
Error: CDO Constructor (texampleGameMode): Failed to find /Game/FirstPersonCPP/Blueprints/FirstPersonCharacter.FirstPersonCharacter_C
does your class exist
well then
Change the default Pawn class on the game mode
from where
from project settings, which tab?
@faint pastureno such options in the project settings
@odd ember it refuse to get away
@odd ember ok
@odd ember why are u sad? ๐
how can i help to make u unsad
๐
what do u mena
Help
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?
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)
i was able to get the launch to work straight up, but can't apply it horizontally
I think it only works without friction perhaps?
the enemy is lifted off the ground before the launch is applied
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
copy your setup over verbatim to a player class and see if it's supported?
yeah, i did. this is the same setup in my player character (which works)
Hello how i can get the "phisyc copy" of the image obtained from steam?
Hello, This is sphere world and I want camera be constant pointing planet.
like this way
do you still want it to have the rotation of the plane?
So what is your question? Or are you just making a statement.
I think his question is pointing towards the center of the world sphere... which is probably x/y rotations if it works without quats
find look at rotation
z rotation can be either plane or planet
or actually, it might be x/z for planet and y for plane
either way something one can figure out by process of elimination
how do you increase texture pool size limit
you pray to the graphics card gods
welp
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?
probably better to ask in #animation. I honestly have no idea how the internal logic of anim montages are
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
Nevermind, I can look into stack when it crashes to find another nodes to search for
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
if it's not showing up, it might not be exposed to BP?
otherwise if you do find it, you can input integer values in lieu of enums, if you cannot use enums
Is set ground friction still a thing in ue4?
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
This is the HUD BP
Anyone know a way to make the number go up one?
make a variable
get it
drag out from it with a plus node
set the variable as the result
then every time that runs the variable will increase by one
What BP would I do that in?
completely depends on what context you're using the number in
Collecting items
probably either a gameinstance BP or the player
then every time an item is collected cast to the BP and run the event that adds to the variable
How would I do that
do you have a BP for the item
so right before the destroy actor, add a cast to before the destroy actor that points at the gameinstance
and then put an event in the gameinstance that runs the code here ^
run the event from the item BP and it should work
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?
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 ????
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
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
Whenever coin count changes. Based on this question i'd guess you got a binding for the counter. Otherwise you could simply use the existing function/event that is called whenever player picks something up.
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
yah im using a binding, ill send a screen shot
so im not sure what to do from here
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.
ah, nevermind. Get Overlapping Components
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
What is it about the instanced static mesh you want to store? The mesh it uses? The instances that you're making?
@dawn gazelle the mesh it uses, but i think i will go without data base for these things
Idk what the "Gameinstance" is
I understand now
Why would you do that in game instance?
If your character collects the other actor = character
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
Im gonna need you to dumb it down for me, I dont understand shit man
Do you have the counter in your player character/pawn?
I have this in it
Make sure it has one, and create an event or function
Ok good
Then once you collect item
You check if the other actor is the player by casting
Which you do alright
So just add the event before destroying it
So call this logic before destroying it?
Yes from player object > collected teru > destroy self
Inside your teru beginoverlap
So your player will know it has collected the teru
And can handle the logic from there
The blue pin on the right side of the cast
Should be connected to the collect event
So now that should increase your counter
I can add variables or functions to particles and use those to change the particles right?
I want the rain I created to get less heavier with each teru collected
and on the final one it'll be normal weather
Then you would have to decrease the spawn rate
Iโm not 100% sure how to do it but shouldnโt be too difficult
you'd probably want a parameter on material parameter collection for that
as you'd need more then 1 material to drive the weather
we have over 20
Heโs talking only rain particles ๐
and it would be a pain in the arse to set a parameter on each of those individually
things tend to grow
I cant figure out how to add variables to the particles
In niagara you can add parameters
And then you should be able to just change the value in blueprint
I'll give this a shot
and afaik you can use the same parameter for different subsystems
Save the coin amount in the widget for comparison . If coin amount from player is higher than the saved value, play the animation, then save the new coin amount
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
is that a question?
