#blueprint

402296 messages Β· Page 758 of 403

willow phoenix
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there are often like 20 ways to do something, i like trying to find the most performant way

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im spawning ~100 tiles and on those are sockets

spark steppe
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your current way is pretty certain faster than the one that i had in mind as alternative

willow phoenix
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oh ok

spark steppe
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even tho we are probably talking about nanoseconds πŸ˜„

willow phoenix
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not on the 5 year old mobile of my gf

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πŸ˜„

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final addition to the code

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problem solved, channel can be closed now

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i got too much coffee i guess

native willow
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wait wait, yes they do

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im checking out your case, gimme a sec

willow phoenix
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i may be wrong, but try that on "begin play" instead of the construction script

native willow
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from what I understood

willow phoenix
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ooh sry overread the beginning

dawn gazelle
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Is it the cast that is failing? Maybe print out the display name of the object you're feeding into the cast?

native willow
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maybe the pawn is not yet possessed on begin play, try to use possessed event

dawn gazelle
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I like Niyo's suggestion πŸ˜›

native willow
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I like it as well

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run the Construct function on that event

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yes, you can do it like that

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if you want to be more generic you can create a delegate and broadcast it on the OnPossess, and then bind on it from actor component

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use OnPosses

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posess

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possess

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damn

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πŸ’ͺ

fading raptor
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Im trying to accomplish a werewolf-type transformation, where the player starts out as a human and you can see him changing into a werewolf mesh. The problem is I have no idea what to do, any ideas or pointers in the right direction would be greatly appreciated!

icy dragon
willow phoenix
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damn that demo looks cool

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and its been 10 years

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only thing i do i align nodes in a straight line with Q and push them around for ~9 hours per day lol

icy dragon
# willow phoenix and its been 10 years

It's a shame that we never get the executable, but at least the main guy (Owen) did make appearance in the content example project, even if it's just his rocky form. The bad guys also got used on Matinee/Sequencer demos

spark steppe
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that demo shows once again that good artists skills are more important than the tech behind

gentle urchin
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For sure. Good artistery can make bad tech look good. Good tech cant fix bad artistry πŸ˜„

icy dragon
spark steppe
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wait that trailer is from that game?

icy dragon
spark steppe
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yea, im looking at the game right now, the atmosphere seems to be very similar to that tech demo

icy dragon
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IIRC at the time (2011) they had to chain together 3 GPUs that were at the top. Probably GTX 670 or something.

spark steppe
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"realtime" πŸ˜„

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they did a good job at drawing attention away from that

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so job done well

fading raptor
obtuse herald
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<@&213101288538374145>

willow phoenix
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<@&213101288538374145>

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❀️

dim robin
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is there anyway to activate CCD through blueprints?

odd ember
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If it's exposed you can grab it through your actor's collision component

native willow
dim robin
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the problem is: i made a track with a spline and spline mesh, so the option ccd is not present on the blueprint of the "track generator". I setted up the CCD on the spline mesh component, but it behaves like nothing. my ball keeps on going through the wall if it has high velocity

odd ember
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... what kind of speed are we talking?

dim robin
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it's a pawn system, not character system. I apply an impulse/velocity on the ball

odd ember
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and can you check if it happens for slow speed as well?

dim robin
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slow speed no problem

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my max velocity right now is a float with 3000 value

odd ember
dim robin
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wait i grab a sceen and show you

odd ember
dim robin
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right

cunning anvil
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Anyone can tell me why the top part is not being sent to the box while the bottom part is. There seems to be something wrong with the for each loop but have no idea why.

bright frigate
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Quick question - what's happening here in terms of timeline behaviour? Are the nodes after "Set Intensity" getting called repeatedly as the timeline progresses? Should they be attached to "Finished" pin from the timeline instead?

bright frigate
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Should I instead put those other nodes before the timeline?

sharp rapids
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Anything hooked to the Update pin will be called continuously

sharp rapids
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After the Timeline has finished? or before?

bright frigate
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well the basic behaviour I've wanted is to have the lights slowly brighten up

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that's about the only thing that guided me to set it up this way lol

spark steppe
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you want them before the timeline

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pretty sure

bright frigate
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I remember that on the way down I had to put the set visibility after the timeline so that when the lights are dimming, they turn off after the light goes through the reverse timeline

sharp rapids
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Those seem like two different cases

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When running forward, you want those nodes before the timeline

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When running backward, you want them after the Timeline has finished

bright frigate
spark steppe
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yea looks good

bright frigate
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sanks

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the switch off (bottom) path isn't working though, so gotta hook it back to the update line?

spark steppe
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no

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that would make it invisible on the first update

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whats happening before all of this (whats not in the screenshot)?

bright frigate
spark steppe
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that can't work fine

bright frigate
bright frigate
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so when it reached 0 it would then fire it

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essentially what Finished is supposed to do I think

spark steppe
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yes

bright frigate
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yet attached to the finished pin it curiously doesn't fire

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I have "use last keyframe" enabled as well

spark steppe
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that's indeed weird

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what if you disable use last keyframe?

bright frigate
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erm, it worked now (without messing with keyframe either)

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really strange

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lol

dawn gazelle
odd ember
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use NearlyEqual

dawn gazelle
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^

bright frigate
# bright frigate lol

wait no something is really weird. The timeline seems to persist its last-state. So at some times if I play the game, it flips the whole cycle (light during day, off during night) and then after that it's correct

bright frigate
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never even knew that node existed, or forgot

odd ember
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from a solipsistic point of view, those are the same

storm vigil
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Hi. How do we loop the camera shake when I am still pressing the run or spring key? It seems that there is no looping within the camera shake class, I could set it to -1 on the oscillation duration but it doesn't stop the camera shake when I release it. Thank you

sharp rapids
odd ember
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I'd suggest a timeline for it

bright frigate
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@spark steppe don't do it!

spark steppe
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what if you use the play from start from the timeline instead of play?

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jesus christ

bright frigate
storm vigil
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REPOST. Wrong pic

Hi. How do we loop the camera shake when I am still pressing the run or spring key? It seems that there is no looping within the camera shake class, I could set it to -1 on the oscillation duration but it doesn't stop the camera shake when I release it. Thank you

spark steppe
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you are again working with comparsion instead of your enum

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which we set up in a painful process

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with blood sweat and tears

storm vigil
bright frigate
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otherwise I'm using the enum for everything else!

odd ember
storm vigil
mint grove
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Hello everyone and so happy I found this page. I'm working on a game and I'm makeing a full body character for the game and doing IK and everything else I'm having issues with picking up guns in the world. I've watched a bunch of tutorials but they are all for just the hand models and with a full body it doesn't reall work well. The only other problem is the arms do not stretch or scale to the controllers when you go farther than the arms length can any point me to a video that would help or I could add when ever info you would need

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Do weapons need to be static or skeletal meshes mainly firearms? Any help would be appreciated

odd ember
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for picking up guns in the world, I think I need to understand the use case

mint grove
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Well I'm not worried about the animations yet I can do that just can't get it to go from the ground to my hand. I'm designing a campaign game so the player will be able to pick up guns and they go into inventory but right now I'm mainly focusing on just being able to pick them up like pavlov style I'm also doing this in vr I'm sorry I didn't say that.

odd ember
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yeah but like

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what do you mean get it to go from the ground to you hand. do you want the character's animation to go down, pick up the gun from the ground, and then use it?

mint grove
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Well I'm vr and full body when you bend over the animation is already done in the IK system. Would a picture or video help explain?

odd ember
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definitely

mint grove
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One second then

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I'm going to record a new video that shows what is going on more right now while you look at that so I can explain more

odd ember
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in conventional games you could conceivably fake the pickup, but I don't think you'll have the same affordance available in VR

mint grove
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Ok so the video I'm uploading now is shows some weapons on the table I've made alot of trials so the ar on the table is a parent and child class I added a static mesh and was working on picking it up but in static mesh you don't have the ability to drop the clip and reload so I have to use a skeletal mesh. The guns that go flying are the skeletal mesh but the two that go into that hand are static mesh they are in the same blueprint I don't see why the skeletal mesh goes flying away and won't let me pick up but the static mesh has no problem. I've got 5 min left on the upload and I'll send the new link

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And also saying thank you so much just for looking into this I've been racking my brain for a week now trying to get it right I was watching one of vr macros videos and he said to come here for help in the comments.

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If you need anything to help you understand more just let me know and I will do my best to supply that information

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the ar4 goin at a 90 inst my problem i just put the static mesh in the skeletal mesh so i could see if i was getting anywhere close to picking up the skeleton

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this is the ar 4 parent pick up system

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this shows the hierarchy sorry i should of showed that

odd ember
mint grove
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im so sorry i didnt see that channel

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ill go there should i just post the videos and this there or will the bot get mad at me for cross post

odd ember
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no worries, that question could still pertain to this channel

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it's just a question of expertise

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the bots won't but mods will

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generally wait a bit before asking the same question in multiple channels

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rule of thumb is 1 hour

mint grove
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yea very true and thank you so much and ok ill go work on my project and then come back to this youre awesome man

odd ember
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good luck

warm swallow
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Has anyone had any issues with on component begin overlap not working?

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Oh and gravity is broken too

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I set an actor to not use gravity and it still does

odd ember
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interps usually happen over time

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looks correct. you could use a rotator instead and take the Z value

arctic radish
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is there a way for me to like drag the lines around? I don't like them all merging together it makes it look bad

odd ember
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the target rotation is the rotation you want? I don't know which rotation you want

dawn gazelle
odd ember
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well you can take the previous frame's rotation as your current rotation and this frame's rotation as the target

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but generally you do this at the cost of responsiveness

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which is why I said it's better to do in animation

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so it's just the cosmetics that are affected, not the controls

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if you imagine every call to the tick function as being a sequence that happens over a frame

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you can do something at the beginning of the frame

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and you can do something at the end of the frame

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so for instance if you do all your logic at the beginning of the frame, then that logic isn't used again until the next tick call, next frame. this gives you opportunity to save that data as the data of the PreviousFrame

dawn gazelle
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Isn't that basically what he's doing now? The Finterp node takes the current value as input, then sets the current frame variable (which would be the "previous" frame value)... Next tick it'll be reading the current value variable again which is again, basically like reading the "previous" frame?

odd ember
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you may find that it will still be extreme enough for people to feel it btw

odd ember
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in this case, after doing the logic, they could do something like TargetRotation = CurrentRotation

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just as an example

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anyway order of operations matter

feral ice
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I want to spawn grass on a rock randomly generated how should i do this? I need some advicve

spark steppe
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do 1.000.000 line traces πŸ˜›

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did you check the loop thing?

feral ice
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WOW I HAVE NEVER THOUGHT ABOUT THAT :p

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haha

feral ice
spark steppe
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but you still want to get rid of the traces, i guess

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you can use the actor bounds to limit the area where you trace in

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or is your area really 20.000 x 20.000 ?

feral ice
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If i had a material i could only apply the material on the rock and then i could spawn the rock with grass aldready on it. But now i spawn rocks first and then spawn grass using a bad method

feral ice
odd ember
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these spawn automatically

spark steppe
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it's actually a box thats around your actor

feral ice
spark steppe
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also i would reduce the traces on the amount of grass you want to spawn

feral ice
odd ember
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the material doesn't care if it's applied to a landscape or not

spark steppe
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that sounds like the best approach

feral ice
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wait i dont understnad. So you mean that if i applied the material on the rock it would spawn grass on it?

odd ember
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yes

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materials aren't the same as just a flat "texture"

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they have shading logic in them that allows for greater flexibility

feral ice
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is it called foliage material? Or what is the name

odd ember
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foliage grass type maybe? better to ask in #graphics though

feral ice
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yeah i agree!

orchid spruce
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Hello guys! I'm using the default first person shooter template for a project I'm working on. Does anyone know how to make it so the worlds kill plane doesn't delete my character?

dawn gazelle
orchid spruce
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Yeah I've been messing round with that. I'll see if there's a way to do it in the gamemode itself. Thanks anyways for the fast reply!

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It's all good, I managed to find a tutorial in the docs about respawning a character. Thanks again anyway 😁

worthy frost
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@orchid spruce you can override a function,but its c++ only 😦

gentle urchin
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You could also block the character from moving below kill z

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Locking them right above, and doing your own handling if so

worthy frost
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just set the killz to a big negative number, then make your own overlap box at your kill z

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that is how i have seen games do it

odd ember
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funny how killz is read differently from killZ

sharp rapids
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There's a space between kill and Z, that's why I guess πŸ˜„

odd ember
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that too, but still

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I read killZ and kill Z the same

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but different from killz

trim matrix
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Probably because the "Z" is a capital, which means we read it differently

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It's like a parent letter

sharp rapids
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'peep'

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'peeP'

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Kinda like this? πŸ€”

odd ember
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yep

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p_P

orchid spruce
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So I used the KillZ Volume in the volumes menu, it seems to do the same thing, it just destroys my actor

serene zinc
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Hi guys! Im totaly new to BP. And having so much issues with the target on blueprints, kind of solved most of the issues. But I cant find how to get reference from an Widget. Any ideas?

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I tried this but did not work 😦

plucky harness
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i have a random character generator and when that character is created he has a struct, which is filled with attributes on creation, how can i create json file with specific fields from that struct?

dawn gazelle
# serene zinc I tried this but did not work 😦

You usually don't want your widget controlling or doing anything outside of the widget blueprint itself.
Think like widgets are just visual display of the data they have access to.
Instead, feed in values to the widget. References to objects, or what not.

For now, if you just want the first instance of the Widgets array that you have (that's what that cube like icon indicates) you can pull off from the "Found Widgets" and start typing "Get" and you should see (Get a Copy). Use that, and you can then get an individual reference from the array.

serene zinc
dawn gazelle
# plucky harness i have a random character generator and when that character is created he has a ...

Nothing available directly in the engine in blueprints. You can code your own functions in C++ or there are JSON plugins on the marketplace. There's a free one that I haven't tried but looks to convert structs into JSON. https://www.unrealengine.com/marketplace/en-US/product/dbjson

Unreal Engine

DBJso is a plug-in that serializes a String into a UStruct and deserializes a UStruct into a String

plucky harness
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ty, will check it out

worthy carbon
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Hi! I want to create an thirdperson shooter game (Singleplayer) but i don’t know what type of game i should make… does anybody have an idea

odd ember
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I have plenty of ideas that I can sell to you for $20 a piece 😎

dawn gazelle
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I charge $19

odd ember
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dammit

earnest tangle
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You mean ideas aren't dime a dozen?

dawn gazelle
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Not when they're high in demand.

earnest tangle
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the bot actually does give kinda fun ideas

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if you just want something

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:D

odd ember
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whoever is selling ideas for a dime a dozen has too many ideas that aren't worth much

earnest tangle
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ah you're selling premium ideas?

odd ember
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my ideas are high quality. they've been resting in oak casks for years until they're ready

dawn gazelle
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Labelled as "CE's Finest" πŸ˜›

odd ember
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best enjoyed while lightly intoxicated

dawn gazelle
odd ember
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or even... do you want to shoot?

dawn gazelle
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Good point.

odd ember
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or start formulating interesting questions

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what if you can shoot, but all the targets are wrong targets?

wet wren
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hey there i used to be a developer in other game engines but i recently moved to unreal engine, is there any good blueprint tutorial series on youtube you guys suggest?

odd ember
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if you check the pinned messages there's a bunch

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which languages have you worked with?

wet wren
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thank you, i have worked with lua

odd ember
wet wren
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im planning on learning blueprints first then move onto c++

odd ember
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while you're learning blueprints, if you're not already familiar with OOP principles, I would suggest learning them

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as they are both applicable to blueprints and cpp

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you'll end up getting much more mileage for your buck

wet wren
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ooh thanks for the tip

odd ember
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you're welcome πŸ‘‰ 😎 πŸ‘‰

atomic salmon
feral ice
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how do i get the rotation of a linetrace?

misty island
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Is there a way to crate curve tables inside the engine?

atomic salmon
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Calculate the vector End-Start and pass it to MakeRotFromX

gentle urchin
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Or find look at rot

atomic salmon
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Also yes

atomic salmon
gentle urchin
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I expected as much^^

stuck plaza
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Is there a button to compile all blueprints in project/folder at once?

odd ember
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nope

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there's a command

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for opening the project having them all recompile

brazen merlin
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wouldn't playing in editor compile all blueprints?

stuck plaza
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I think no, last time i tried it it didn't

brazen merlin
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I am thinking of Auto Recompile Blueprints in Editor Pref under PIE, but this is only for the current level, though I'm pretty sure its more than that because I launch a separate level from my main menu

leaden dock
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hm i created a public function for a blueprint and try to call the function from a reference in another blueprint

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but the function doesnt show up

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any idea why?

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oh nvm

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i referenced it as an actor instead of the blueprint type

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πŸ€¦β€β™‚οΈ

solemn zephyr
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this doesn't uncrouch then jump in the same input, why not?

fiery swallow
brazen merlin
# solemn zephyr

it looks like it should, if you disconnect Jump at the end when the input is pressed, does it un-crouch though?

zealous moth
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Bp and cpp are the same thing.... tjebonly hurdle is pointers and you can learn it in a day

icy dragon
mild jacinth
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nvm - found solution, use Get Owner (Target is ActorComponent) then plug into New View..

icy dragon
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Also remember that BP and C++ can go hand in hand. You could get the benefit of C++ ticking and the ease of asset loading of BP.

zealous moth
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^ that and loop performance

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Try to do 3 nested loops in bp and not waste 50 fps

solemn zephyr
feral ice
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I really need some help! Im spawning rocks in my environment through instancing. I want to access the location of each rock so i created a map but i couldn't get that to work. Now im doing the classic array. Im having two arrays, one instance array and one vector array. Whenever i want to spawn a rock it does not show in my array how many rocks there are in the array.

brazen merlin
feral ice
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rock has 0 elements

fiery swallow
solemn zephyr
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what condition would I branch with?

brazen merlin
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that IsCrouching is false

fiery swallow
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that said I've seen maybe millisecond differences between blueprints and c++ when blueprints are used properly

atomic salmon
atomic salmon
icy dragon
faint pasture
solemn zephyr
feral ice
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If i use add it wont work. Whenever i move the main rock actor around the small rocks will find new location and it will into to the recent rocks, i need to start over thats why im using set instead of add

brazen merlin
icy dragon
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I know asset loading in C++ can be fucking painful, thus sideloading the ticking to C++ and doing asset loads in BP.

fiery swallow
feral ice
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that seemed to work

solemn zephyr
fiery swallow
faint pasture
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Things that are all depends on how complex your stuff is. I took a system from 8 milliseconds per frame to 0.05 by moving it to C++

solemn zephyr
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that has the exact same effect as not having a branch there

fiery swallow
faint pasture
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But it would have taken much more time to prototype if I had to do it all from code with compile times etc.

fiery swallow
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I don't think the eye could catch that not even close

faint pasture
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8ms to 0.05ms

icy dragon
faint pasture
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And that's just for one system with a test level. Totally unusable in production without the speedup. That's half your frame budget gone at 60hz.

solemn zephyr
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a difference of 8ms to .05ms is extremely noticeable

faint pasture
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It's a lot of math and traces tho. Realtime fog of war calculations. For stuff like hooking up inputs and handling events BP is plenty fast.

icy dragon
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I mean, sure, it's still less than 16ms on it's own. Nay, 33ms.

But multiply that by 10.

fiery swallow
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you guys have eyeball reaction times like jesus

icy dragon
fiery swallow
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there are 1000 milliseconds in 1 second

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if you can notice 0.05 milliseconds

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you might be god

icy dragon
solemn zephyr
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that's not even the whole picture

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if it has to happen every frame on top of everything else 8ms is way too slow

fiery swallow
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if the argument is you save 1 millisecond here and 2 milliseconds there then I feel like it's situational

brazen merlin
fiery swallow
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but they really don't add up unless there's a lot going on

faint pasture
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Honestly in a test map you should shoot for under half of your alloted budget. Then when stuff gets a lot bigger in production you have breathing room instead of constantly having to refactor.

brazen merlin
faint pasture
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Nah one branch ain't gonna do anything. A thousand per frame will tho.

icy dragon
solemn zephyr
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oh no that response was completely unrelated to my problem

icy dragon
faint pasture
odd ember
#

is someone doing get all actors per tick??

faint pasture
odd ember
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what's the optimization spiel about

solemn zephyr
solemn zephyr
fiery swallow
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oh yeah no if that's the argument then you guys are right 100% if your budget is 16ms and that's what you're going for

faint pasture
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@solemn zephyr Is Un Crouch a stock node or did you make it? Also is jumping blocked by crouching?

fiery swallow
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sorry late reply actually in a league game

faint pasture
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Like if you just call jump when crouching does he jump?

fiery swallow
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I personally don't think it's that serious though unless you are going for a highly competitive game

solemn zephyr
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un crouch is a stock node for the crouch function in character movement, you could jump while staying crouched before I added the un crouch node

faint pasture
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Try un crouch after jumping

odd ember
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might be that it takes a frame to uncrouch

brazen merlin
faint pasture
#

Yah there's prolly some CMC wonkiness between the 2 states.

fiery swallow
wet wren
faint pasture
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@solemn zephyr

solemn zephyr
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I tried that, changing the order doesn't fix it

timber knoll
#

how does that make it more clear haha

icy dragon
faint pasture
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Maybe jumping cancels crouch already internally.

solemn zephyr
#

it has the exact same effect still

timber knoll
#

maybe use a secondary color πŸ˜›

odd ember
solemn zephyr
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I considered that but I want to avoid having to wait a frame if possible

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I'll try adding a wait node though

nova tartan
#

Hi there am I allowed to ask for help here

faint pasture
odd ember
faint pasture
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Does he jump or uncrouch

solemn zephyr
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changing the order didn't change anything

icy dragon
faint pasture
#

Well which one does he do?

nova tartan
#

Ok ty

solemn zephyr
#

the same thing as before, un crouch in one input and only jump if already uncrouched

odd ember
#

does it work with just the jump?

nova tartan
#

So basically
I got this error I am trying to migrate 2 ue files together
that is the error bit

odd ember
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as in, can you jump normally

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no crouching involved

nova tartan
#

Seems or work on the other side

solemn zephyr
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jumping works fine when not crouched

odd ember
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ok

nova tartan
odd ember
#

go into your animBP

solemn zephyr
#

I checked again and it looks like crouching does disable jumping though

odd ember
#

and see if making a connection between jump and crouch works

fiery swallow
solemn zephyr
solemn zephyr
#

it just changes the hitbox and prevents walking

dawn gazelle
solemn zephyr
#

I'm using the sidescroller template, that doesn't include crouching

icy dragon
odd ember
#

does your character have a character movement component?

solemn zephyr
#

yes

nova tartan
#

I dont get it cause I restarted it about 5 times but sure Ty

odd ember
#

look for options there

nova tartan
#

❀️

icy dragon
dawn gazelle
#

Don't thank me yet. After refreshing them, try hitting the compile button near the top left πŸ˜›

solemn zephyr
#

I've checked the character movement comp several times and don't see anything related to jumping while crouched there

timber knoll
#

since you have booleans for both, you can manually check

icy dragon
nova tartan
#

Wait the hoodie It did not work

odd ember
#
bool UCharacterMovementComponent::CanAttemptJump() const
{
    return IsJumpAllowed() &&
           !bWantsToCrouch &&
           (IsMovingOnGround() || IsFalling()); // Falling included for double-jump and non-zero jump hold time, but validated by character.
}```
nova tartan
faint pasture
#

@nova tartan delete those add and remove nodes and make new ones dragging off the inventory data array.

icy dragon
solemn zephyr
icy dragon
#

Shit, should've not typing on the phone

odd ember
#

it's inside the jump function

dawn gazelle
# nova tartan

With the event selected, can you take a screenshot of the Inputs? Like this:

timber knoll
odd ember
#

sorry, a function

nova tartan
odd ember
timber knoll
odd ember
#

that's why I said wait a frame

timber knoll
#

yes that's exactly what I mean CE

nova tartan
icy dragon
timber knoll
faint pasture
#

If you're using the CMC you need to learn how it handles moves etc. Stuff doesn't just happen instantly, it uses a move list.

nova tartan
#

So I removed the add and remove nodes and refreshed them so the error goes then I try to add the add and remove then it says its not compatiable with targetArray

odd ember
#

well like I said

#

before

#

it takes a frame

#

to uncrouch

solemn zephyr
#

adding a 1ms delay makes it work

#

that's probably good enough

timber knoll
#

I wouldn't count on 1ms

odd ember
#

same

timber knoll
#

depends on your framerate

odd ember
#

it might not be consistent

timber knoll
#

rather do an approach like

#

shouldJump boolean

#

that gets checked next tick and cleared

odd ember
#

assuming that tick is running already

solemn zephyr
#

is there not just a delay by frames node

dawn gazelle
#

Then hover your mouse over this, what does it say?

odd ember
timber knoll
odd ember
#

get world delta seconds is ~1 frame

nova tartan
#

Inventory data

#

New Item

dawn gazelle
#

So the problem is the input on the event.

solemn zephyr
odd ember
#

try it

dawn gazelle
# nova tartan New Item

Drag off from your Inventory Data, and create the "add" node. Then drag the available pin on the add node to the event, but NOT to the "New Item" pin that already exists.

solemn zephyr
#

it works in the editor but so did the 1ms delay, .5ms also worked

odd ember
nova tartan
#

So like that Datura

dawn gazelle
#

Yes, now drag the available pin on the "ADD" node to the event but not to the "New Item" pin. like this.

nova tartan
#

It does not work

dawn gazelle
#

That's not what I said to do.

#

Drag from the "ADD" node to the event.

nova tartan
#

Well it creates a new pin

dawn gazelle
#

Right.

nova tartan
#

Aaa thats what you mean sorry

dawn gazelle
#

The current pin is not correct.

timber knoll
# nova tartan

It telling you that’s not possible means you have an incompatable connection

nova tartan
#

Ty let me see if works

dawn gazelle
#

If you can find this section with the event selected, then you can change the variable type of the "new item" pin.

nova tartan
#

Aaaa
But this comes up is this accociated with the error

dawn gazelle
#

Because you still have the "New Item" pin on there and it is NOT set up correctly.

#

It's not referencing a valid structure.

gentle urchin
#

Cant you reverse drag?

#

Just for practicality at this point

nova tartan
#

Aaaa

gentle urchin
#

Oh. I didnt notice datura showing this. Mb πŸ˜…

dawn gazelle
# nova tartan New Item

When you hovered over the struct on the event, this is what it read... It's not the type of structure you want. What you want is a structure of:

wet wren
#

man blueprint is fun

odd ember
#

I should maybe do some code of my own

#

been slacking all day

solemn zephyr
#

what's the difference between world delta seconds and framerate to seconds?

odd ember
#

technically nothing

#

but I don't know where you have framerate to seconds

#

world delta seconds gives you the frame time for the last frame

icy dragon
solemn zephyr
#

I saw it said that but don't know what time dilation refers to

icy dragon
solemn zephyr
#

I see, so I'd want to use world delta seconds for the jump delay in case I want to add any slow motion to the game

odd ember
#

if that's part of your game

#

or fast forwarding

odd ember
#

no matter what happens

whole dune
#

Hi! Quick question: how can you set the location of a bone relatively? So it doesnt depend on the world axis

odd ember
#

it's future proofing yourself

solemn zephyr
#

so just use it for any frame delays

#

that's very useful to know, thank you

odd ember
#

use it for timers

solemn zephyr
#

unless I want the timer to slow down with time dilation?

odd ember
#

technically the lowest time a delay can do is 1 frame

odd ember
#

actually no

feral ice
#

How do i get the width of an actor? If the scale is 1,1,1 and i have a cube how do i get its width?

odd ember
#

the opposite

#

deltaseconds do slow down

solemn zephyr
#

so "takes into account" means it is affected by it

odd ember
#

yes

#

time dilation slows down frames

#

that's the whole point

#

all time is slowed

solemn zephyr
#

unless I'm completely misunderstanding them

odd ember
#

everything in the game

#

updates per frame

#

even timers that are faster

#

will only update on the next frame

#

(multiple times, if they manage, but still, they sync with frame time)

faint pasture
#

WorldDeltaSeconds = ActualFrameTime x TimeDilation

odd ember
#

(previous frame time)

solemn zephyr
#

doesn't everything being tied to frames make it very difficult to include frame rate options in the game?

faint pasture
#

Ya I've always wondered about that. Is there a infographic around that goes over the frame timing and order?

faint pasture
#

Don't say "this lasts 5 frames" but instead say "this lasts 0.08s"

odd ember
solemn zephyr
#

then shouldn't I make the jump delay 16ms rather than one frame for consistency across different settings?

odd ember
#

delta seconds is fine

#

it's the closest thing you have to a true frame time

#

because the engine doesn't know, on its current frame, how long that frame takes

#

so it takes hte previous

solemn zephyr
#

yes but a delay based on frame time will change based on framerate

#

so if I want the jump delay to be consistent and include higher frame rate settings should I not make it 16ms

faint pasture
#

That's the whole point.

odd ember
faint pasture
#

Well yeah it'll always round up to frame

fiery glen
#

It gets evaluated each frame to see if the time has passed

solemn zephyr
#

if that's how it's checked why can't I just set it to 1ms

odd ember
#

you can

faint pasture
odd ember
#

but it doesnt make a difference

#

it still syncs on the next frame

#

so nothing happens

solemn zephyr
#

the length of a frame varies based on frame rate

faint pasture
#

That's like asking why you can't spend 0.001 dollars.

#

Yes your minimim delay will be 1 frame. Deal with it. Or write a whole new tick function to run at arbitrary timesteps.

odd ember
solemn zephyr
#

how many frames it takes isn't what I'm talking about, I'm talking about real time, a frame delay will be half the time at 120fps as it would at 60fps

faint pasture
#

That is true. Now what's the point?

fiery glen
#

So don't use a 0 time delay?

odd ember
fiery glen
#

Generally I use those to just deal with race conditions

odd ember
#

yeah I hate that we have to do that

#

I was considering using more built in polling

faint pasture
#

You don't have to, you can design your stuff correctly to not require a delay. But if it works it works.

odd ember
#

if you're aiming to have your game run at 120 fps you have to design for it basically

#

framerate independence would be nice

faint pasture
#

Design it right and you can run your game at 1000.

odd ember
#

I used to think timers had it

#

but no

#

anyway this conversation is moot since it's not something you can easily fix in BP, and it will have little to no bearing on your actual game

solemn zephyr
#

yeah this is a bit pointless

faint pasture
#

Ok so on a other topic, what's the approach to making your pawns completely agnostic to whether they're driven by a PlayerController or AIController? I'm thinking just have Player inputs call into an event layer, and AI also calls into that same event layer.

odd ember
#

sounds like a plan

#

or you can create a composite component for it

faint pasture
#

Anyone here ever done pawns that AI drives around by inputs and not by pathfound movement?

odd ember
#

mm no

faint pasture
#

Basically where ai says "move forward" not "move to that location"

odd ember
#

I don't think that thinking works with AI well because AI is generally goal based

#

or I should say, purpose based

faint pasture
#

You still have the goal, it just only exists in the ai controller

#

It's just interfacing with the pawn exactly as a player would.

odd ember
#

but IMO what is smartest is having either a component or the player controller dictate inputs that interface with the AI so you can possess each AI and still retain functionality

#

for what it's worth I have my inputs in the player controller, not inside the pawn

faint pasture
#

Yeah I might transition to doing that. I know there's a reason why I switched back to on the pawn but don't remember why.

odd ember
#

but I would avoid having AI call into player input events

#

I don't think that will go down well

faint pasture
#

No I don't mean that. I mean both calling into a layer.

odd ember
#

it could work but again, you'll have to consider how that is a paradigm shift from goal based AI

faint pasture
#

If AI could output input events that'd be dope but I havent seen that done.

#

The AI controller still has a goal, it just accomplishes that by controlling the pawn exactly how a player would. This is for a roguelike shooter and player and enemy pawns are all the same base class. Nothing special about the player character.

odd ember
#

I mean that's just a systemic approach

#

but AI will likely still have to control like AI

#

if you want true player controls for the AI (which may not reflect well in the player experience) you'll have to abstract backwards from the AIs having a goal and how they achieve them

#

and I think you'll have a hard time doing that regardless

faint pasture
#

Wait till you see how we're doing ai perception lol

odd ember
#

well if it's anything like this, it sounds like you're crossing the river to get water

solemn zephyr
#

not to bring that debate back up but just pointing out that the first image works and the second one doesn't so the entire problem is just some kind of bs with blueprint

#

since adding 0 time should have them both update on the same frame the two images should do the exact same thing

solemn zephyr
#

I see

faint pasture
#

It's due to how the CMC works, you'll have to modify/extend the CMC or work around it.

solemn zephyr
#

never mind then

slender idol
#

Hey, what's the best way to get a per BP instance random? I'm trying to manipulate some flickering lights and they end up flickering in the same pattern due to the random number being the same in all isntances.

faint pasture
#

The problem comes down to passing 2 moves to the CMC in 1 frame, there's some sort of a priority or something there.

faint pasture
#

How are you getting your random number? I'm more surprised that they are all the same than not.

slender idol
faint pasture
#

Do you have 1 actor with multiple lights or multiple actors?

slender idol
#

multiple actors with 1 light each

faint pasture
#

Show your BP, idk how tf theyd all get the same random numbers.

slender idol
#

intensity is exactly the same on all instances

faint pasture
#

Are you sure your random float is doing enough to even notice?

#

Try just multiplying your flicker track by random float in range 0.5-2

#

Or whatever will be obviously noticable.

orchid spruce
#

Anyone able to help me get rid of some errors? They aren't game breaking but they keep showing up when I stop playing in editor

faint pasture
orchid spruce
#

Here's the error, I'll post the code in a sec

#

branch highlighted in yellow is the one I'm being directed to

faint pasture
orchid spruce
#

I'm hitting into a geometry brush. Could that be causing it?

faint pasture
#

Try print hit actor

#

Maybe brushes are special

orchid spruce
#

yeah it works fine when I hit my valid walls, those are meshes. I get the error when i hit a brush

faint pasture
#

What does it print when you hit a brush? Is a brush an actor? I'm not exactly sure if it is.

icy dragon
#

Also it's not like BSP brushes should be used for final level logics.

orchid spruce
#

Yeah it doesn't print anything

#

Should I be replacing them with static meshes after I've finished testing?

icy dragon
orchid spruce
#

Awesome. Thanks!

zealous moth
#

what in the world is this?

#

huh gone if i recompile

odd ember
#

recompile and save

#

and see if you get it again

zealous moth
#

nope gone

odd ember
#

then no problem

jagged kelp
#

hi all, I am trying to make it so when a player is within a volume any movement they take becomes relative like this https://gfycat.com/incompletefaintbaboon the only clue I have right now is "in that example the sphere is stationary and only the flat platform is moving. The objects on top of it inherit their location from the platform and the physics stay relative." so the core of my question remains >> how does?

hardy merlin
#

Hmm. A naive approach may be Attaching the sphere to the platform.

jagged kelp
#

I tried attaching the the player to the sphere, without any success but I can try attaching the player to the platform itself

novel robin
#

I am trying to get a runtime BP to work in movie render queue and epic suggests this workflow

I have no clue how to get the "target level sequnece" and target map node

odd ember
novel robin
jagged kelp
# odd ember try using "snap to target" for all rules

the player got scaled up to the size of the platform, I made it scale and rotation world and snap to target for the location rule and while I hover above the platform I am moved along with it, as soon as I touch the platform it zooms out from under me, but then I get dragged along inside the volume hovering again

storm vigil
#

Hi. Is this timer ok for a stamina consumption tied to running and sprinting? This was using tick previously and I tried using a timer. I attached the beginning of the node to the event begin play. I wanted to use 0.1 seconds but it was not that smooth when the UI bars are decreasing/increasing. So I tried using 0.05 seconds.
The float was also tied to the delta time on the Finterp for the blending of the walk speed and running/sprinting, so I could only find the get elapsed time by handle to derive a float value instead of the delta seconds.
Not sure this is optimal. Thank you

odd ember
jagged kelp
#

relative did the same scaling

odd ember
#

leave scale and rotation to world

jagged kelp
#

ah will try relative location now

storm vigil
# odd ember what is the question?

Hi. If using this timer at 0.05 seconds and get elapse time handle for float is better than a tick and using the delta x seconds for the float? Thank you

odd ember
#

tick runs once per frame, at 60 FPS that's around 16.7 ms, or 0.00167 seconds. so updating only once every x frames is fine

jagged kelp
storm vigil
# odd ember performance wise? yeah it's better, as long as tick is disabled too

Thanks. So this one here right I will disable? Will this not affect the tick from the codes like the timeline (which uses the tick I am not sure) within this blueprint and also the Anim Blueprints which uses tick or is this for this specific blueprint?
Regarding the tick interval (sec), is it the same if I set this to 0.1 or 0.05 seconds and use the default code using the tick?

odd ember
odd ember
#

both of those are special cases

#

if you're looking for performance increases, you can also go into every actor and disable tick on their respective components

storm vigil
# odd ember if you're looking for performance increases, you can also go into every actor an...

Thank you for the insights, I will have to read up more about optimization. I am trying to find some parts that can substitute for a timer. So far the template I am working on only uses the tick for the stamina and blur effect. My only concern was that I have several timelines in this blueprint, ow and I also have a weapon sway and weapon block IK in this BP that would be better running on a tick for smoother animations. Anyway, this is only a single player game.

odd ember
odd ember
novel robin
sudden lynx
#

Anyone know how to make the mediasound component louder? Making the attenuation radius bigger doesn't seem to help.

tropic pecan
#

Hey there, I have a question. Does anybody have an idea on how to sort out a slot in order such as like with a party unit slot. I'm trying to create a party structure and I realized that when I try to switch units to follow, the slot switches up and messes up the slot order. I had the idea I'd have to put a number on them but just how is there a way to get a structure to follow an other number on each unit and keeps it from messing it up. My units are inside of a map(Dictionary) in the variables of a controller blueprint. Should it be setup differently for unit blueprints? I do require to be able to add new ones in a gameplay and remove.

tropic pecan
# faint pasture like an RPG Party?

Very much yes. It is a complicated thing to explain but I will try to ask for how to sort out the slot and a way to keep it like not matter what happens.

light token
#

Ok very noobish question. I have a project which didn't include any character so I migrated the FPS Character from the template into my new project. What do I need to do know to enable it? I already set the GameMode from the Project Settings to be the one I migrated but when I run the game it doesn't load the FPSCharacter (I put a print in beginplay)

tropic pecan
# faint pasture like an RPG Party?

I have my party units in the Controller blueprint I made in a variable map(dictionary) and I've connected to my slots but when I try to switch out them, their slots move around and that's not what I want. I want to slot to function like by number though the unit that has the roll of leader goes in the top while the navigator in the bottle while the normal party members are in the middle. They stay in their certain row even if registered to follow. I ask that is there a hint on how to sort out this way?

faint pasture
#

Why do you have a map? What's the key and what's the value?

tropic pecan
tropic pecan
faint pasture
#

I know what you mean, why are you using a map? Maps don't have a concept of order

tropic pecan
#

If I had to use an array. I guess that would have made sense in a way but that still doesn't quite get to a slot order yet for me.

faint pasture
#

I would represent a party as either a naked array with leader being Member 0 or a struct with a leader reference and members reference array

tropic pecan
# faint pasture I would represent a party as either a naked array with leader being Member 0 or ...

May I ask what is the naked array? I did have the idea of creating a Inumeration to sort out their rolls in the unit blueprint. But then make a list in them in some way without being interfered. I don't understand on how a struct would do it though trying to add the Inumeration in it while added in the controller blueprint in the list would have made somewhat sense. But, do you know any sort of structure that can sort out a unit party slot?

tropic pecan
novel robin
#

Me again.

anyone have any idea how to set a soft reference variable for a Level/Map?

ive tried every keyword i can think of to scrub through the options and cannot get anything that functions

solemn zephyr
#

this seems like a good way to do this since the default crouch and jump functions can't be called on the same frame

brazen merlin
solemn zephyr
#

it won't, the order is irrelevant, it's something with the character movement comp that prevents the default un crouch and jump from being called in the same frame at all

icy dragon
#

CMIIW, but I think Sequence node also ignores timing of latent functions like Delay.

tropic pecan
solemn zephyr
#

I can't tell what I'm missing here though, it's supposed to disallow standing back up if the trace hits but it isn't allowing it regardless

#

oh I'm blind lol

#

I forgot to connect the exec pin

brazen merlin
solemn zephyr
#

I fixed it

brazen merlin
#

alright

solemn zephyr
tiny scroll
#

I do believe

novel robin
tiny scroll
#

There is a load an unload node

#

Think you can specify it as a class

#

Etc

novel robin
#

Pardon me..but what??

#

are you talking about the load level and promote to variable workaround?

novel robin
trim matrix
#

I got a question
How do I make it so when my collectable counter reaches a certain number, it casts to a function in my particle BP

trim matrix
#

Im not sure if this is correct

faint pasture
#

you CALL a function in your particle BP

#

Don't use tick for this. First of all, does the Particle BP exist all the time or is it only spawned when your get your collectable number?

trim matrix
#

It exists constantly, I want it to be hidden when the counter reaches 4

faint pasture
#

Instead of asking every frame "Is the counter 4 yet?", just check when you change the counter

#

Counter = Counter +1
If counter > 4
Do thing

#

The tick approach is the programming equivelent of the little kids asking "Are we there yet?" 60 times a second.
The proper way to do it is "I'll tell you when we're there."

trim matrix
#

Okay I see

#

What do I use instead of an event tick

faint pasture
#

Just check at the end of whatever you do when you get a pickup

#

get pickup, check if over 4, do thing

#

no tick anywhere

trim matrix
faint pasture
#

Not in the UI, in Event Teru Collected

trim matrix
#

How do I make the function not "read only"

faint pasture
#

Why would it be read only, go to the actual event Teru Collected

#

You made that event right?

trim matrix
#

This is a read only function

#

Idk why

faint pasture
#

Not that event, go to the event that is fired when a Teru gets collected

#

did you make this or is this some example project?

trim matrix
#

I made this yes

faint pasture
#

Do you understand what I'm saying at all? When you collect a Teru, check to see if you have 4 of them. If you do, do the particle effect

#

it's super simple

trim matrix
#

Yes I understand that

#

However I dont know how to do it

spark steppe
#

you have to use a reference of your rain system as target

trim matrix
#

I dont know how I'd get that in there

fiery glen
#

I suppose you could get all actors of class

#

definitely not sure what the #1 intended way of getting singleton actors is in BP

#

(make subsystems blueprintable you hacks...)

spark steppe
#

that depends on what the rainsystem even is

#

is it a standalone actor?

fiery glen
#

I think he made a standalone actor with a Niagara component on it

#

iirc

spark steppe
#

yea then get actor of class

#

if it only exists once

trim matrix
#

Rain is still visible when 4 is collected

spark steppe
#

we gonna get any further debug informations, or is that everything?

#

does the event fire?

spark steppe
#

because it looks kinda like a wild guess rather than set up with intention

trim matrix
#

It was a guess mixed with my current knowledge

#

Should I change this to "equal" rather than "greater than"

#

Since I want the rain to be invisible when I collect 4

spark steppe
#

=

#

also you want to use an integer, not a float

timber knoll
#

Didn’t you have a counter in your player a few days ago?

#

I’m pretty sure I helped you with that πŸ€”

trim matrix
#

I'm not making a counter

timber knoll
#

But then why do you have a variable called counter

trim matrix
#

When the counter reaches 4 or higher, it'll hide the particle system

#

That's what I want

timber knoll
#

Yeah but you have the counter in your player

#

So why have another

trim matrix
#

also whenever I collect one, it fires and moves here

#

This is the counter in my player

timber knoll
#

Yes so that can also have the same logic

#

And trigger event elsewhere

#

Theres no need to have duplicate logic

trim matrix
#

It's not duplicate

#

The logic in my player tells the UI whenever the item is collected

timber knoll
#

Just looks weird to me that’s all

#

So when does that counter in UI get updated?

trim matrix
#

Whenever the item overlaps with the sphere

timber knoll
#

Can you make it a bit more specific πŸ˜›

#

What sphere

trim matrix
#

My bad, the sphere attached to the item, whenever the player overlaps with the sphere on the item

timber knoll
#

Then your counter in player also increases?

#

So the event in player should update it’s counter and pass the value on to UI

trim matrix
#

Is this going to lead towards the particle system or are you just going to talk about the counter

timber knoll
#

Then you can check on UI if that value >=

#

I’m trying to help you fix that counter because your branch is calling at a wrong value?

spark steppe
#

no

#

when the player collects increase counter on player, if counter reached 4 notify the particle system

#

don't add the UI to that

#

also i said use GetActorOfClass not GetAllActorsOfClass

#

and you should define the class which your particle system is of, and not braindead collect all actors

trim matrix
#

Thanks

timber knoll
spark steppe
#

currently theres not much logic πŸ˜„

trim matrix
#

Okay I got it to work

novel robin
native willow
novel robin
#

ooo thank you one sec restartin

trim matrix
#

So I want 2 different sky spheres with 2 different Blueprints, how would I do that?

faint pasture
trim matrix
#

It still uses the same BP when I duplicate it

native willow
#

duplicate the blueprint asset

novel robin
faint pasture
trim matrix
#

Somewhat

native willow
trim matrix
#

Apparently the BP doesn't exist

fiery glen
#

check the folder you are searching

faint pasture
#

It's an engine content bp

trim matrix
#

It's In the content folder

novel robin
trim matrix
fiery glen
#

you probably want "show engine content" iirc

native willow
trim matrix
#

Ahh gotcha

novel robin
# native willow I have no idea who that is, I used MRQ myself for a game trailer but only in the...

https://youtu.be/FxvF3zncClA

enjoy
this man is incredible at what he does

We're going to take a dive into the latest and greatest Movie Render Queue, made production-ready in Unreal Engine 4.26. This is a must-know tool for VFX Artists and CG Artists alike.
This Tutorial covers all the basics of the MRQ that you need to know about.

Relevant links:
Cryptomatte/Object ID Tutorial: https://youtu.be/Ry4-Q8mBjdg

Render C...

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native willow
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oh, thanks, but anyway, that trailer I did was my last attempt to use sequencer anyway, the pain I had to went through was not worth the result hah, remember having to download the engine source code to fix a crash that occurred whenever we tried to open a map that was holding a level sequence, I'll stick to programming and hopefully never touch sequencer again

native willow
novel robin
native willow
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try to invite him if you get a chance maybe

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if he's not already

novel robin
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yeah i was going to message him on instagram with a fun challenge πŸ˜„

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i searched the channel, i only see people posting his work

trim matrix
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I want the skysphere to be hidden when all the terus are collected, this is correct?

fiery glen
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it would be cooler to change the properties of the skysphere over time if you ask me

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if your goal is to hide the sky I guess that would work?

trim matrix
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I wouldn't really want anything fancy, I'm fine with the weather changing instantly

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Yeah it doesn't work

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It follows the same function that the particles do

faint pasture
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well then work your way backwards and make sure that event is even being called.

trim matrix
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But.. it is being called

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Because the particles get hidden

stuck plaza
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I'm making an endless runner kind of game. It works with preset tiles, so I have made 10 types of tiles each with different layout and every time a new tile needs to be generated, a random tile from the that pool is chosen to spawn.
I have a BP_BaseTile which I create child blueprints from e.g. Bp_TileType1, Bp_TileType2, Bp_TileType3 and so on. In each of these children tile I have various actors like Obstacles, Powerups, CoinPickup.
I have a question regarding tile layout creation. So far when I created a new tile by extending BP_BaseTile, to add new actors to this tile I would add ChildActorComponent and select appropriate actor e.g. SpeedPowerUp or Coin, then set his position, done. Is this bad way to create Tile layout? Are there any other ways to tackle this problem?

faint pasture
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What's particles got to do with anything you just posted? That's an interface call setting the visibility of a mesh. Does that specific event ever fire?

trim matrix
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That event is the same event that the particles have, there is no reason it wouldn't fire if they're both connected to the same interface, right?

faint pasture
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That's not how interfaces work. Put a print string on that and see if it's ever getting called.

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Interfaces are not dispatchers

trim matrix
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Oh I see

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Well it's not being called

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Would I make an event dispatcher here?

faint pasture
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IDK dafuq you're doing, weather should all be in 1 actor most likely

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or it should live in 1 central location that other actors can register with

trim matrix
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The skybox and rain particles are 2 different things

faint pasture
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Yes i know but a BP_Environment could have the skybox and sun and weather and all of that

trim matrix
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I wouldn't have known that

faint pasture
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but anyways, watch some videos on what Interfaces are

trim matrix
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Im just going to mess around with it

faint pasture
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I think you can get all actors of class with interface if you insist on using an interface to do this stuff

round moth
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I am confused why this isnt rotating my character. I am afraid it might have something to do with my mouse being captured

faint pasture
round moth
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how do i check that o3o

faint pasture
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Look at the capsule component

round moth
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i still cant find it

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like that setting

timber knoll
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what would be a good way to check hits for melee combat, when it comes to low framerate

timber knoll
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has to be fairly accurate for multiplayer

round moth
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so where can i find that?

faint pasture
trim matrix
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How can I branch this into both of those

round moth
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i dont see a properties window

timber knoll
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will that give better results than normal overlaps?

fiery glen
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a lot of melee games do a large "comb" of linetraces along the blade (of a sword)

timber knoll
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for my game it can be rather simple

fiery glen
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a simple box/capsule/sphere would work too

timber knoll
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most of the weapons will be fairly boxy, if not they can still have that simply box collision

icy dragon
fiery glen
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if it doesn't need to follow the real location of the blade/fist/doodad it could even be a simple shaped trace in front of the character

round moth
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id love some help for my smoothbrain to find that setting

trim matrix
fiery glen
timber knoll
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I'll try out multibox thanks πŸ™‚

fiery glen
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as for the uh, low FPS issue you are kind of praying people run the game at a decent framerate here

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because the animation will be sampled as fast as it ticks

round moth
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no i cannot find it still oof

timber knoll
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low FPS shouldn't be an issue, but it should somewhat be persistent just in case

fiery glen
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as long as it doesn't dip insanely low it should mostly be fine

timber knoll
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you can't have optimal results on low FPS, I am aware

icy dragon
timber knoll
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yeah exactly, just looking for a somewhat independent solution

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this will probably do fine

trim matrix
fiery glen
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you can right click the return value of Get Actor Of Class to just make a variable (promote to variable) from that like I show here

trim matrix
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Ah right

round moth
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so i think i made it use controller stuff but still dont know why it isnt working

icy dragon
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Get All Actor of Class is kinda taxing in BP, might better to do it in the beginning.

trim matrix
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Got it, thanks guys! :>

faint pasture
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Why would an enemy character ever need a reference to a playercontroller?

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That's really messy.

fiery glen
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some major blueprint spaghetti in the making

icy dragon
round moth
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still really confused and lost if anyone has ideas

icy dragon
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Wait, cables aren't as delicious as noodles

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Nevermind.

faint pasture
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Why does enemy pawn need a reference to player pawn?

icy dragon
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Isn't there a dedicated node to get player pawn? CMIIW

faint pasture
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Then get the pawn when needed, not the playercontroller

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and yes there is a dedicated get player pawn node

round moth
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still really confused if anyone has any input

faint pasture
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Why not cache it just like you've been caching the player controller

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cache the pawn, then now you have a nice little reference to pawn

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but getting player pawn and casting ever frame is fine

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idk why tf you need it every frame but thats whatever

earnest tangle
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@swift pewter I'd say you could place an event into your gamemode "Player Spawned" or something

icy dragon
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At least that saves you a cast node.

Also there's a Get Player Character node, if your character class is inherited from Character.h

faint pasture
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The whole thing sounds spaghet but yeah just get it and cast

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that'll be least shitty

icy dragon
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Is the character supposed to be immediately destroyed when it dies?

fiery glen
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why not have some kind of value noting that state of being "dead" but not exactly deleted to check if you need to?

trim matrix
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Is there a way to make my audio a variable

round moth
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so in my game it starts with 2d like widget spawned on screen and stuff and so you click buttons but can press buttons. would that get in the way of the game reading the mouse movement?

icy dragon
fiery glen
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might want to have the difference between being in "mouse menu" and "mouse look" mode

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I forget the exact binding order

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using the mouse in the UI might consume the input straight up... let me try

round moth
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o3o i dunno how to do that at all

trim matrix
fiery glen
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this is for UI specifically but I'm not sure if that's what you mean

round moth
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lets just say yes

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all i know

icy dragon
# trim matrix As in this?

@fiery glen what was the variable name for Sound Wave and Sound Cue? I'm not with the editor atm so can't remember exactly which

round moth
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is that i followed a player movement tutorial

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and it didnt work and the mouse was always on screen

fiery glen
icy dragon
fiery glen
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I'm honestly surprised it's an actor/uobject ref? must be a wrapper or something

trim matrix
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This is an issue

fiery glen
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Sound Cue is probably the intended usage

trim matrix
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Probably becasuse it's an object reference right?

icy dragon
trim matrix
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Yeah I want to stop the rain audio I have when the rain stops

icy dragon
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You could get them from Spawn Sound nodes (not Play Sound nodes, as it's fore and forget)

fiery glen
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yeah, I think you want something like this

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(make it a variable of course)

trim matrix
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Ohh yes I see

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Wait

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Hm

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The rain doesn't necessarily "spawn" in

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I just dragged it in

fiery glen
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I also think you should probably uh, attach this sound to the player somehow

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because otherwise it will just make a little sound from world 0,0,0

trim matrix
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I turned off attenuation or something so it wouldn't do that

icy dragon
fiery glen
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ahhh, "Spawn Sound 2D" could also work

trim matrix
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Hmmm

icy dragon
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Spawn Sound 2D is fine, if you don't want "immersive audio"

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And by "immersive" I mean panning according to the camera's listening direction

trim matrix
icy dragon
trim matrix
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Gotcha

icy dragon
trim matrix
fiery glen
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is that a blueprint interface?

trim matrix
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Yeah

fiery glen
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blueprint interfaces are so cursed...

icy dragon
# trim matrix ?

I think I saw this error when dealing with C++ inherited functions, never BP interface function calls πŸ€” πŸ€”

fiery glen
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are you calling it in a constructor?

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I'm honestly not sure how that error can be triggered from a BP function

trim matrix
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I was going to put it here so I could link it to the "stop" node

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This is the ThirdPersonBP

round moth
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anyone know how to let you use your mouse when you bring up a menu but not when it goes away

trim matrix
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My bad, my dumbass

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I needed to do "implement function"

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Not just drag it in

round moth
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oki doki thnaks

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cause i went to the first person template

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which fixed the movement problem

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and then i got the widget

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so it was great

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then realised i couldnt use it lol