#blueprint

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rustic sundial
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the problem persisists with and without timeline

gentle urchin
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relative to the actor that holds it

rustic sundial
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OHHHHHHH

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so wiat

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are you saying the door doesnt teleport to the location i set in the node?

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it teleports to those coords RELATIVE to the actor?

gentle urchin
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yep

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something like this

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is what you could do

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Or this, with automatic closing ๐Ÿ˜› better like this i suppose

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OpenOffset is whichever direction you wanna move it

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Next level would be the entire transform

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making the variable instance editable (the eye)

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suddenly you have a relatively versatile door bp

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Now when you place the door in the level,

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all you have to do is edit its transform offset

gentle urchin
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Hover -> drag and drop?

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just like any other node

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its called a reroute node

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double click the wire to create one

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or drag and search

delicate scroll
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Hey, quick question. Is there a relatively simple way to scale a widget to the screen size? So it fits regardless of the screen size.

gentle urchin
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There's always the scalebox

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probably not gonna look nice on all screens tho

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i've heard that takes a ton of work

delicate scroll
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Hmm... That doesn't sound idea lol

gentle urchin
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Nope ๐Ÿ˜›

timber knoll
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They always scale?

fiery glen
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you define their scaling behavior in the widget designer (corner anchors etc)

timber knoll
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And this

delicate scroll
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Oh thanks, I'll check it out. Sorry I didn't see this before.

sinful gust
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Is it possible to have line trace hit then follow the surface geometry of a mesh?

earnest tangle
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Follow it how?

tawdry mural
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probably something to do with "end" trace input

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save a hit reference and then change the end trace to it

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ยฏ_(ใƒ„)_/ยฏ

gentle urchin
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Sounds like he wants the trace to 'bend' along the mesh surface

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At a specific height above mesh surface ?

tawdry mural
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@sinful gust

sinful gust
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Like having the trace 'bend'/bounce to follow right along the faces of the geometry

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And ik it's kinda a stretch to ask lol. I'm going to experiment and somehow try to do that when I get back to my pc. Or something like it

gentle urchin
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Not easily possible

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Whats the purpose of it?

sinful gust
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I was wondering if there's a way to do real time aerodynamic rendering that can adapt to almost any 3d model. Like faking a fluid sim. But with casting rays

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And instead of using hardset values which is the easiest way if I just wanted to do normal planes

tawdry mural
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i dont think ray trace can work like that

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but i dont think alot in general

sinful gust
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Yeah I'm only asking because I know you can simulate realistic projectiles/involves changing direction but having it change and follow multiple edges and faces is a bit much to ask ngl

tawdry mural
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because you start a trace from your camera idk what can you do after

sinful gust
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Yeah exactly!

crimson geyser
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Hi, I want to have a wall turn 180 degrees when on begin overlap. But I want it to rotate 180 degrees again when the character overlaps the box again. Can someone help with that? Now it only turns around once.

gentle urchin
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Change it to play from start

crimson geyser
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That was easy... Thanks haha!

rugged flame
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Hello, BP newb here. Trying to update the plugin Ultra Dynamic Sky (weather) using a UMG combobox. How do I connect the selected item in the combo box to the type of weather in the Change Weather Using Type node?

sudden iron
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hello good evening, i want to ask about the "interface" in blueprint , im still confused about how its work and why we need it

tight schooner
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if you're talking about interfaces as a general concept then that's more open-ended

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encapsulating various forms of "blueprint communication"

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(casting, dispatchers, parent classes, etc.)

sudden iron
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thanks guys @icy dragon @tight schooner

slender idol
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Any idea why the shader complexity view mode won't work in a packaged game? It just displays the default texture no matter how long I leave it like that.

faint pasture
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You can maybe do some sort of runtime baking of the fluidics but aero is crazy insanely complex.

fiery glen
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most physics games these days appear to bake it in the build mode

sinful gust
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Yeah that seems to be the best route to take on this. It would probably take me a year to finish it if I did any other method

icy dragon
halcyon kelp
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Hey everyone - wonder if someone can help...

I'm trying to get an actor (default scene root) to move to another location (discard pile) - but it seems to go in a very weird direction (the discard pile is directly ahead, but default scene root goes high up and stops before reaching the discard pile).

This is my blueprint here, I think the problem is that I can't simply just get the location and tell scene root to go there... but I could be wrong? Anyone have some guidance for a poor soul :D?

drowsy jungle
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Hello guys I am new here

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Would any1 be able to help me out with a catalog I am making

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An archviz related catalog

timber knoll
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don't ask to ask, just ask

drowsy jungle
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I need voice chat

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I'll share screen

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Can you help @timber knoll

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?

timber knoll
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never done anything archviz related

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so most likely not sorry

drowsy jungle
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Its about measuring distance between objects

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I've created a spawning system. But I need every spawned object to measure distance, Once I get 2 points I can do the rest adding the annotation line

timber knoll
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have you tried bounding box?

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it tells you the total dimension of an asset

drowsy jungle
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Yes

timber knoll
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then you would just have to translate that to world space I guess

drowsy jungle
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But I need to make a line trace from the center of each face of the bounding box

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On Line hit, I would get the second point

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But How to do the first part ?

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I need it to measure distance in game

timber knoll
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center of a face?

drowsy jungle
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Normal

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Face-Normal

fiery glen
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if it's just a rectangular (box) shape of the entire actor you could just get the edge and then split height/width to get the center?

timber knoll
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that would just be your actor directional vectors

fiery glen
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I think we need a diagram to explain this

drowsy jungle
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Are you available for a voice chat @fiery glen ?

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3 minutes max

fiery glen
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fine I guess

trim matrix
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Guys, I have an actor that I want to appear first as a trace result, even when behind other actors (it's a Gizmo). What is a good way to do it?

dim robin
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if i have the same clickable actor instanced multiple times in the level, what is the best way to access and reference the specific one that is getting clicked?

tawdry surge
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@dim robin the on click event returns a reference to the clicked actor. Atleast when its assigned as a delegate it does

dim robin
tawdry surge
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No they don't

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It returns the ref to the specific one clicked

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I literally just made a rail shooter, using point and click mechanics. I promise it works

dim robin
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ok i'll post a screenshot of blueprint, i need help, i can't make it work

trim matrix
dim robin
# dim robin

let's suppose i click on first cube, and then on second one, i need to put the first cube back in his place, but i can't reference it because the reference is overwritten with the new cube clicked

tawdry surge
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You need a branch to determine if the player already has an item selected and another variable to hold the last clicked item so you can put that back b4 grabbing the currently clicked item

dim robin
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so basically after a new cube has been clicked i can't get the previous one anymore

tawdry surge
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You miss understand. You need two variables one to hold the current variable, which is changed every time you click and another one which is changed after the branch passes the check. If it fails then you put the one you are holding back b4 assigning the new one to the second variable and picking it up

gentle urchin
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On click -> check if you have existing valid reference -> if so do what you need to with the old one-> target the new one

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I do it with singular variable, but can be done with two if you wanted :p maybe you need two in this specific case, but i'd think not

tawdry surge
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You don't NEED 2 but will keep it cleaner

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I prefer to assume I will 100% forget what any particular BP does and like to make it as simple to read as possible

gentle urchin
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I'd argue that 1 variable is easier to reflect on compared to two , especially with vague namings like 'old' and 'newest' suffix etc , but thats probably more of a preference

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Doesnt matter much, both methods work

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They basically do the same

dim robin
gentle urchin
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Check if the existing variable holds a valid reference before setting it to the new reference

tawdry surge
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Don't name things "old"..
LastClickedActor and CurrentlyClickedActor are much more descriptive and accurate

gentle urchin
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Heh. Well, last and current is also prefixes which can add confusion to their use imo.

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Last ~ old

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Poteto tomato

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Its all just details, the most important part is consistency ๐Ÿ˜…

dim robin
tawdry surge
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To a point.. prefix as old or whatever is fine but I mean don't just name it "old"

gentle urchin
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In your case you may never invalidate it, but the point still stands. You can check if they're equal. If not equal then reset the existing before selecting the new

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If i werent in at a course i'd show some code but

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My hands are tied

gentle urchin
tawdry surge
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I'll be on my pc in like 20 mins or so.
I can show you a screen shot then

dim robin
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thank you, i would be very grateful, my brain is exploding i can't figure this out

tawdry surge
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It's OnClicked event-> set CurrentlyClickedActor->branch->true->set LastClickedActor to be CurrentlyClickedActor-> pick up LastClickedActor

The branch condition should be the result of an == check. Is LastClickedActor == CurrentlyClickedActor.

Off the false pin you then put the LastClickedActor back->set LastClickedActor to be CurrentlyClickedActor-> pick up LastClickedActor

earnest tangle
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it would be simpler to just set last clicked actor to current clicked actor first before doing anything else, since then you don't need to repeat the logic in the branch :)

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(but yeah the general idea is good)

dim robin
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i'm trying now, in the meanwhile thanks a lot

tawdry surge
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You can do it with less nodes this is just more descriptive and simpler to follow

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After it works then optimize

supple meadow
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is there a way to reference a bone or a socket so it can plug into here? (in character blueprint, not anim one)

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I've been bashing my head against this for a full day now, maybe I'm misunderstanding something?

earnest tangle
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What exactly are you trying to do?

supple meadow
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I'm trying to make it so the character pivots around that particular bone as opposed to the whole scene

earnest tangle
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is it one of its own bones or is it another actors bone it's attached to?

supple meadow
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Own bones yeah

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I'm basically trying to replicate aim offset on the z-axis

earnest tangle
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I'm not 100% sure if there's some nice way to do it, but you can rotate around a point with some math

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I can never remember the formula for it though, I'm sure you can find it if you google something like "ue4 rotate around point"

supple meadow
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won't that cause clipping then?

earnest tangle
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How so?

supple meadow
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well if it's just slicing the mesh in half and rotating it around an arbitrary point?

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or am I missunderstandding

earnest tangle
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I'm not entirely sure what slicing the mesh in half has to do with rotating it :)

gentle urchin
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Rotate around axis , isnt that a node that could be used here ?

earnest tangle
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That's for rotating around a specific axis, it doesn't rotate with a specific pivot point iirc

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pivot/origin

supple meadow
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well the problem I have is to set that specific pivot point

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that's all I need

earnest tangle
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Yeah so there's a formula you can use to do that, it's something like set position = position - pivot, rotate, set position = position + pivot

supple meadow
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like this, but make the pivot not a scene but a bone/socket

earnest tangle
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It might not be exactly what I just said but it's something along those lines :P

supple meadow
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but I need it to be a scene component for setworldrotation to work no?

earnest tangle
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set world rotation's target is the thing you're rotating

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so if you say set world rotation(pivot, new rotation), then it rotates pivot

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so you'd need to actually do set world rotation(mesh, new rotation)

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or move pivot into the pivot point, attach mesh into pivot, rotate pivot

tawdry surge
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This sounds alot like a target lock mechanic thats in every melee game ever

earnest tangle
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yeah tbh I don't quite follow why he wants to do it, and I'm not quite sure how his actors and components are set up which might be leading into some confusion :)

supple meadow
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I'm completely lost honestly

earnest tangle
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Maybe you can show what your actor looks like and what the component setup on it is

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so that what you want to do is easier to visualize

supple meadow
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so, trying to replicate z-axis rotation but only for other players

sharp rapids
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From what I understand,
You have your "mesh" and a "pivot"
Get direction from "mesh" to "pivot"
Rotate that direction vector about the "pivot" by the required angle
Calculate new position of the "mesh" using the direction vector

supple meadow
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The pivot is a placeholder, it's nothing

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it's what I want to figure out

sharp rapids
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Well, You do have something like a Vector for the pivot, right?

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Like a Position?

supple meadow
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I want the pivot to be the location of a specific bone yeah

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if that's what you mean

sharp rapids
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Take a look at this

supple meadow
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I tried that already, setworldrotation only accepts scene components though

sharp rapids
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Yeah, That's the intended behavior

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As @earnest tangle said already, SetWorldRotation sets the rotation of the 'Target'

supple meadow
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right, I feel like I'm missing some fundamental, so if I get the bone location how do I feed that into setworldrotation?

sharp rapids
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btw I think, You'll need a SetWorldLocation rather than SetWorldRotation

sharp rapids
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There's going to be some vector mathematics involved

supple meadow
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is there really no way to maybe add a scene component and somehow weld it to the pivot point?

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because I have no clue how to do this vector thing.

sharp rapids
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As far as I'm aware, you'll have to do vector math

faint pasture
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@supple meadow what kind of end result do you want to achieve?

supple meadow
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I just dont understand how I can translate vector math into character rotation

supple meadow
faint pasture
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Are you trying to move the capsule around or the mesh?

supple meadow
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the mesh

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I think

supple meadow
faint pasture
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Rotate the mesh and then offset it by mesh location - bone location

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With z zeroed out

supple meadow
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I have no idea how to do that

faint pasture
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You should already know how to set the mesh rotation. Then just set the mesh location relative to capsule to mesh location - bone location.

sharp rapids
faint pasture
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Or just author your animation so you don't need to do this

supple meadow
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ok so I understand even less now

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I have no idea how to change the rotation of the mesh, only how to change rotation of components

tawdry surge
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@dim robin did you get it working or you need to see the BP script?

supple meadow
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and what's authoring animations got to do with replication?

faint pasture
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Just dragged off a reference to the mesh and type in set rotation.

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Also what's any of this got to do with replication? You are asking about being able to pivot a mesh around a bone

supple meadow
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yes but specifically to replicate it to other players, I think I mentioned it earlier

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which is why I cant use the animation bp to do it I think

faint pasture
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You just do the offset everywhere based on the same information. When you're running, you're not replicating the movement of the legs, you're just replicating the fact that the capsule was moving and on every machine, it translates that into the running animation. Same idea.

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So exactly what mechanic are you trying to achieve here buy pivoting a mesh around the bone?

supple meadow
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replicating the player looking up and down

faint pasture
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Yeah you would just replicate the look Direction, and then on every machine the animation will be handled from that information.

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So why are you pivoting the whole mesh around that instead of just rotating the bone or using a blendspace or aim offset?

supple meadow
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because this is the only way I figured out how to do it

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I want to rotate the bone, but that's done within the animation blueprint and I'm working inside the character blueprint

faint pasture
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You should do animation stuff in the animation blueprint whenever possible. Replicate the aim direction and on every machine, the animation blueprint will use that to drive the pose. Matching things up.

sharp rapids
worthy frost
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you should use Control Rotation and pull the yaw/pitch from GetBaseAimRotation on the Character

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Pitch is replicated, but you need to use GetBaseAimRotation->Pitch

supple meadow
worthy frost
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what you doing, making player look left and right?

supple meadow
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up and down

worthy frost
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sec

pastel rivet
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Is it possible to get a soft object reference name without loading it?

supple meadow
supple meadow
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so this is all done within the animation blueprint?

worthy frost
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yes

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even turn in place is done via animation bp

supple meadow
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huh I see

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what's the newaimoffsetblendspace?

worthy frost
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a 2D blendspace

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err sorry aimoffset

supple meadow
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is that something you create, like a variable?

worthy frost
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no

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its an asset

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that holds animations for specific aim offset

sharp rapids
supple meadow
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right ok I see

sharp rapids
worthy frost
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no

sharp rapids
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I mean, Both basically lerp between animation poses
Both have identical setups

worthy frost
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Blendspace is more for locomotion

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i mean technically you could...

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but not tried

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i know aim offsets are additive

sharp rapids
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What would happen If I just put aiming anims in a Blendspace

supple meadow
worthy frost
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@sharp rapids nothing really, it might work

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just not tested it

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@supple meadow event graph and animgraph

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i would suggest maybe doing a UE4 course on it

supple meadow
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I'll definitely take one

worthy frost
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Animation and AnimBP is not an easy thing

supple meadow
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relying on youtube tutorials has produced very poor results for me

sharp rapids
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It's possible

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Have you tried using an Actor reference?

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Instead of the Player Character reference

worthy frost
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@swift pewter if its from a overlap detection

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two choices: Single player: You can just check if Actor == GetPlayerCharacter, Multiplayer, you will need to cast cause GetPlayerCharacter is not suitable for multiplayer in mostly all cases.

sharp rapids
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Or you can use Tags

worthy frost
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Tags again is fine if its single player

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multiplayer, no

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this is the easy way for Single player

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no additional checks are needed

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you know the overlapped actor is the player

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not noticable

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people are scared of cast's

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unless your doing it every frame

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you wont even notice

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even doing it every frame, you would hardly notice

sharp rapids
worthy frost
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just like people are scared of Tick cause someone once said "Ticks are bad avoid Ticks"

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so they make a timer to run at .006......

worthy frost
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yes BP ticks are slow, and we tend to avoid BP ticks for classes that there can be a lot of in the world

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but we implement it in C++ for the performance boost

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Use tick do not abuse tick

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some things HAVE to be done on tick

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no avoiding.

crimson geyser
worthy frost
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you could never get smooth rotation without tick

sharp rapids
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The fear about Casting is it causes it to load the 'casted' blueprint in memory even if it doesn't exist physically in the world
If we don't check it, we can possibly arrive at a place where loading the Main menu will load the final boss in memory.

worthy frost
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@sharp rapids this is why you have a base BP

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with no assets in

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and only cast to that.

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@swift pewter no

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i also don't see why you would need to do that on tick

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BTW, just a heads up, even having a empty Tick node that is active (even if no pins connected to it) will cause the engine to tick the BP, adding cost ๐Ÿ™‚

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this wont be called cause its like a fake node (hence why its kinda transparent)

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this will cause that BP to tick

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and add cost, even tho you are not doing anything with it ๐Ÿ˜›

sharp rapids
worthy frost
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not really

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what if you are in a main menu

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and one of the bp's there has a cast to your player

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would load your character even though you are not using it

sharp rapids
worthy frost
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not that you would notice

gentle urchin
worthy frost
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tho if you are calling it alot

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it would be benefical to cache

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@gentle urchin you still need to disable the actor ticking to avoid ticking the C++ code

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but the C++ tick is cheaper than the BP cost

icy dragon
worthy frost
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bp has additional cost of navigating the VM (virtual machine) and stuff

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@icy dragon yeah

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or leaving it in the disabled state

sharp rapids
gentle urchin
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Ah. The more one knows ! Didnt know the c++ tick got disabled by it, tho it makes sense

worthy frost
#

components are ticked themselves

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not via the actor

sharp rapids
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Shouldn't that be the intended behavior?

icy dragon
worthy frost
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@icy dragon BPImplementable events wont transverse the BP vm, if the node does not exist in the BP

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@icy dragon those default nodes are disabled, and wont be executed

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so they are safe to be left

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once you connect a wire to them, they are no longer disabled

sharp rapids
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So you reset the references on Player Respawn, no need to check it every tick

icy dragon
worthy frost
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@swift pewter you could technically cheat n a single player game

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you could hold the controller reference

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and use Controller->Pawn

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Controller never changes if player character is destroyed

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why would you need too?

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when your AI spawn

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you grab the player controller

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then you just use PLayer Controller -> Pawn

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instead of GetPlayerCharacter

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(warning this is only for single player game)

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then you cast when you need too

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AI in Red Solstice 2 uses a special aggro system, and our monsters choose who it wants to target, either via Perception system or if no one is percepted, it grabs all enemy pawns in the world, and chooses one (via some complex scoring logic)

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but for single player game, you can cheat a lot

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if the only target is always the player

hoary knoll
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How can I scrub through an animation during runtime by clicking and dragging, for example opening a book by click dragging the cover or a door, or any other animations?

odd ember
icy dragon
torn kettleBOT
#

:triangular_flag_on_post: BilateralBird#2758 received strike 1. As a result, they were muted for 10 minutes.

tawdry mural
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might be modifiers

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or shape keys

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does it have any ? in blender

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try exporting it without shape keys

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or with it

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you never know

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export options

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go through it

icy dragon
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I know how to fix that, but it's a ripped model, and it's one of those underground reverse engineering knowledge.

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Better for me to not spoil it here ๐Ÿ˜‰

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Also it's not even remotely a BP issue.

tawdry mural
#

whos talking about bps

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you anime guys are weird

icy dragon
hoary knoll
#

@icy dragon how can I correspond mouse X axis movement (after click hit) to the new position in animation sequence? and does this only work for one animation?

icy dragon
wary shadow
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I would like to move an ball if an event box is triggered by an actor. Inside the ball event graph, how should I call the event triggered?

odd ember
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how is the ball and the trigger connected?

faint pasture
sturdy loom
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I'm trying to do something with a Camera Actor
I'd like the camera to always align according to two actors on the map

And I wanna know if there is a way to get the "axis" between these two actors so I can put the camera on that axis

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Forgive my digusting drawing skills, but here's the general idea

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I want the camera to be on the red cross thing

last abyss
#

seems like a normals issue, in the top right on blender check this. then select all faces (in edit mode ofcourse) and ALT+N -> recalculate outside. now from the outside all faces should be blue, and from the inside they should be red if they aren't then you have to select the faces that should be blue from the outside and ALT+N -> flip

worthy frost
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@hoary gazelle We don't condone or allow the discussion of using ripped/pirated assets here.

gentle urchin
faint pasture
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If point A is the far one and point B is the close one, direction vector from A to B is

DirectionVector=Normalize(B-A)

The camera is at

B+DistanceFromB*DirectionVector

And camera orientation is

FindLookAtRotation(B,A)
spark steppe
#

here's one for those who love vectors...

gentle urchin
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Hit me!

spark steppe
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how would i convert a right handed orientation (rotator) to the left handness of unreal

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i made too much stupid json stuff in the last hours to activate my last 2 brain cells ๐Ÿ˜„

spark steppe
tawdry surge
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Wouldn't you just invert x?

spark steppe
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yea for a vector, but does it also apply to rotators?

tawdry surge
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Oh Idk. Didn't read rotator, just saw vector up top

spark steppe
#

maybe yaw + 180?

gentle urchin
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Yeah it did !

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I didnt really get the question,

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You wanna just mirror it?

spark steppe
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yes

gentle urchin
#

Yaw 180 would solve it wouldnt it, as you said

sturdy loom
gritty elm
#

what mean by break rot into axes function

gritty elm
sturdy loom
#

thanks

worthy carbon
#

Does someone knows a good tutorial to create an inventory in ue4

odd ember
#

yes but it requires cpp

brazen merlin
odd ember
#

wait is the tutorial supposed to be good

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or the inventory ๐Ÿค”

fringe trench
#

Hello folks. I have an actor component that needs a reference to a primitive component in order to adjust its collision logic (collision profile, collision enabled, etc.). I need the referenced primitive component to be different depending on which blueprint the actor component is on. In Unity, this is laughably easy, as I can literally drag in any collider I want into the exposed reference slot in the inspector. In Unreal, I have not found a way to replicate this important functionality. Any tips?

odd ember
#

I exposed collision components from cpp and made them blueprintable

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but yeah no reason they shouldn't be default exposed

tawdry surge
#

Or get components by class

odd ember
#

I mean that doesn't solve the problem

fringe trench
#

if they are exposed and blueprintable like you suggested, can I assign them from the inspector? Basically I would like to be able to select from a list of components on the same blueprint, in order to specify the one I'm after

gentle urchin
#

Could you not make some initialize function for it ?

#

Atleast flexible for the input primitive

fringe trench
#

that is not the worst idea haha

#

it's obviously better than getcomponent as I can be sure I'm getting the exact thing I want (if I can spell correctly lol)

#

It would be even more ideal if I could select that FName from a list of names of components on the blueprint class, but I don't expect that to be too much of an option

solemn musk
#

Im using an Any Key to check for which input method is used but it seems to have blocked input from my Keyboard input axis events for other things

#

this a common issue?

odd ember
gentle urchin
solemn musk
#

thank you

odd ember
#

although I'm a bit iffy about what you mean by inspector

fringe trench
#

I mean assigning the variable "Collider" using the dropdown. I need some way to assign the exact specific collision I want from the same blueprint. Currently that dropdown gives me no options, and I cannot drag any component in there from my blueprint.

odd ember
#

but I may be wrong

fringe trench
#

I think you'd be right there. This is certainly frustrating coming from Unity, but perhaps the solution of specifying the name directly might be my best bet for what I'm looking for

odd ember
#

unity cant?!

fringe trench
#

ya positives and negatives for sure

worthy carbon
teal nexus
#

how can I duplicate a mesh (skeletal or static), flip face normals, offset vertices in Construction script ?

odd ember
#

you can't perform any graphics operations in blueprint

zealous moth
#

Debatable

#

You can make mat functions with public parameters

teal nexus
#

I only need to do it once, so that I don't have to do it in runtime (which is what material will do, I suppose)

odd ember
zealous moth
#

I dread the reason forbthis operation

odd ember
#

sounds like someone wants automatic outlines and doesn't want to invest in making a postprocess filter I suppose

#

but what do I know

teal nexus
#

not only don't want to, but can't - platform doesn't allow PP

#

I could do all that in Blender, but since I've done it in the past I have plenty of reasons not to do that ever again

#

alright then, not possible via BPs

odd ember
#

sadly no

teal nexus
#

thanks

odd ember
teal nexus
#

probably less intuitive than doing it in Blender (I don't enjoy UE4's mesh editor a single bit)

zealous moth
teal nexus
#

what about them ?

#

btw, platform is Quest 2

#

'nuf said

odd ember
heavy ibex
#

Isn't it fun when you're seeing a "Hello" printed to your screen but you have no idea where it's coming from? And if you search all blueprints for "Hello" it shows you every single print string because it's the default value

brazen merlin
heavy ibex
#

Unrelated: would someone be able to help walk me through rotating a static mesh using quats? I think I've been able to at least wrap my head partially around what quaternions are but I can't seem to figure out how to implement it. I want to rotate a mesh 36 degrees, interpolated using a timeline

#

I've seen some old posts indicating it can't be done in BP and if that's the case I'll happily go to #cpp with this question but .. nothing is really clear at the moment.

brazen merlin
heavy ibex
brazen merlin
#

well it only goes one direction, so that is simple enough

#

timeline or Rinterp both work, you got a preference?

heavy ibex
#

I tried doing it with the pitch and it got really wonky

#

timeline preferred. I honestly don't understand the use cases for rinterp

brazen merlin
#

ah, there might be confusion between what "XYZ" is relating to pitch, yaw, roll

#

is each number slot on a cylinder basically?

heavy ibex
#

It worked going from 0 to 36, then 36 to 72 but then it started falling apart

#

yeah, 10 faces

brazen merlin
#

oh... hmm

heavy ibex
#

I don't understand what was happening but I was told it was due to using euler instead of quats

#

which .. after doing some research didn't really seem to line up with what I was seeing but .. I'm very uncertain

brazen merlin
#

yeah, not sure, thinking

#

all i can think of is telling it to use it at quaternions

#

i forget, but there is a node in bp to do so

heavy ibex
#

I can convert a rotator to a quaternions

#

but I don't know what that does for me

brazen merlin
#

im trying to remember which is which, i think euler likes to find the shortest rotation distance where quat just adds, maybe i have that backwards

heavy ibex
#

Weird part is I don't know why it would break down at 72 degrees.. I'd think it would break at 180

#

makes me think I have something else wrong here

brazen merlin
#

well, i was gunna ask earlier, these 10-sided cylinders, you rotated them to place them inside the cryptex thing right?

gusty shuttle
#

Hey guys, off the top of your head, how does one edit and turn a decal with points?

brazen merlin
gusty shuttle
brazen merlin
brazen merlin
gusty shuttle
#

keyword is spline indeed

#

Cool, I have enough info now haha, thanks man

heavy ibex
brazen merlin
#

sure thing

odd ember
brazen merlin
#

great, very clear, thanks

brazen merlin
heavy ibex
#

I gave up on them for a while and just set the rotation directly without interpolating so they just 'tick' into place. I told myself it was good enough. But I keep seeing it and I really want it to rotate over a timeline

brazen merlin
#

well, although you set the rotation, if you saw the values, they could get wonky without knowing

#

i would think that from 72 +36, is gets weird because it crosses over 90

brazen merlin
#

it might decide 72 in x while 00 in yz, then passing 90, it wants to do 0 in x with 90 in both y and z

heavy ibex
#

Yeah, quaternions. I got a basic understanding of them but I still have absolutely no idea how to implement them. And online doc for how they can be used in UE4 seems very hard to find

#

So I'm back for help

brazen merlin
odd ember
#

ask the quik mafs geniuses in #cpp perhaps

heavy ibex
#

I can convert a rotator to a quat but .. does that help me?

#

ok

brazen merlin
#

it essentially converts it from euler to quat

heavy ibex
#

it seems like converting from euler to quat is a bad idea

brazen merlin
#

confusing, but it exists for a reason, to hurt others

odd ember
heavy ibex
#

I tried to get a better understanding of it by adding 36 degrees to the yaw then converting it to a quat and printing the output to see how it translates which gave me 0.0,-0.309017,0.0,0.951057

#

which .. isn't nearly as nice of numbers to work with as "36" is .. but .. if it works, I suppose ..

brazen merlin
#

yeah, that's starting to hurt me

heavy ibex
#

im sure the rounding will muck things up if people rotate it a couple thousand times but hopefully it doesn't come to that

odd ember
#

it wont, quats are stable

#

you can rotate around axis in quat too

lean thistle
#

When launching multiple standalone instances of a project from the editor, does one GameInstance exist independently for each Standalone window, or does only one exist for the computer?

heavy ibex
odd ember
#

magnificent

brazen merlin
#

if someone tells me an easy way to make a gif, i think i can show it working without anything truly complex

heavy ibex
#

i dunno about gifs, i just record short videos in obs

brazen merlin
#

yeah i figured

odd ember
#

I'm sure you can find the math online as well btw

heavy ibex
maiden wadi
#

Ew. Quats.

faint pasture
#

@heavy ibex I couldn't find your original question but you want to use spherical lerp, not rinterp

#

Rinterp is implemented in Euler for some damn reason

grave relic
#

Anyone that can help me with this? Im spawning actors in a volume, linetraceing down from there spawn point. Then i want to use the Impact normal to aline the spawned actor to the normal of the hit mesh

grave relic
#

I dont know how to do the math hehe

faint pasture
grave relic
#

Just like this? Couldent get it to work

maiden wadi
#

World rotation, also.

#

Well. Might not make much difference here, but the trace math will be in world.

grave relic
#

Dient change :c

faint pasture
#

What does it do?

grave relic
maiden wadi
#

You're rotating the component

#

You need to set the transform's rotation.

#

You can delete the Set rotation entirely.

#

I think. Where is that Transform coming from?

brazen merlin
#

Here's the mockup, trying to get video @heavy ibex

grave relic
#

This is where i set the transform

maiden wadi
#

Set your MakeRotFromZ there.

#

Make sure that's orienting them correctly, then we can manage the random yaw rotation later.

grave relic
#

Hooked the make rot from z into the make transform, nothing has changed

heavy ibex
maiden wadi
#

To be sure if it's the trace or not, make a rotation of 0roll, 0yaw, 45 pitch. Try that in the make transform.

#

It should rotate them to lean back a little.

#

If that works, your line trace is returning more or less null, or probably upvector.

grave relic
#

They all get the same rotation

#

So yeah probly the linetrace

odd ember
#

all you need for the quat is the axis that goes through the numbers (same for every number)

#

and the angle you want to rotate

#

boomski

brazen merlin
grave relic
#

The linetrace @maiden wadi

maiden wadi
grave relic
#

hmm okey i see, seems like its traceing up

brazen merlin
heavy ibex
brazen merlin
#

ah! great point

odd ember
grave relic
odd ember
#

you move the problem from 90 to 180

maiden wadi
brazen merlin
maiden wadi
#

If so, take the start point, and just do + MakeVector 0,0,-1000 and use that for the end point.

brazen merlin
#

but as a problem solver, this is intruiging

heavy ibex
grave relic
#

Yeah, the original use for the linetrace is to check if the object is inside another object dont spawn it

heavy ibex
#

ok, enough trying to avoid quats. gonna smash my head into it until it makes sense

odd ember
#

I gave you the solution

#

it's really simple

heavy ibex
#

You did. But I don't yet understand how to implement that

#

Maybe I'm having the dumb.

terse goblet
#

Hiya! I've made drag drop using drag drop operation. I want to make item rotation with right click, but any mouse click does the same as left button release - ends drag drop. If I do it over slots, it does drop to them. But if I do it over nothing, nothing happens. Like drag drop just ends.

heavy ibex
#

It needs to rotate around the Y axis

odd ember
heavy ibex
odd ember
heavy ibex
odd ember
maiden wadi
#

This is getting intense, for rotating a lock component around a single axis. O.o

odd ember
maiden wadi
#

Just rotate the thing 90 degrees on yaw, and use Roll.

brazen merlin
maiden wadi
#

Or.

heavy ibex
maiden wadi
#

Use pitch, and just keep a float that goes from 0-360. It doesn't gimbal lock that way.

brazen merlin
hallow helm
#

Hello everyone! I've been running into an issue for the past few days trying to get spline meshes to draw during gameplay. Here is my forum post on the issue: https://forums.unrealengine.com/t/runtime-spline-mesh-component-only-generating-once/261185/10

I'm almost thinking it may be an engine bug of some kind?

gentle urchin
#

I used splinemesh and had them generating fine the other day , atleast.. i think they were

#

Can double check tomorrow. Small task to reconnect it

glossy kraken
#

hey, my friend keeps getting this error where he set up his character but the default character is showing up instead

#

does anyone know any solutions?

faint pasture
odd ember
glossy kraken
faint pasture
#

Are you sure the game mode is being used?

heavy ibex
#

Is there an instance of the default character in the level?

odd ember
#

it may do the quat internally

glossy kraken
odd ember
#

lmao indeed

#

all that work to find a node that is right there

faint pasture
#

@odd ember what exactly are you trying to do here? That looks weird

faint pasture
#

No I mean that looks like a weird way to do whatever it is you're trying to do. What's the end result you're trying to achieve?

heavy ibex
odd ember
tight schooner
odd ember
#

let me see if I can hit the same

faint pasture
#

@heavy ibex what are you trying to do?

heavy ibex
faint pasture
#

On a phone that just tries to open it in the browser lmao

heavy ibex
#

Trying to rotate 360 degrees, 36 degrees at a time using a timeline so it's smooth

#

ahhh

#

it's a combination lock

faint pasture
#

Just do the rotation in local space. I'm assuming you have some sort of component with an axis aligned with the lock right?

heavy ibex
#

some sort of component with an axis aligned with the lock right? repeating this in my head a couple times to try to figure out what you mean

odd ember
faint pasture
#

Like a mesh or something. I don't know what your blueprint looks like, but this should be as simple as setting relative rotation, only having to change one of the values

#

Say your combination lock wheel mesh points down local X, just set roll and you're in business

odd ember
#

jumping in halfway through an issue isn't exactly helping

faint pasture
odd ember
#

"should" and "does" aren't exactly helpful terms

heavy ibex
odd ember
#

finally

heavy ibex
odd ember
#

well what matters is that you have a solution

#

and I'm pretty sure that node has a quat on the inside

#

which is why it works

faint pasture
#

@heavy ibex either re-import your mash or use a seam component to allow you to use yaw car to rotate those and it'll loop around just fine. Pitch and roll have limits, yaw does not

odd ember
#
FRotator UKismetMathLibrary::RotatorFromAxisAndAngle(FVector Axis, float Angle)
{
    FVector SafeAxis = Axis.GetSafeNormal(); // Make sure axis is unit length
    return FQuat(SafeAxis, FMath::DegreesToRadians(Angle)).Rotator();
}```
#

boom

#

QED

maiden wadi
#

Personally, timeline feels bad for this. I'd just put this thing on tick. You have 10 sides. 36 degrees per side. Your input picks a number. Tick solves interpolating from current rotation to number selected * 36

faint pasture
#

You don't need to bust out quaternions to spin a scene component. That's like trying to drive a nail with a jackhammer.

odd ember
#

nobody is busting out anything. this is a node that handles quats on the inside

#

and quats are the defacto best way of getting stable rotation

#

so I don't know what you're even arguing?

#

"don't use this node, it's too good"

#

or alternatively, is your point "EULER MUST WORK"

heavy ibex
spark steppe
#

ah the smart people are around... guys how to mirror an rotator axis?

heavy ibex
#

๐ŸŽ‰

spark steppe
#

from right handed rotator (y right) to left handed rotator (y left)

#

x forward on both, so no 180ยฐ yaw turn

odd ember
# heavy ibex

just as an addition, you can use AddWorldRotation to avoid combining rotators. if you want.

spark steppe
hallow helm
maiden wadi
#

Axis is a vector. Multiply it by -1.f

heavy ibex
grave relic
#

@maiden wadi Managed to do it, now i can align with normals thx for the help. Still a bit wonky but its getting there

faint pasture
odd ember
#

have you even looked at the setup

heavy ibex
modern musk
#

Does anyone know if it's possible to dynamically set the radius of a navigation invoker?

faint pasture
#

As long as your target rotation is always correct whenever you press one of the buttons, you should be fine. It shouldn't bust if you press the buttons faster than the timeline can play, etc.

faint pasture
#

Typically standalone is much faster but dunno if its just less overhead from editor or bps are faster.

ashen night
#

i'm looking for a reliable method to determine if an object can be seen in the frame

heavy ibex
ashen night
#

nice, didn't know about that one

#

atm i was projecting bounding box points to screen and checking if within screen size

#

which is ok for if the object is not in the frame, not if it's fully occluded by another object

modern musk
heavy ibex
#

I'm not certain on the behavior of WasRecentlyRendered, I've never actually tried to use it, just know it exists.

trim matrix
#

yo any vectorheads here?

ashen night
#

I'll test WasActorRecentlyRendered if it's better then my current version (which checks if not in frustrum THIS frame basically)

#

line traces can hit pillars/fences and object can still be seen between them

#

only method i can think of is stencil masks and reading back the pixels

#

which is probably too prohibitive

#

maybe multi box trace and checking every object along the line if it fully occludes and adding up occlusion bounds

#

nevermind.. WasActorRecentlyRendered works if occluded by another actor

modern musk
#

Nice!

ashen night
#

thanks everyone ๐Ÿ™‚

#

hm.. in unlit it works that way .. hm

odd ember
#

best way is trace

dapper ore
#

Hey so I made it so that I can move my camera around my 3rd person character while I hold right click. I did it by enabling "Use pawn control Rotation" under "camera settings" on my "Springarm" and some blueprint coding, But in doing so it ignores my default camera position. Is there a way to setup the default camera without running a startup line in a blueprint to manually set the camera to where i want it?

ashen night
#

player can still see, even though traces all hit

#

i'm running into these situations

icy dragon
ashen night
#

lol

modern musk
# ashen night player can still see, even though traces all hit

I think your solution will depend on how accurate it needs to be. You should be able to figure out what your comfortable with the smallest see through gap being, and then setting up a line trace function that keeps the line traces at that distance from each other. For instance, if your perception is 180 degrees, then figure out how small of a gap is acceptable to ignore and send out a line trace at each degree (it could be every 1 degree if needed).

Alternatively, you could also try the AI perception component?

#

You could also try doing it by calculating some angles. For instance, line trace from the center of the camera to the object in question, and if that line trace hits an object then get the hit object's bounds and check the angle between the relevant side's bound and the camera center and see if that is greater or less than the angle between the center of the camera and the object?

odd ember
floral carbon
#

Hi i'm working on a project and i have an idea to implement something would increase/decrease the game speed, I should have probably thought about that earlier because it seems a bit difficult to add this now. I think i have to change the tick interval and change somes float used to delay all of my BP... I don't really know what is the best way to achieve it,
if i have to call an event to every BP or store the game speed somewhere every BP can easily access and adapt the speed based on that. However, if you know any other ways I could do it, please let me know.

dawn gazelle
floral carbon
#

Everything expect the player

dawn gazelle
#

I was thinking time dilation but that also slows down the player...

worthy frost
#

that is tricky

#

you could increase the players time dilation multiplier

#

and all its components

tiny lynx
#

hey guys, ive been trying to get my audio working all in a sound class and I have it set to a slider. I am using SetSoundMixClassOverride and I had it working at one point but for some reason now it is not working. Is there a way to call GetSoundMixClass or something like that? I am having trouble debugging it all

worthy frost
#
    UPROPERTY(BlueprintReadWrite, AdvancedDisplay, Category=Actor)
    float CustomTimeDilation;```
keen prairie
#

i'm trying to get an object to move up and down, starting at it's current location in the level, but it just flies into the sky infinitely rather than come back down. what am i doing wrong?

worthy frost
#

ofc it would

#

you need to do more than just SetActorLocation @keen prairie

keen prairie
#

i mean, it does move tho lol

ashen night
#

use relative or store starting position and add to that

floral carbon
#

Thanks you for your answers i will try it @worthy frost @dawn gazelle

dawn gazelle
worthy frost
#

i prefer to lerp with an alpha

#

but that would not work for the lower curve...

#

@keen prairie store the original location before you start the time line

#

then you can just do OriginalLocation + that float

#

or just store the original location Z

keen prairie
#

how do i do that? sorry, it's been many years since i've used ue @worthy frost

ashen night
#

on begin play get world location and store it in a variable

#

then use that variable in your +

keen prairie
#

it doesn't seem to move at all now. thank you tho

worthy frost
#

well you are only moving a small amount

#

like 9 units

keen prairie
#

i changed it to 100 and no change unfortunately

#

okay, i'm really stupid lmao

#

i missed something obvious. that's my bad. thank you very much for your help

worthy frost
#

is it working?

#

what was it

modern musk
keen prairie
worthy frost
#

lol ok ๐Ÿ˜›

tiny lynx
#

anybody know more about how to debug a sound mix? first time really working with these. Im trying to use a sound class to have my background music and a separate sound class for my sfx. wondering if theres any way to "get" the sound mix current settings

faint pasture
keen prairie
#

I understand you're saying using every tick is inefficient but i don't know how to cache this information

spark steppe
#

hit me if i'm wrong, but that should make an nice hop with that float curve

#

if you add 10 at some point, and add -10 later, you end up at 0

#

the real problem may be that the change accumulates, so your highest offset isn't 10, but the sum of all positive values

keen prairie
#

i'm sorry, what? ๐Ÿ˜‚

tawdry surge
#

@keen prairie he's saying you need to set world location as a variable

keen prairie
tawdry surge
#

Getting it with the function every frame is moving the start point

keen prairie
#

this seems to work great now

#

thanks to KaosSpectrum

faint pasture
#

Lol beat me to it

keen prairie
#

Yoss, I have learnt my lesson, for sure

#

๐Ÿ˜‚

#

quick slap on the wrist

winged sentinel
#

how can I define a playable area on my map? I want to be able to spawn in enemies on my map in a playable space that I designate
I was thinking of placing multile bps with collison boxes but its not really perfect
Because I want to also get linear progress of the player like the percentage of level completed

brazen merlin
odd ember
#

yeah the first is solvable by navmesh

#

percentage of the level completed isn't really. but if it were, it would also be through navmesh

#

maybe if you do some markup entities for level start and end, then path to them from player position (not too often) and compare ((PlayerPosition - LevelStart) + (PlayerPosition - LevelEnd)) / (LevelEnd - LevelStart)

winged sentinel
brazen merlin
#

is this sometihng you constantly need to know or do you check it based on some condition? for example, the end of the level

winged sentinel
brazen merlin
winged sentinel
brazen merlin
#

you say "Far" so distance check, ie what EFoolType put makes the most sense

silk cosmos
#

I have this interface event set up in an object. The event requires the use of a variable, which is set to be different for each child class of that object. However, when I call the interface event, the variable is read as the value that is set in the parent. What am i doing wrong here?

winged sentinel
brazen merlin
#

tick is as constant as can be

winged sentinel
#

I like the idea of the makup entity

odd ember
#

tick won't help here

winged sentinel
#

Yes true but tick will kill perf

odd ember
#

path generation on navmesh has to be handled async

#

or it would block the game

brazen merlin
#

honestly just thought it would be a measurement from where the player started to their current location

#

sounds like you want to track their movement regardless

#

as in "steps"

odd ember
#

that would imply that each level is a straight line

winged sentinel
odd ember
#

pathing allows for flexible level structure

winged sentinel
#

like a start and end to my level

odd ember
#

yeah I'm just explaining why you can't just trace a straight line

winged sentinel
#

ahhh

#

i see

odd ember
#

navmesh is flexible for this, but queries are expensive and take long

#

there's also a potential for them to return with no path found

brazen merlin
#

odd idea, but would it be possible to update the distance traveled on each step of the foot?

#

does that sounds appropraite?

odd ember
#

that's too frequent

#

genuinely we're looking at several seconds apart at best

brazen merlin
#

no nav check, just a distance check from last pos

winged sentinel
#

i can do several seconds that should be okay

odd ember
#

how do you measure the endpoint?

#

if you measure per footstep

brazen merlin
#

the check would happen on foot contact with floor

#

that could be setup with anim notifies

odd ember
#

you only know your path from start. you may be sidetracking

brazen merlin
#

probably, def not thinking of using the navmesh to do this

odd ember
#

no I think you misunderstand

#

navmesh is the only way of doing this

#

barring some custom system that requires markup per level

winged sentinel
#

basically i think because the navmesh is flexible to "bend" the level doesnt have to be in one stright line

odd ember
#

yes

#

and it accounts for any amount of sidetracking

winged sentinel
#

meaning i can track my progress based off of where i am in the nav mesh

brazen merlin
#

hey that sounds cool

winged sentinel
#

But i might have an idea idk if this will work

#

what about a spline?

odd ember
#

sure but that's markup. and what if you have areas that are to the side of the spline?

winged sentinel
#

well theyll just be side areas, theyll have to exit them to get to back to the main objective

odd ember
#

you could maybe do something like a really wide spline, but then that limits how the levels can be designed

winged sentinel
#

only thing i can think of that would trip it is if there were multiple pathways

odd ember
#

yeah you'd have to account for those as well

#

easiest thing by far would be to find a different metric to measure progress by

odd ember
#

idk what kind of elements you have in your game

winged sentinel
#

ah i see

odd ember
#

if you have AI, maybe it's per amount of AI killed

winged sentinel
#

come up with my own system

odd ember
#

per amount of objects picked up

#

per amount of objectives completed

#

etc.

#

if you want your camera to be on your controller, remove pawn cameras and use the player camera manager class

#

although it's a bit wonky to work with

winged sentinel
#

@brazen merlin Thank you too

odd ember
#

it has a built in method that seems incomplete at best, and no logic otherwise. it's very much DIY

#

sure you can store transforms

#

and see if that works

brazen merlin
#

for third person, it'd be through the swing arm

odd ember
#

you can get it off the camera itself

brazen merlin
#

in reading what you are trying to go for, it sounds like each character exists in the world. The controller simply possesses a pawn, so each pawn can have a camera, upon possession it would swap that camera

odd ember
#

I think that's the issue

#

that the cameras screw when you swap between them

brazen merlin
#

ahhh

#

from a non technical mindset, i would do a fade in/out

#

fade to black on one camera, switch to the other, the other fades in

#

camera manager is the culprit though, it's just awful to work with

#

unfortunately not with cameras... Set view blend is the only node I can think of that handles camera blending, though i dont think it helps here

odd ember
#

camera is something that is not usually easy to fix

#

you could try SetViewTargetWithBlend on possess to see if it smoothens it out

light token
#

Hello. I'm getting crazy. It's just this blueprint and I can't get why it is doing this. I need somebody out of my tunnel vision to take a look. It's driving me nuts :/

dawn gazelle
#

What's your tolerance set to?

light token
#

2500

dawn gazelle
#

That function is constantly returning false?

light token
#

yes

#

it was working before

#

I didn't even change a thing. I just adjusted the landscape to have more islands

#

after that it started doing this

dawn gazelle
#

Mebbe do a breakpoint and see what the values are in those vectors?

light token
#

yeah that's a good idea

#

going to do that

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but first im going to restart UE4

#

maybe it's a bug

#

thanks

#

Lol

#

it was a bug

#

the waypoint reached tolerance is 0

#

I have to recreate the variable

#

thanks for the advice

dense citrus
#

hi, quick question, i'm trying to make my own enemy, using a list of ifs, the enemy using a pawn blueprint as a base (there's a reason for this i don't wanna get into rn) and i was wondering how i could get the players location if it's overlapping a box collision owned by the enemy?

odd ember
#

if the enemy owns the box, sure

bright harbor
#

weird question, how would one go about making a wall or other object, that only a certain character can walk through?

#

that's where i was going wrong, thank you so much, i was making trace channels

dense citrus
#

and do you know how that's possible?

bright harbor
mystic bough
#

give your wall this collision channel. the actor you want to be able to walk through the wall would have ignore for this channel

bright harbor
#

ohhh i see it now, sorry for being so oblivious, and thank you for your help

mystic bough
odd ember
mystic bough
#

everyone starts somewhere, don't feel bad for asking questions.. I'm pretty far along and completely oblivious on a lot of subjects in ue still

bright harbor
dense citrus
mystic bough
#

yea lol same here. can't learn parts of unreal I haven't had the experience to deal with yet.

bright harbor
odd ember
mystic bough
dense citrus
bright harbor
mystic bough
#

outside of that, I'd do what you're doing, try to find similar games and ask around on discord

bright harbor
#

aight, thanks!

frosty berry
#

I am doing a terrain landscape and with blueprints and have done the LandscapeLayerBlend so I can paint if need be. I would also like to use the WorldAlignBlend to set textures based on height (sandy beaches, snow topped peaks, etc and hard slopes with rock. Can you mix the two blends and how?

odd ember
chrome eagle
trim matrix
#

any smart vectorheads?

chrome eagle
#

No clue what that is โ™ฅ

trim matrix
#

been struggling with this problem all day

#

i have a free rolling physics object say a head, and I want it to spawn decal always when it hits a wall, floor etc. so far I can only correctly spawn decal on floor or floor+ either left or right wall

#

how can i align it so it will go always correct face where it hits

#

im spawning it from a bp

brazen merlin
trim matrix
#

yes tried that

#

not working

#

atleast if i do that some more maths to even have it just work on one wall and floor

brazen merlin
#

not working as in it doesn't spawn it? wrong rotation? what not work?

trim matrix
#

well normally you get normal decal when correct rotation

#

when it dont work it just shows this barcode like thing

#

like the rotation of decal placement is wrong

brazen merlin
#

right, it projects and smears the pixels

#

sounds like wrong rotation, are you getting forward vector or up vector?

mystic mist
#

Hey all, looking for a blueprint node that resets the position of my ball when I click on a switch. Does anyone know what that would be called?

trim matrix
#

xD make a variable of your current ball location of the start.

#

then on left mouse click set actor location and and insert your variable there

brazen merlin
trim matrix
#

@brazen merlin im getting from event hit set location from hit location

#

rotation ive tried rotation from xv vector

#

tried negating also

brazen merlin
trim matrix
#

yeah dunno about that im dismembering a head

#

so it can go in a an angle

mystic mist
#

Like this?

trim matrix
#

if u want your ball start loc be 0 0 0 then yes

#

but

mystic mist
#

(ive got some other commands to run thus the sequence lolz)

trim matrix
#

get actor fro begin play

#

i recmmend

#

and save that as a variable

#

so you dont have to always get that when clicking

mystic mist
#

oh I see

brazen merlin
trim matrix
#

thank you though :p

#

The scale on the player controller for pitch being a negative value is actually evil. Is there a reason by default it's set to this? Or is it that the person who designed it to be like this for so many years is one of "those".

#

u wot m8?

mystic mist
#

got it

#

ok one more question

#

so it returns to its target location, but its still moving from the previous action

#

how would I get it to stop completely?

brazen merlin
#

the ball is pathing right? using navmesh?

mystic mist
#

no, its physics.

brazen merlin
#

ah

#

is sweep true?

mystic mist
#

no. I can set it though, nothing changes, so far as I can tell (if its true or false)

brazen merlin
#

should be a combination of those two, maybe sweep on and teleport off

chrome eagle
#

ok I copy/pasted code from 1 door to the next. Door 1 works exactly as expected and door 2 is not even registering that I'm hitting the key to open the door. (I checked and neitehr have "consume input" on the input event)

#

Any thoughts? x.x

brazen merlin
chrome eagle
#

so I've been breaking connections backwords trying to find where the break in the bp is.. at the moment both doors show/hide the text ""F" to open".. The 2nd part of their BP I've shortened so now all pressing F does is remove the text.

both doors have (from what I can tell) the exact same nodes (I copy and pasted them, replaced variables) Door 1 works perfectly fine. The new door doesnโ€™t

tight schooner
#

@chrome eagle can you show your current graph?

flat raft
#

you have to tell the character which door is currently the focus

brazen merlin
flat raft
#

i assume you have a box collision

chrome eagle
#

The top code is just if player is overlapping collision box, show text "f" to open and make the door openable. and if player leaves collision box, hide text and door is not openable.

#

Bottom text has been remove from the rest of the nodes so all it does it remove the "f" to open text.

#

orginal door does exactly that. This door doesnโ€™t seem to register that I'm pressing F at all, though the text is working so collsiion box is working

brazen merlin
#

alright so now where is the door open code again? and what is inside the timeline?

chrome eagle
#

I've disconnected the door open code, as well as the timeline to open said door.

#

At this moment all this door should do is hide the text.

flat raft
#

Unreal has a very simple tut on this. Follow that, as it might be more visual of an explanation

chrome eagle
#

I mean my code works... as I setup my first door just fine.

mystic mist
#

alright for anyone wondering if I got the ball to work, I did. There may be a simpler solution but this is what I did.

brazen merlin
chrome eagle
#

My guy, there is no time line I dunno what you're looking at o.o

mystic mist
brazen merlin
chrome eagle
#

The orginal post? of the nodes I've stated a few times I've disconnected? x.x

brazen merlin
brazen merlin
chrome eagle
#

Correct. That's all I want them to do right now.

brazen merlin
#

great, glad to help?

flat raft
#

@chrome eagle ok i'll do a test on my pc. basically, you have 2 collision and when you press F the text appears?

chrome eagle
#

no o.o am I not explaining this correctly?

The door has 1 collision box. When you overlpap the text appears and the door becomes openable.

When you leave overlap, the text goes away.

While overlaped a boolean variable says that it can be opened. (Can Open door? V)

on 2nd picture, that vairable is pluged into a branch along with the input F.

Pressing F marks the door as openable just so the text will not reappear

brazen merlin
#

i guess ive been confused, i thought you wanted the doors to open, has it been about this F text the whole time? That it's not appearing on the other door? no sarcasm intended, genuinely id like to help

chrome eagle
#

You're fine. The ORGINAL problem was yes my door wasnโ€™t opening, but as no one responded to me I troubleshooted on my own and removed all the actual door opening mechanics and found the 2nd door stright up isnt registering when I press F.

The text appearing, and disappearing based on if you're inside the collision bxo or not is working perfectly.

#

I can steam it in a VC if it'd make it easier?

brazen merlin
#

i get it now

chrome eagle
#

yea ignore the first text as the nodes are all different lol

brazen merlin
#

well forgive the redundancy. the vault collision, that's on one of the doors?

#

so it's a bp and you have two of these doors?

#

or are the doors two components part of the same bp?

chrome eagle
#

There are 2 different BP.

brazen merlin
#

ok, so there's these two doors then, and overlapping one works but not the other

chrome eagle
#

ima send full BP in hopes to clear things up.

brazen merlin
#

can i see what they look like in level?

#

if the bp works for one, then im thinking its not bp