#blueprint
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relative to the actor that holds it
OHHHHHHH
so wiat
are you saying the door doesnt teleport to the location i set in the node?
it teleports to those coords RELATIVE to the actor?
yep
something like this
is what you could do
Or this, with automatic closing ๐ better like this i suppose
OpenOffset is whichever direction you wanna move it
Next level would be the entire transform
making the variable instance editable (the eye)
suddenly you have a relatively versatile door bp
Now when you place the door in the level,
all you have to do is edit its transform offset
Hover -> drag and drop?
just like any other node
its called a reroute node
double click the wire to create one
or drag and search
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.
There's always the scalebox
probably not gonna look nice on all screens tho
i've heard that takes a ton of work
Hmm... That doesn't sound idea lol
Nope ๐
They always scale?
you define their scaling behavior in the widget designer (corner anchors etc)
And this
Oh thanks, I'll check it out. Sorry I didn't see this before.
Is it possible to have line trace hit then follow the surface geometry of a mesh?
Follow it how?
probably something to do with "end" trace input
save a hit reference and then change the end trace to it
ยฏ_(ใ)_/ยฏ
Sounds like he wants the trace to 'bend' along the mesh surface
At a specific height above mesh surface ?
@sinful gust
Like having the trace 'bend'/bounce to follow right along the faces of the geometry
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
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
And instead of using hardset values which is the easiest way if I just wanted to do normal planes
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
because you start a trace from your camera idk what can you do after
Yeah exactly!
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.
Change it to play from start
That was easy... Thanks haha!
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?
hello good evening, i want to ask about the "interface" in blueprint , im still confused about how its work and why we need it
are you talking specifically about "blueprint interfaces"? See: https://youtu.be/EM_HYqQdToE?t=2204
if you're talking about interfaces as a general concept then that's more open-ended
encapsulating various forms of "blueprint communication"
(casting, dispatchers, parent classes, etc.)
thanks guys @icy dragon @tight schooner
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.
Yeah nah that's gonna be hard.
You can maybe do some sort of runtime baking of the fluidics but aero is crazy insanely complex.
most physics games these days appear to bake it in the build mode
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
Even God of War had to simplify their 3D aerodynamics a bit. lot.
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?
Hello guys I am new here
Would any1 be able to help me out with a catalog I am making
An archviz related catalog
don't ask to ask, just ask
Its about measuring distance between objects
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
Yes
then you would just have to translate that to world space I guess
But I need to make a line trace from the center of each face of the bounding box
On Line hit, I would get the second point
But How to do the first part ?
I need it to measure distance in game
center of a face?
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?
that would just be your actor directional vectors
I think we need a diagram to explain this
fine I guess
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?
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?
Can anyone help me out here?
@dim robin the on click event returns a reference to the clicked actor. Atleast when its assigned as a delegate it does
yes but they alll have the same reference, i need to treat them individually, like i need to know if i click on number 2, number 1 has to go back to it's original place
No they don't
It returns the ref to the specific one clicked
I literally just made a rail shooter, using point and click mechanics. I promise it works
Figured it out. For future dudes - just create a specific trace channel for the gizmo, and if it doesn't return a hit, run the regular one.
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
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
yes i know, what i'm trying to say is i can't store that "last clicked" item, because it gets overwritten everytime i click
so basically after a new cube has been clicked i can't get the previous one anymore
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
On click -> check if you have existing valid reference -> if so do what you need to with the old one-> target the new one
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
You don't NEED 2 but will keep it cleaner
I prefer to assume I will 100% forget what any particular BP does and like to make it as simple to read as possible
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
Doesnt matter much, both methods work
They basically do the same
lucky you can make it work ๐
Check if the existing variable holds a valid reference before setting it to the new reference
Don't name things "old"..
LastClickedActor and CurrentlyClickedActor are much more descriptive and accurate
Heh. Well, last and current is also prefixes which can add confusion to their use imo.
Last ~ old
Poteto tomato
Its all just details, the most important part is consistency ๐
i don't understand, the reference is always valid..
To a point.. prefix as old or whatever is fine but I mean don't just name it "old"
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
If i werent in at a course i'd show some code but
My hands are tied
Ofc, its why i specified suffix altho it can also be prefix :p generally i try to avoid names which can rise a question of a variables current relevance.. why keep track of things you're done with :p
I'll be on my pc in like 20 mins or so.
I can show you a screen shot then
thank you, i would be very grateful, my brain is exploding i can't figure this out
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
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 :)
(but yeah the general idea is good)
i'm trying now, in the meanwhile thanks a lot
You can do it with less nodes this is just more descriptive and simpler to follow
After it works then optimize
is there a way to reference a bone or a socket so it can plug into here? (in character blueprint, not anim one)
I've been bashing my head against this for a full day now, maybe I'm misunderstanding something?
What exactly are you trying to do?
I'm trying to make it so the character pivots around that particular bone as opposed to the whole scene
is it one of its own bones or is it another actors bone it's attached to?
I'm not 100% sure if there's some nice way to do it, but you can rotate around a point with some math
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"
won't that cause clipping then?
How so?
well if it's just slicing the mesh in half and rotating it around an arbitrary point?
or am I missunderstandding
I'm not entirely sure what slicing the mesh in half has to do with rotating it :)
Rotate around axis , isnt that a node that could be used here ?
That's for rotating around a specific axis, it doesn't rotate with a specific pivot point iirc
pivot/origin
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
like this, but make the pivot not a scene but a bone/socket
It might not be exactly what I just said but it's something along those lines :P
but I need it to be a scene component for setworldrotation to work no?
set world rotation's target is the thing you're rotating
so if you say set world rotation(pivot, new rotation), then it rotates pivot
so you'd need to actually do set world rotation(mesh, new rotation)
or move pivot into the pivot point, attach mesh into pivot, rotate pivot
This sounds alot like a target lock mechanic thats in every melee game ever
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 :)
I'm completely lost honestly
Maybe you can show what your actor looks like and what the component setup on it is
so that what you want to do is easier to visualize
RotateVectorAroundAxis
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
I want the pivot to be the location of a specific bone yeah
if that's what you mean
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Components/PoseableMesh/GetBoneLocationbyName/
Get Bone Location by Name
Take a look at this
I tried that already, setworldrotation only accepts scene components though
Yeah, That's the intended behavior
As @earnest tangle said already, SetWorldRotation sets the rotation of the 'Target'
right, I feel like I'm missing some fundamental, so if I get the bone location how do I feed that into setworldrotation?
btw I think, You'll need a SetWorldLocation rather than SetWorldRotation
You don't
There's going to be some vector mathematics involved
is there really no way to maybe add a scene component and somehow weld it to the pivot point?
because I have no clue how to do this vector thing.
There are 'Bone Sockets', but I don't think it's a solution
As far as I'm aware, you'll have to do vector math
@supple meadow what kind of end result do you want to achieve?
I just dont understand how I can translate vector math into character rotation
trying to replicate z-axis rotation on a particular pivot point
Are you trying to move the capsule around or the mesh?
on second look it seems I can only do sockets
Rotate the mesh and then offset it by mesh location - bone location
With z zeroed out
I have no idea how to do that
You should already know how to set the mesh rotation. Then just set the mesh location relative to capsule to mesh location - bone location.
I think that's a better way than what I was saying
Or just author your animation so you don't need to do this
ok so I understand even less now
I have no idea how to change the rotation of the mesh, only how to change rotation of components
@dim robin did you get it working or you need to see the BP script?
and what's authoring animations got to do with replication?
Just dragged off a reference to the mesh and type in set rotation.
Also what's any of this got to do with replication? You are asking about being able to pivot a mesh around a bone
yes but specifically to replicate it to other players, I think I mentioned it earlier
which is why I cant use the animation bp to do it I think
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.
So exactly what mechanic are you trying to achieve here buy pivoting a mesh around the bone?
replicating the player looking up and down
Yeah you would just replicate the look Direction, and then on every machine the animation will be handled from that information.
So why are you pivoting the whole mesh around that instead of just rotating the bone or using a blendspace or aim offset?
because this is the only way I figured out how to do it
I want to rotate the bone, but that's done within the animation blueprint and I'm working inside the character blueprint
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.
Are you manually rotating the bone to make the character look up/down?
you should use Control Rotation and pull the yaw/pitch from GetBaseAimRotation on the Character
Pitch is replicated, but you need to use GetBaseAimRotation->Pitch
that was my goal originally
what you doing, making player look left and right?
up and down
sec
Is it possible to get a soft object reference name without loading it?
I understand that's what I need to do, and I'd do it if I knew how I just dont know what specific steps I need to take.
so this is all done within the animation blueprint?
yes
even turn in place is done via animation bp
@supple meadow http://thegames.dev/snaps/gnqOqK1WWZ.mp4 all this is done via anim bp
is that something you create, like a variable?
https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimHowTo/AimOffset/
right ok I see
i just can't..
btw are AimOffset and Blendspace exchangeable?
no
I mean, Both basically lerp between animation poses
Both have identical setups
Blendspace is more for locomotion
i mean technically you could...
but not tried
i know aim offsets are additive
Yeah, But there's no in-build rule, like you should always put only locomotion anims in Blendspace?
What would happen If I just put aiming anims in a Blendspace
so are these screenshots you posted just in the event graph of the animbp?
@sharp rapids nothing really, it might work
just not tested it
@supple meadow event graph and animgraph
i would suggest maybe doing a UE4 course on it
there is one at https://learn.unrealengine.com
I'll definitely take one
Animation and AnimBP is not an easy thing
relying on youtube tutorials has produced very poor results for me
hmm
It's possible
Have you tried using an Actor reference?
Instead of the Player Character reference
@swift pewter if its from a overlap detection
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.
Or you can use Tags
Tags again is fine if its single player
multiplayer, no
this is the easy way for Single player
no additional checks are needed
you know the overlapped actor is the player
not noticable
people are scared of cast's
unless your doing it every frame
you wont even notice
even doing it every frame, you would hardly notice
I'm one of those people ๐
just like people are scared of Tick cause someone once said "Ticks are bad avoid Ticks"
so they make a timer to run at .006......
Nah, I'm not one of those
yes BP ticks are slow, and we tend to avoid BP ticks for classes that there can be a lot of in the world
but we implement it in C++ for the performance boost
Use tick do not abuse tick
some things HAVE to be done on tick
no avoiding.
Do you have an example? Just curious
you could never get smooth rotation without tick
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.
@sharp rapids this is why you have a base BP
with no assets in
and only cast to that.
@swift pewter no
i also don't see why you would need to do that on tick
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 ๐
this wont be called cause its like a fake node (hence why its kinda transparent)
this will cause that BP to tick
and add cost, even tho you are not doing anything with it ๐
But now that I think about, Isn't casting to Player essentially harmless? Cause the Player BP is going to be loaded all the time anyway
The problem would be casting to other things in the Player BP
not really
what if you are in a main menu
and one of the bp's there has a cast to your player
would load your character even though you are not using it
Ah, didn't think about that
not that you would notice
Is this enough to remove the tick overhead? I thought one had to disable the tick on the actor?
tho if you are calling it alot
it would be benefical to cache
@gentle urchin you still need to disable the actor ticking to avoid ticking the C++ code
but the C++ tick is cheaper than the BP cost
So to just use C++ ticking, but not BP ticking, it's just the matter of deleting Event Tick node?
bp has additional cost of navigating the VM (virtual machine) and stuff
@icy dragon yeah
or leaving it in the disabled state
Also, Would disabling the 'Actor Ticking' also stop all the components ticking?
Or do the Components tick individually?
Ah. The more one knows ! Didnt know the c++ tick got disabled by it, tho it makes sense
Shouldn't that be the intended behavior?
Good to know then. I never disable actor tick on the Class Settings all this time, but always delete all the premade Event nodes if starting from new BP.
@icy dragon BPImplementable events wont transverse the BP vm, if the node does not exist in the BP
@icy dragon those default nodes are disabled, and wont be executed
so they are safe to be left
once you connect a wire to them, they are no longer disabled
So you reset the references on Player Respawn, no need to check it every tick
It's just one of my own habit that led me to delete them, even if I would use them just few seconds later lol
@swift pewter you could technically cheat n a single player game
you could hold the controller reference
and use Controller->Pawn
Controller never changes if player character is destroyed
why would you need too?
when your AI spawn
you grab the player controller
then you just use PLayer Controller -> Pawn
instead of GetPlayerCharacter
(warning this is only for single player game)
then you cast when you need too
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)
but for single player game, you can cheat a lot
if the only target is always the player
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?
I guess even if the target isn't the player, you cheat as long as you know all the targets
You already posted this on #animation just within a few minutes.
That aside, maybe this node is what you're looking for.
:triangular_flag_on_post: BilateralBird#2758 received strike 1. As a result, they were muted for 10 minutes.
might be modifiers
or shape keys
does it have any ? in blender
try exporting it without shape keys
or with it
you never know
export options
go through it
I know how to fix that, but it's a ripped model, and it's one of those underground reverse engineering knowledge.
Better for me to not spoil it here ๐
Also it's not even remotely a BP issue.
This is a #blueprint channel.
@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?
It's just the matter of float conversions, and I think it only work on Animation Asset mode, not Animation Blueprint mode.
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?
how is the ball and the trigger connected?
Easy/crappy way.
Event box gets actor of class Ball when it's triggered, and calls Move on the ball.
Ball moves.
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
Forgive my digusting drawing skills, but here's the general idea
I want the camera to be on the red cross thing
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
@hoary gazelle We don't condone or allow the discussion of using ripped/pirated assets here.
Find look at rotation should help you out
Distance along that line?
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)
here's one for those who love vectors...
Hit me!
how would i convert a right handed orientation (rotator) to the left handness of unreal
i made too much stupid json stuff in the last hours to activate my last 2 brain cells ๐
did it hurt?
Wouldn't you just invert x?
yea for a vector, but does it also apply to rotators?
Oh Idk. Didn't read rotator, just saw vector up top
maybe yaw + 180?
yes
Yaw 180 would solve it wouldnt it, as you said
that could be one
use this function to get point distance vector : https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Math/Vector/GetPointDistancetoLine/
Alternatively you can do line trace from one actor to another, so where trace ends, set your camera location/rotation there
Get Point Distance to Line
thanks
Does someone knows a good tutorial to create an inventory in ue4
yes but it requires cpp
what kind of inventory?
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?
I exposed collision components from cpp and made them blueprintable
but yeah no reason they shouldn't be default exposed
Or get components by class
I mean that doesn't solve the problem
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
Could you not make some initialize function for it ?
Atleast flexible for the input primitive
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
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?
yes you can. you can even open up the blueprint graph for them
Select the any key node, uncheck the "consume input"
thank you
although I'm a bit iffy about what you mean by inspector
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.
I think that only actors can do that
but I may be wrong
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
unity cant?!
ya positives and negatives for sure
Like an inventory of fortnite
how can I duplicate a mesh (skeletal or static), flip face normals, offset vertices in Construction script ?
you can't perform any graphics operations in blueprint
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)
yeah but that's not blueprint, that's still in the realm of materials. blueprint for good reason does not expose anything to do with the renderer
I dread the reason forbthis operation
sounds like someone wants automatic outlines and doesn't want to invest in making a postprocess filter I suppose
but what do I know
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
sadly no
thanks
you could try and see if you can invert a mesh in the mesh editor and spawn it in... not sure how much it's going to save you, but eh
probably less intuitive than doing it in Blender (I don't enjoy UE4's mesh editor a single bit)
platform doesn't allow PP??? what about shaders or stencils?
forward rendering
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
and today you have learned to take 5 seconds to change the default print string, welcome to the club
Oh I learned it a while ago but somehow it doesn't stop me from thinking "I'll only need this for a second, it's fine"
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.
so that it rotates from 0 to 36 or you want to add 36 deg to the rotation of something? just one axis? once or more than once?
Add 36 degrees, on one axis. It's for a lock, i want it to look nicer
well it only goes one direction, so that is simple enough
timeline or Rinterp both work, you got a preference?
I tried doing it with the pitch and it got really wonky
timeline preferred. I honestly don't understand the use cases for rinterp
ah, there might be confusion between what "XYZ" is relating to pitch, yaw, roll
is each number slot on a cylinder basically?
It worked going from 0 to 36, then 36 to 72 but then it started falling apart
yeah, 10 faces
oh... hmm
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
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
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
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
well, i was gunna ask earlier, these 10-sided cylinders, you rotated them to place them inside the cryptex thing right?
Hey guys, off the top of your head, how does one edit and turn a decal with points?
top of my head is off, i dont know what you mean
Their default rotation is 0,0,0
Off the top of my head, I mean like roads. I think I just need to see how roads are made using decals
so each cylinder is placed in that cryptex with 000 rot like that, sideways like that?
i think you can make roads with the spline system, but i dont really know much more
Yyyyes. If I'm understanding you correctly.
sure thing
quaternions?!
great, very clear, thanks
if you know more, by all means
Not yet!
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
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
quaternions
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
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
so yeah
they're exposed to blueprint
ask the quik mafs geniuses in #cpp perhaps
it essentially converts it from euler to quat
it seems like converting from euler to quat is a bad idea
confusing, but it exists for a reason, to hurt others
well you do the calcs in quat then convert back
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 ..
yeah, that's starting to hurt me
im sure the rounding will muck things up if people rotate it a couple thousand times but hopefully it doesn't come to that
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?
nailed it
magnificent
if someone tells me an easy way to make a gif, i think i can show it working without anything truly complex
Should be one per instance
i dunno about gifs, i just record short videos in obs
yeah i figured
I'm sure you can find the math online as well btw
Reading this now: https://ninepointeightgame.com/game-updates/quick-quaternion-tips but not certain yet how usable it will be for my scenario
Ew. Quats.
@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
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
So what's the problem?
video comin ur way
I dont know how to do the math hehe
Make rotation from z vector
Just like this? Couldent get it to work
World rotation, also.
Well. Might not make much difference here, but the trace math will be in world.
Dient change :c
What does it do?
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?
Here's the mockup, trying to get video @heavy ibex
Set your MakeRotFromZ there.
Make sure that's orienting them correctly, then we can manage the random yaw rotation later.
Hooked the make rot from z into the make transform, nothing has changed
This is effectively what I had .. this works for you?
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.
real easy
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
yep
The linetrace @maiden wadi
Set the trace to draw for like 20 seconds. See what it is hitting, or what it's not hitting.
hmm okey i see, seems like its traceing up
Ah haaaa but try it with pitch instead of roll
ah! great point
this looks faulty
you move the problem from 90 to 180
Are you just trying to draw them straight down?
you are correct, I see it, though now I would say, you should use roll!
If so, take the start point, and just do + MakeVector 0,0,-1000 and use that for the end point.
but as a problem solver, this is intruiging
done. wrap it up
Yeah, the original use for the linetrace is to check if the object is inside another object dont spawn it
ok, enough trying to avoid quats. gonna smash my head into it until it makes sense
dude
I gave you the solution
it's really simple
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.
It needs to rotate around the Y axis
do you know what an axis is
Yeah
do you know what an angle is
Yep
DeltaRotation = FQuat(Axis, Angle);
This is getting intense, for rotating a lock component around a single axis. O.o
sadly euler screws with reality
Just rotate the thing 90 degrees on yaw, and use Roll.
yeah, i would've change the axis in the 3d software i made it in, but this is kinda fun too
Or.
ya, guess that might have worked
Use pitch, and just keep a float that goes from 0-360. It doesn't gimbal lock that way.
that's what i was meaning a few minutes ago, but the comedy!
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?
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
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?
Set default Pawn class in the game mode
lmao
yeah he already did so thats why we are confused
Are you sure the game mode is being used?
Is there an instance of the default character in the level?
what do you mean?
@odd ember what exactly are you trying to do here? That looks weird
rotation is weird now?
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?
actually seems to run into the same issues as using euler
I was showing off a solution. nothing weird about it. it circumvents a euler issue
Don't have a solution for you. All I can say is the other day, I couldn't get an editor-only function that adds/adjusts points on a preexisting spline component to work until I manually jiggled one of the points, and then magically my editor only function worked correctly. Inexplicable. UE4.26
which axis are you trying?
let me see if I can hit the same
@heavy ibex what are you trying to do?
grabbing the right vector from the mesh
On a phone that just tries to open it in the browser lmao
Trying to rotate 360 degrees, 36 degrees at a time using a timeline so it's smooth
ahhh
it's a combination lock
https://cdn.discordapp.com/attachments/221798862938046464/910267078664130580/2021-11-16_15-35-59.mov does this work at least?
Just do the rotation in local space. I'm assuming you have some sort of component with an axis aligned with the lock right?
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
I tried with all 3 axes, and it worked for all of them
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
you know the initial problem was that that didn't work right?
jumping in halfway through an issue isn't exactly helping
Well it should, I have a planet and moon and sun light system that is nothing but a set of stacked components being rolled around and it works hundred percent perfectly. If all you need to do is get a combination lock to spin, that will work.
"should" and "does" aren't exactly helpful terms
ok, yeah it worked. had to weed all the extra garbage I had out first. now i just gotta get it implemented with a timeline
finally
I can't explain why it doesn't work. It hits 90 degrees and starts going backwards
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
@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
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
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
it's solved, let it be
You don't need to bust out quaternions to spin a scene component. That's like trying to drive a nail with a jackhammer.
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"
ah the smart people are around... guys how to mirror an rotator axis?
๐
from right handed rotator (y right) to left handed rotator (y left)
x forward on both, so no 180ยฐ yaw turn
Negate yaw?
just as an addition, you can use AddWorldRotation to avoid combining rotators. if you want.
hmm, sure? Haven't tried much yet as i'm recompiling engine atm
Yes please do if you get the chance. I am feeling like this shouldn't be happening. I've never messed with splines though until recently.
Noted.!
Axis is a vector. Multiply it by -1.f
I don't trust that in combination with a timeline. I don't think I can count on a specific number of ticks
@maiden wadi Managed to do it, now i can align with normals thx for the help. Still a bit wonky but its getting there
fair enough, no worries
@heavy ibex make it stateful. Have some internal State representing the number displayed on each wheel and then convert from that to your rotation. And you probably want to use set rotation, not add, depending on if you're going to have things spinning a whole ton.
he is using set lol
have you even looked at the setup
Yeah I am tracking the number and will use it, for now I'm just trying to get it functional
Does anyone know if it's possible to dynamically set the radius of a navigation invoker?
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.
Typically standalone is much faster but dunno if its just less overhead from editor or bps are faster.
i'm looking for a reliable method to determine if an object can be seen in the frame
Have you tried "WasComponentRecentlyRendered"?
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
I think you could do a couple things, you could do several line traces from the camera or you could use "WasRecentlyRendered" like mentioned above.
I was having a problem creating a reliable Marquee Selection system for my project due to a free moving camera and ended up going with a normalized dot product which has worked well so far.
I'm not certain on the behavior of WasRecentlyRendered, I've never actually tried to use it, just know it exists.
yo any vectorheads here?
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
Nice!
it can render things off screen, it doesn't handle transparency very well especially
best way is trace
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?
player can still see, even though traces all hit
i'm running into these situations
Make the eye closed. They can't see anything.
lol
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?
not really. control rotation means that the player controller now controls the camera
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.
Is everything supposed to be slower, including the player?
Everything expect the player
I was thinking time dilation but that also slows down the player...
that is tricky
you could increase the players time dilation multiplier
and all its components
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
UPROPERTY(BlueprintReadWrite, AdvancedDisplay, Category=Actor)
float CustomTimeDilation;```
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?
i mean, it does move tho lol
use relative or store starting position and add to that
Thanks you for your answers i will try it @worthy frost @dawn gazelle
It's because you're constantly adding the current height.
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
how do i do that? sorry, it's been many years since i've used ue @worthy frost
on begin play get world location and store it in a variable
then use that variable in your +
it doesn't seem to move at all now. thank you tho
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
You could likely use a get all actors of X (e.g., class, with tag, etc.) and then do a "For Each" loop to "Set Custom Time Dilation" on all the actors you want to be effected (you could reduce the number of actors you were sorting through by only getting all the actors in a certain radius near the player).
i had unplugged the timeline from the setWorldLocation by accident ๐
lol ok ๐
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
Every tick you are adding to world location. Do a direct set NOT based on current. Cache current at begin play or something.
i don't really understand what you're saying. i'm very new to this side of game development
I understand you're saying using every tick is inefficient but i don't know how to cache this information
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
i'm sorry, what? ๐
@keen prairie he's saying you need to set world location as a variable
ohh, thank you! yeah, i've done this now
Getting it with the function every frame is moving the start point
Do
Position = OriginalPosition + TimelineOutput
Not
Position = CurrentPosition + TimelineOutput
Lol beat me to it
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
playable area sounds like you need a nav mesh volume. Not sure if linear progress is related, this a 2d game?
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)
by progress i mean in a 3d space where theres a start to my level and an end. But I want to get how far (percentage) a player is through it
is this sometihng you constantly need to know or do you check it based on some condition? for example, the end of the level
constantly, or at least somewhat frequent, as ill be spawning in items and changing difficulty based off of progress
has the formula regardless
hmm interesting
you say "Far" so distance check, ie what EFoolType put makes the most sense
constantly isn't really feasible
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?
understood, it doesnt necessarly have to be constant but some what frequent as my AI director will rely on it
tick is as constant as can be
I like the idea of the makup entity
tick won't help here
Yes true but tick will kill perf
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"
that would imply that each level is a straight line
i think by linear i meant a linear play style not exactly in a straight line
pathing allows for flexible level structure
like a start and end to my level
yeah I'm just explaining why you can't just trace a straight line
this might be what im looking for
ahhh
i see
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
odd idea, but would it be possible to update the distance traveled on each step of the foot?
does that sounds appropraite?
no nav check, just a distance check from last pos
i can do several seconds that should be okay
the check would happen on foot contact with floor
that could be setup with anim notifies
you only know your path from start. you may be sidetracking
probably, def not thinking of using the navmesh to do this
no I think you misunderstand
navmesh is the only way of doing this
barring some custom system that requires markup per level
basically i think because the navmesh is flexible to "bend" the level doesnt have to be in one stright line
meaning i can track my progress based off of where i am in the nav mesh
hey that sounds cool
sure but that's markup. and what if you have areas that are to the side of the spline?
well theyll just be side areas, theyll have to exit them to get to back to the main objective
you could maybe do something like a really wide spline, but then that limits how the levels can be designed
only thing i can think of that would trip it is if there were multiple pathways
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
as in?
idk what kind of elements you have in your game
ah i see
if you have AI, maybe it's per amount of AI killed
come up with my own system
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
thanks for your help
@brazen merlin Thank you too
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
for third person, it'd be through the swing arm
you can get it off the camera itself
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
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
camera is something that is not usually easy to fix
you could try SetViewTargetWithBlend on possess to see if it smoothens it out
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 :/
What's your tolerance set to?
2500
That function is constantly returning false?
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
Mebbe do a breakpoint and see what the values are in those vectors?
yeah that's a good idea
going to do that
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
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?
if the enemy owns the box, sure
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
they do, the idea is basically they're a sorta teleporting beartrap to vaguely think about it
and do you know how that's possible?
no problem ๐
so wait, on the character and the wall do i just set the collision channel to overlap?
so make a new collision channel with default block response
give your wall this collision channel. the actor you want to be able to walk through the wall would have ignore for this channel
ohhh i see it now, sorry for being so oblivious, and thank you for your help
absolutely no problem, glad I could help.
I don't know what you mean by a teleporting bear trap. but once the player collides with your box it's pretty simple to make them talk
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
i'm pretty far along, been doing game dev for a long while, but i still find myself asking stupid questions lol
how so? i can imagine how to make them talk, but how do i get that initial handshake to happen?
yea lol same here. can't learn parts of unreal I haven't had the experience to deal with yet.
random question, but you wouldn't happen to know anywhere good to find playtesters, would you?
there are events for this OnComponentBeginOverlap
it depends on what you need. reddit is a good place on a few subs I can check later if you'd like, but it's hard to give recommendations because I don't know them personally and do not want to set you up with someone who could potentially leak things/cause problems.
yee, i'm using that, my main issue is, doesn't there need to be some horta handshake to establish who's talking to who?
reddit has never been my strong suit, i'm mainly looking around on discord or whatever because i don't like social media that much
If you're comfortable with it, I would recommend looking at reddit.com/r/playtesters or reddit.com/r/playmygame
I've heard positive things about them.
outside of that, I'd do what you're doing, try to find similar games and ask around on discord
aight, thanks!
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?
they both talk to each other. whoever has that event in their graph is the one that you want to do something with the info
https://prnt.sc/1zv1xkt https://prnt.sc/1zv2549
I have like a vault door setup where I want to press F to open the doors. Each should be moving apart from eachother when you hit F but no matter what I do it doesn't react. Anyone know why?
any smart vectorheads?
No clue what that is โฅ
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
on the hit result, can't you get the normal?
yes tried that
not working
atleast if i do that some more maths to even have it just work on one wall and floor
not working as in it doesn't spawn it? wrong rotation? what not work?
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
right, it projects and smears the pixels
sounds like wrong rotation, are you getting forward vector or up vector?
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?
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
it would be set position, but yeah, you need to set a variable on begin play
@brazen merlin im getting from event hit set location from hit location
rotation ive tried rotation from xv vector
tried negating also
if the get normal method doesn't work, what about getting the direction of travel the "head" has
(ive got some other commands to run thus the sequence lolz)
get actor fro begin play
i recmmend
and save that as a variable
so you dont have to always get that when clicking
oh I see
yeah sorry, id check into this more, but dont have the time tonight
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?
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?
the ball is pathing right? using navmesh?
no, its physics.
no. I can set it though, nothing changes, so far as I can tell (if its true or false)
should be a combination of those two, maybe sweep on and teleport off
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
sorry, didn't follow the first post, still don't follow now
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 doesnโt
@chrome eagle can you show your current graph?
you have to tell the character which door is currently the focus
really tough to say, you've got two doors, setup in a way i have no idea over, one plays but the other doesnt in a timeline i have no clue how it works
i assume you have a box collision
They have their own box collision. Nodes simply say that if player begins overlap the box then that door is capable of being opened.
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 doesnโt seem to register that I'm pressing F at all, though the text is working so collsiion box is working
alright so now where is the door open code again? and what is inside the timeline?
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.
In this video we continue inside our interactive Light Blueprint, however we change our script so that when the player is near our light, they can press a button to toggle the light on or off. We also talk about some tips and tricks for clarity when working with Blueprints by using Comment Boxes around our node networks.
Unreal has a very simple tut on this. Follow that, as it might be more visual of an explanation
I mean my code works... as I setup my first door just fine.
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.
the only thing different, i imagine, is the timeline since one is for left and other for right
My guy, there is no time line I dunno what you're looking at o.o
? did you disable physics?
looking at this post by you of the timeline
The orginal post? of the nodes I've stated a few times I've disconnected? x.x
ah spawned a new one
yeh, because now you say all you got is the text turning off and on
Correct. That's all I want them to do right now.
great, glad to help?
@chrome eagle ok i'll do a test on my pc. basically, you have 2 collision and when you press F the text appears?
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
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
You're fine. The ORGINAL problem was yes my door wasnโt 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?
i get it now
yea ignore the first text as the nodes are all different lol
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?
There are 2 different BP.
ok, so there's these two doors then, and overlapping one works but not the other
ima send full BP in hopes to clear things up.